Unicopia/src/main/java/com/minelittlepony/unicopia/projectile/ProjectileUtil.java

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package com.minelittlepony.unicopia.projectile;
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import org.jetbrains.annotations.Nullable;
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import com.minelittlepony.unicopia.mixin.MixinPersistentProjectileEntity;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.projectile.ProjectileEntity;
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import net.minecraft.util.math.Vec3d;
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public interface ProjectileUtil {
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/**
* Checks if the given entity is a projectile.
*/
static boolean isProjectile(Entity e) {
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return e instanceof ProjectileEntity;
}
/**
* Checks if the given entity is a projectile that is not stuck in the ground.
*/
static boolean isFlyingProjectile(Entity e) {
return isProjectile(e) && !(e instanceof MixinPersistentProjectileEntity && ((MixinPersistentProjectileEntity)e).isInGround());
}
/**
* Checks if the given projectile was thrown by the given entity
*/
static <T extends Entity> boolean isProjectileThrownBy(Entity throwable, @Nullable T e) {
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return e != null && isProjectile(throwable) && e.equals(((ProjectileEntity) throwable).getOwner());
}
/**
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* Sets the velocity and heading for a projectile.
*
* @param throwable The projectile
* @param heading The directional heaving vector
* @param velocity Velocity
* @param inaccuracy Inaccuracy
* @return True the projectile's heading was set, false otherwise
*/
static void setThrowableHeading(Entity throwable, Vec3d heading, float velocity, float inaccuracy) {
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if (throwable instanceof ProjectileEntity) {
((ProjectileEntity)throwable).setVelocity(heading.x, heading.y, heading.z, velocity, inaccuracy);
} else {
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heading = heading.normalize().multiply(velocity);
Vec3d vel = throwable.getVelocity();
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throwable.addVelocity(heading.x - vel.x, heading.y - vel.y, heading.z - vel.z);
}
}
/**
* Reverses a projectile's direction to deflect it off a surface.
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*
* @param projectile The projectile to deflect
* @param post The position the projectile must be deflected away from
* @param absorbtionRate Percentage of the projectile velocity to absorb.
*/
static void ricochet(Entity projectile, Vec3d pos, float absorbtionRate) {
Vec3d position = projectile.getPos();
Vec3d motion = projectile.getVelocity();
Vec3d normal = position.subtract(pos).normalize();
Vec3d approach = motion.subtract(normal);
if (approach.length() < motion.length()) {
normal = normal.multiply(-1);
}
setThrowableHeading(projectile, normal, (float)motion.length() * absorbtionRate, 0);
}
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}