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CC-Tweaked/remappedSrc/dan200/computercraft/shared/util/WorldUtil.java
2021-07-11 01:33:21 +00:00

214 lines
7.3 KiB
Java

/*
* This file is part of ComputerCraft - http://www.computercraft.info
* Copyright Daniel Ratcliffe, 2011-2021. Do not distribute without permission.
* Send enquiries to dratcliffe@gmail.com
*/
package dan200.computercraft.shared.util;
import com.google.common.base.Predicate;
import com.google.common.collect.MapMaker;
import net.minecraft.entity.*;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.util.hit.HitResult;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Box;
import net.minecraft.util.math.Direction;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.shape.VoxelShape;
import net.minecraft.world.RaycastContext;
import net.minecraft.world.World;
import org.apache.commons.lang3.tuple.Pair;
import javax.annotation.Nonnull;
import java.util.List;
import java.util.Map;
public final class WorldUtil
{
@SuppressWarnings( "Guava" )
private static final Predicate<Entity> CAN_COLLIDE = x -> x != null && x.isAlive() && x.collides();
private static final Map<World, Entity> entityCache = new MapMaker().weakKeys()
.weakValues()
.makeMap();
public static boolean isLiquidBlock( World world, BlockPos pos )
{
if( !World.isInBuildLimit( pos ) )
{
return false;
}
return world.getBlockState( pos )
.getMaterial()
.isLiquid();
}
public static boolean isVecInside( VoxelShape shape, Vec3d vec )
{
if( shape.isEmpty() )
{
return false;
}
// AxisAlignedBB.contains, but without strict inequalities.
Box bb = shape.getBoundingBox();
return vec.x >= bb.minX && vec.x <= bb.maxX && vec.y >= bb.minY && vec.y <= bb.maxY && vec.z >= bb.minZ && vec.z <= bb.maxZ;
}
public static Pair<Entity, Vec3d> rayTraceEntities( World world, Vec3d vecStart, Vec3d vecDir, double distance )
{
Vec3d vecEnd = vecStart.add( vecDir.x * distance, vecDir.y * distance, vecDir.z * distance );
// Raycast for blocks
Entity collisionEntity = getEntity( world );
collisionEntity.setPosition( vecStart.x, vecStart.y, vecStart.z );
RaycastContext context = new RaycastContext( vecStart,
vecEnd,
RaycastContext.ShapeType.COLLIDER,
RaycastContext.FluidHandling.NONE,
collisionEntity );
HitResult result = world.raycast( context );
if( result != null && result.getType() == HitResult.Type.BLOCK )
{
distance = vecStart.distanceTo( result.getPos() );
vecEnd = vecStart.add( vecDir.x * distance, vecDir.y * distance, vecDir.z * distance );
}
// Check for entities
float xStretch = Math.abs( vecDir.x ) > 0.25f ? 0.0f : 1.0f;
float yStretch = Math.abs( vecDir.y ) > 0.25f ? 0.0f : 1.0f;
float zStretch = Math.abs( vecDir.z ) > 0.25f ? 0.0f : 1.0f;
Box bigBox = new Box( Math.min( vecStart.x, vecEnd.x ) - 0.375f * xStretch,
Math.min( vecStart.y, vecEnd.y ) - 0.375f * yStretch,
Math.min( vecStart.z, vecEnd.z ) - 0.375f * zStretch,
Math.max( vecStart.x, vecEnd.x ) + 0.375f * xStretch,
Math.max( vecStart.y, vecEnd.y ) + 0.375f * yStretch,
Math.max( vecStart.z, vecEnd.z ) + 0.375f * zStretch );
Entity closest = null;
double closestDist = 99.0;
List<Entity> list = world.getEntitiesByClass( Entity.class, bigBox, CAN_COLLIDE );
for( Entity entity : list )
{
Box littleBox = entity.getBoundingBox();
if( littleBox.contains( vecStart ) )
{
closest = entity;
closestDist = 0.0f;
continue;
}
Vec3d littleBoxResult = littleBox.raycast( vecStart, vecEnd )
.orElse( null );
if( littleBoxResult != null )
{
double dist = vecStart.distanceTo( littleBoxResult );
if( closest == null || dist <= closestDist )
{
closest = entity;
closestDist = dist;
}
}
else if( littleBox.intersects( bigBox ) )
{
if( closest == null )
{
closest = entity;
closestDist = distance;
}
}
}
if( closest != null && closestDist <= distance )
{
Vec3d closestPos = vecStart.add( vecDir.x * closestDist, vecDir.y * closestDist, vecDir.z * closestDist );
return Pair.of( closest, closestPos );
}
return null;
}
private static synchronized Entity getEntity( World world )
{
// TODO: It'd be nice if we could avoid this. Maybe always use the turtle player (if it's available).
Entity entity = entityCache.get( world );
if( entity != null )
{
return entity;
}
entity = new ItemEntity( EntityType.ITEM, world )
{
@Nonnull
@Override
public EntityDimensions getDimensions( @Nonnull EntityPose pose )
{
return EntityDimensions.fixed( 0, 0 );
}
};
entity.noClip = true;
entity.calculateDimensions();
entityCache.put( world, entity );
return entity;
}
public static Vec3d getRayEnd( PlayerEntity player )
{
double reach = 5;
Vec3d look = player.getRotationVector();
return getRayStart( player ).add( look.x * reach, look.y * reach, look.z * reach );
}
public static Vec3d getRayStart( LivingEntity entity )
{
return entity.getCameraPosVec( 1 );
}
public static void dropItemStack( @Nonnull ItemStack stack, World world, BlockPos pos )
{
dropItemStack( stack, world, pos, null );
}
public static void dropItemStack( @Nonnull ItemStack stack, World world, BlockPos pos, Direction direction )
{
double xDir;
double yDir;
double zDir;
if( direction != null )
{
xDir = direction.getOffsetX();
yDir = direction.getOffsetY();
zDir = direction.getOffsetZ();
}
else
{
xDir = 0.0;
yDir = 0.0;
zDir = 0.0;
}
double xPos = pos.getX() + 0.5 + xDir * 0.4;
double yPos = pos.getY() + 0.5 + yDir * 0.4;
double zPos = pos.getZ() + 0.5 + zDir * 0.4;
dropItemStack( stack, world, new Vec3d( xPos, yPos, zPos ), xDir, yDir, zDir );
}
public static void dropItemStack( @Nonnull ItemStack stack, World world, Vec3d pos, double xDir, double yDir, double zDir )
{
ItemEntity item = new ItemEntity( world, pos.x, pos.y, pos.z, stack.copy() );
item.setVelocity( xDir * 0.7 + world.getRandom()
.nextFloat() * 0.2 - 0.1,
yDir * 0.7 + world.getRandom()
.nextFloat() * 0.2 - 0.1,
zDir * 0.7 + world.getRandom()
.nextFloat() * 0.2 - 0.1 );
item.setToDefaultPickupDelay();
world.spawnEntity( item );
}
public static void dropItemStack( @Nonnull ItemStack stack, World world, Vec3d pos )
{
dropItemStack( stack, world, pos, 0.0, 0.0, 0.0 );
}
}