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88ba52efc5
i.e. When wearing the alicorn amulet, When hit by a jar, When hit by a polearm When hit by an earth pony stomp When kicked by an earth pony When screeched at by a bat pony
78 lines
2.7 KiB
Java
78 lines
2.7 KiB
Java
package com.minelittlepony.unicopia.projectile;
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import org.jetbrains.annotations.Nullable;
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import com.minelittlepony.unicopia.entity.Living;
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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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/**
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* Checks if the given entity is a projectile.
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*/
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static boolean isProjectile(Entity e) {
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return e instanceof ProjectileEntity;
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}
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/**
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* Checks if the given entity is a projectile that is not stuck in the ground.
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*/
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static boolean isFlyingProjectile(Entity e) {
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return isProjectile(e) && !(e instanceof MixinPersistentProjectileEntity m && m.isInGround());
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}
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/**
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* Checks if the given projectile was thrown by the given entity
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*/
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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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}
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/**
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* Sets the velocity and heading for a projectile.
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*
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* @param throwable The projectile
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* @param heading The directional heaving vector
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* @param velocity Velocity
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* @param inaccuracy Inaccuracy
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* @return True the projectile's heading was set, false otherwise
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*/
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static void setThrowableHeading(Entity throwable, Vec3d heading, float velocity, float inaccuracy) {
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if (throwable instanceof ProjectileEntity p) {
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p.setVelocity(heading.x, heading.y, heading.z, velocity, inaccuracy);
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} else {
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heading = heading.normalize().multiply(velocity);
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Vec3d vel = throwable.getVelocity();
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throwable.addVelocity(heading.x - vel.x, heading.y - vel.y, heading.z - vel.z);
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Living.updateVelocity(throwable);
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}
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}
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/**
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* Reverses a projectile's direction to deflect it off a surface.
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*
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* @param projectile The projectile to deflect
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* @param post The position the projectile must be deflected away from
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* @param absorbtionRate Percentage of the projectile velocity to absorb.
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*/
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static void ricochet(Entity projectile, Vec3d pos, float absorbtionRate) {
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Vec3d position = projectile.getPos();
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Vec3d motion = projectile.getVelocity();
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Vec3d normal = position.subtract(pos).normalize();
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Vec3d approach = motion.subtract(normal);
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if (approach.length() < motion.length()) {
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normal = normal.multiply(-1);
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}
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setThrowableHeading(projectile, normal, (float)motion.length() * absorbtionRate, 0);
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}
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}
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