Modified the Sigil of the Phantom Bridge so it better performs with speed modifications
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@ -13,6 +13,7 @@ Version 2.1.0-66
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- Changed most of the BlockString blocks to a BlockEnum in order to solve a loading issue with schematics.
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- Added the entries for the Skeleton Turret Array and the Updraft Array
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- Added the Bounce Array
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- Modified the Sigil of the Phantom Bridge so it better performs with speed modifications
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------------------------------------------------------
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Version 2.1.0-65
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@ -1,13 +1,23 @@
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package WayofTime.bloodmagic.item.sigil;
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import java.util.HashMap;
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import java.util.Map;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import org.apache.commons.lang3.tuple.Pair;
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import WayofTime.bloodmagic.registry.ModBlocks;
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public class ItemSigilPhantomBridge extends ItemSigilToggleableBase
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{
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private Map<EntityPlayer, Pair<Double, Double>> prevPositionMap = new HashMap<EntityPlayer, Pair<Double, Double>>();
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private double expansionFactor = 2;
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private int range = 3;
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public ItemSigilPhantomBridge()
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{
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super("phantomBridge", 100);
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@ -16,28 +26,70 @@ public class ItemSigilPhantomBridge extends ItemSigilToggleableBase
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@Override
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public void onSigilUpdate(ItemStack stack, World world, EntityPlayer player, int itemSlot, boolean isSelected)
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{
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if ((!player.onGround && !player.isRiding()) && !player.isSneaking())
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return;
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if (!prevPositionMap.containsKey(player))
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{
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prevPositionMap.put(player, Pair.of(player.posX, player.posZ));
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}
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if ((!player.onGround && !player.isRiding()) && !player.isSneaking())
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{
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prevPositionMap.put(player, Pair.of(player.posX, player.posZ));
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return;
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}
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int range = 2;
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int verticalOffset = -1;
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if (player.isSneaking())
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verticalOffset--;
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int posX = (int) Math.round(player.posX - 0.5f);
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int posY = (int) player.posY;
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int posZ = (int) Math.round(player.posZ - 0.5f);
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Pair<Double, Double> prevPosition = prevPositionMap.get(player);
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for (int ix = posX - range; ix <= posX + range; ix++)
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double playerVelX = player.posX - prevPosition.getLeft();
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double playerVelZ = player.posZ - prevPosition.getRight();
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double totalVel = Math.sqrt(playerVelX * playerVelX + playerVelZ * playerVelZ);
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if (totalVel > 2)
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{
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for (int iz = posZ - range; iz <= posZ + range; iz++)
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//I am SURE you are teleporting!
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playerVelX = 0;
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playerVelZ = 0;
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}
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BlockPos playerPos = player.getPosition();
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int posX = playerPos.getX();
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int posY = playerPos.getY();
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int posZ = playerPos.getZ();
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double offsetPosX = posX + expansionFactor * playerVelX;
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double offsetPosZ = posZ + expansionFactor * playerVelZ;
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double avgX = (posX + offsetPosX) / 2;
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double avgZ = (posZ + offsetPosZ) / 2;
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double C = 2 * (range + expansionFactor * totalVel) + 1;
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int truncC = (int) C;
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//TODO: Make this for-loop better.
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for (int ix = -truncC; ix <= truncC; ix++)
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{
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for (int iz = -truncC; iz <= truncC; iz++)
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{
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BlockPos blockPos = new BlockPos(ix, posY + verticalOffset, iz);
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if (computeEllipse(ix + avgX, iz + avgZ, posX, posZ, offsetPosX, offsetPosZ) > C)
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{
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continue;
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}
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BlockPos blockPos = new BlockPos(ix + posX, posY + verticalOffset, iz + posZ);
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if (world.isAirBlock(blockPos))
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world.setBlockState(blockPos, ModBlocks.PHANTOM_BLOCK.getDefaultState());
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}
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}
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prevPositionMap.put(player, Pair.of(player.posX, player.posZ));
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}
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public static double computeEllipse(double x, double z, double focusX1, double focusZ1, double focusX2, double focusZ2)
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{
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return Math.sqrt((x - focusX1) * (x - focusX1) + (z - focusZ1) * (z - focusZ1)) + Math.sqrt((x - focusX2) * (x - focusX2) + (z - focusZ2) * (z - focusZ2));
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}
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}
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