the slow dance (it's actually rather fast)

This commit is contained in:
Boblet 2025-09-10 16:30:13 +02:00
parent 4320071a41
commit 4805dd800c
2 changed files with 329 additions and 51 deletions

View File

@ -4,17 +4,28 @@ import org.lwjgl.opengl.GL11;
import com.hbm.blocks.BlockDummyable;
import com.hbm.blocks.ModBlocks;
import com.hbm.inventory.recipes.AssemblyMachineRecipes;
import com.hbm.inventory.recipes.loader.GenericRecipe;
import com.hbm.main.MainRegistry;
import com.hbm.main.ResourceManager;
import com.hbm.render.item.ItemRenderBase;
import com.hbm.tileentity.machine.TileEntityMachineAssemblyFactory;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.entity.RenderItem;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.Item;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraftforge.client.IItemRenderer;
public class RenderAssemblyFactory extends TileEntitySpecialRenderer implements IItemRendererProvider {
public static EntityItem dummy;
@Override
public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float interp) {
@ -36,25 +47,29 @@ public class RenderAssemblyFactory extends TileEntitySpecialRenderer implements
ResourceManager.assembly_factory.renderPart("Base");
if(assemfac.frame) ResourceManager.assembly_factory.renderPart("Frame");
double[] arm1 = new double[] {-30, -30, -30, -0.125};
double[] arm2 = new double[] {-30, -30, -30, -0.125};
double blade = (System.currentTimeMillis() / 1) % 360D;
double slide1 = assemfac.animations[0].getSlider(interp);
double slide2 = assemfac.animations[1].getSlider(interp);
double[] arm1 = assemfac.animations[0].striker.getPositions(interp);
double[] arm2 = assemfac.animations[0].saw.getPositions(interp);
double[] arm3 = assemfac.animations[1].striker.getPositions(interp);
double[] arm4 = assemfac.animations[1].saw.getPositions(interp);
GL11.glPushMatrix(); {
GL11.glTranslated(0.5 - slide1, 0, 0);
ResourceManager.assembly_factory.renderPart("Slider1");
GL11.glTranslated(0, 1.625, -0.9375);
GL11.glRotated(arm1[0], 1, 0, 0);
GL11.glRotated(-arm1[0], 1, 0, 0);
GL11.glTranslated(0, -1.625, 0.9375);
ResourceManager.assembly_factory.renderPart("ArmLower1");
GL11.glTranslated(0, 2.375, -0.9375);
GL11.glRotated(arm1[1], 1, 0, 0);
GL11.glRotated(-arm1[1], 1, 0, 0);
GL11.glTranslated(0, -2.375, 0.9375);
ResourceManager.assembly_factory.renderPart("ArmUpper1");
GL11.glTranslated(0, 2.375, -0.4375);
GL11.glRotated(arm1[2], 1, 0, 0);
GL11.glRotated(-arm1[2], 1, 0, 0);
GL11.glTranslated(0, -2.375, 0.4375);
ResourceManager.assembly_factory.renderPart("Head1");
GL11.glTranslated(0, arm1[3], 0);
@ -62,75 +77,119 @@ public class RenderAssemblyFactory extends TileEntitySpecialRenderer implements
} GL11.glPopMatrix();
GL11.glPushMatrix(); {
GL11.glTranslated(-0.5 + slide1, 0, 0);
ResourceManager.assembly_factory.renderPart("Slider2");
GL11.glTranslated(0, 1.625, 0.9375);
GL11.glRotated(-arm2[0], 1, 0, 0);
GL11.glRotated(arm2[0], 1, 0, 0);
GL11.glTranslated(0, -1.625, -0.9375);
ResourceManager.assembly_factory.renderPart("ArmLower2");
GL11.glTranslated(0, 2.375, 0.9375);
GL11.glRotated(-arm2[1], 1, 0, 0);
GL11.glRotated(arm2[1], 1, 0, 0);
GL11.glTranslated(0, -2.375, -0.9375);
ResourceManager.assembly_factory.renderPart("ArmUpper2");
GL11.glTranslated(0, 2.375, 0.4375);
GL11.glRotated(-arm2[2], 1, 0, 0);
GL11.glRotated(arm2[2], 1, 0, 0);
GL11.glTranslated(0, -2.375, -0.4375);
ResourceManager.assembly_factory.renderPart("Head2");
GL11.glTranslated(0, arm2[3], 0);
ResourceManager.assembly_factory.renderPart("Striker2");
GL11.glTranslated(0, 1.625, 0.3125);
GL11.glRotated(-blade, 1, 0, 0);
GL11.glRotated(-arm2[4], 1, 0, 0);
GL11.glTranslated(0, -1.625, -0.3125);
ResourceManager.assembly_factory.renderPart("Blade2");
} GL11.glPopMatrix();
GL11.glPushMatrix(); {
GL11.glTranslated(-0.5 + slide2, 0, 0);
ResourceManager.assembly_factory.renderPart("Slider3");
GL11.glTranslated(0, 1.625, 0.9375);
GL11.glRotated(-arm2[0], 1, 0, 0);
GL11.glRotated(arm3[0], 1, 0, 0);
GL11.glTranslated(0, -1.625, -0.9375);
ResourceManager.assembly_factory.renderPart("ArmLower3");
GL11.glTranslated(0, 2.375, 0.9375);
GL11.glRotated(-arm2[1], 1, 0, 0);
GL11.glRotated(arm3[1], 1, 0, 0);
GL11.glTranslated(0, -2.375, -0.9375);
ResourceManager.assembly_factory.renderPart("ArmUpper3");
GL11.glTranslated(0, 2.375, 0.4375);
GL11.glRotated(-arm2[2], 1, 0, 0);
GL11.glRotated(arm3[2], 1, 0, 0);
GL11.glTranslated(0, -2.375, -0.4375);
ResourceManager.assembly_factory.renderPart("Head3");
GL11.glTranslated(0, arm2[3], 0);
GL11.glTranslated(0, arm3[3], 0);
ResourceManager.assembly_factory.renderPart("Striker3");
} GL11.glPopMatrix();
GL11.glPushMatrix(); {
GL11.glTranslated(0.5 - slide2, 0, 0);
ResourceManager.assembly_factory.renderPart("Slider4");
GL11.glTranslated(0, 1.625, -0.9375);
GL11.glRotated(arm1[0], 1, 0, 0);
GL11.glRotated(-arm4[0], 1, 0, 0);
GL11.glTranslated(0, -1.625, 0.9375);
ResourceManager.assembly_factory.renderPart("ArmLower4");
GL11.glTranslated(0, 2.375, -0.9375);
GL11.glRotated(arm1[1], 1, 0, 0);
GL11.glRotated(-arm4[1], 1, 0, 0);
GL11.glTranslated(0, -2.375, 0.9375);
ResourceManager.assembly_factory.renderPart("ArmUpper4");
GL11.glTranslated(0, 2.375, -0.4375);
GL11.glRotated(arm1[2], 1, 0, 0);
GL11.glRotated(-arm4[2], 1, 0, 0);
GL11.glTranslated(0, -2.375, 0.4375);
ResourceManager.assembly_factory.renderPart("Head4");
GL11.glTranslated(0, arm1[3], 0);
GL11.glTranslated(0, arm4[3], 0);
ResourceManager.assembly_factory.renderPart("Striker4");
GL11.glTranslated(0, 1.625, -0.3125);
GL11.glRotated(blade, 1, 0, 0);
GL11.glRotated(-arm4[4], 1, 0, 0);
GL11.glTranslated(0, -1.625, 0.3125);
ResourceManager.assembly_factory.renderPart("Blade4");
} GL11.glPopMatrix();
if(MainRegistry.proxy.me().getDistanceSq(tileEntity.xCoord + 0.5, tileEntity.yCoord + 1, tileEntity.zCoord + 0.5) < 35 * 35) {
for(int i = 0; i < 4; i++) {
GL11.glPushMatrix();
GL11.glTranslated(1.5 - i, 0, 0);
GL11.glRotated(90, 0, 1, 0);
GL11.glTranslated(0, 1.0625, 0);
GenericRecipe recipe = AssemblyMachineRecipes.INSTANCE.recipeNameMap.get(assemfac.assemblerModule[i].recipe);
if(recipe != null) {
ItemStack stack = recipe.getIcon();
stack.stackSize = 1;
if(stack.getItemSpriteNumber() == 0 && stack.getItem() instanceof ItemBlock) {
if(RenderBlocks.renderItemIn3d(Block.getBlockFromItem(stack.getItem()).getRenderType())) {
GL11.glTranslated(0, -0.0625, 0);
} else {
GL11.glTranslated(0, -0.125, 0);
GL11.glScaled(0.5, 0.5, 0.5);
}
} else {
GL11.glRotated(-90, 1, 0, 0);
GL11.glTranslated(0, -0.25, 0);
}
GL11.glScaled(1.25, 1.25, 1.25);
if(dummy == null || dummy.worldObj != tileEntity.getWorldObj()) dummy = new EntityItem(tileEntity.getWorldObj(), 0, 0, 0, stack);
dummy.setEntityItemStack(stack);
dummy.hoverStart = 0.0F;
RenderItem.renderInFrame = true;
RenderManager.instance.renderEntityWithPosYaw(dummy, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
RenderItem.renderInFrame = false;
}
GL11.glPopMatrix();
}
}
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glPopMatrix();

View File

@ -25,7 +25,6 @@ import com.hbm.tileentity.IGUIProvider;
import com.hbm.tileentity.IUpgradeInfoProvider;
import com.hbm.tileentity.TileEntityMachineBase;
import com.hbm.tileentity.TileEntityProxyDyn.IProxyDelegateProvider;
import com.hbm.tileentity.machine.TileEntityMachineAssemblyMachine.AssemblerArm.ArmActionState;
import com.hbm.util.BobMathUtil;
import com.hbm.util.fauxpointtwelve.DirPos;
import com.hbm.util.i18n.I18nUtil;
@ -61,6 +60,7 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
public boolean frame = false;
private AudioWrapper audio;
public TragicYuri[] animations;
public ModuleMachineAssembler[] assemblerModule;
public UpgradeManagerNT upgradeManager = new UpgradeManagerNT(this);
@ -70,6 +70,9 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
public TileEntityMachineAssemblyFactory() {
super(60);
animations = new TragicYuri[2];
for(int i = 0; i < animations.length; i++) animations[i] = new TragicYuri();
this.inputTanks = new FluidTank[4];
this.outputTanks = new FluidTank[4];
for(int i = 0; i < 4; i++) {
@ -183,6 +186,8 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
this.networkPackNT(100);
} else {
for(TragicYuri animation : animations) animation.update(true || didProcess[0] ||didProcess[1] ||didProcess[2] ||didProcess[3]);
if(worldObj.getTotalWorldTime() % 20 == 0) {
frame = !worldObj.getBlock(xCoord, yCoord + 3, zCoord).isAir(worldObj, xCoord, yCoord + 3, zCoord);
}
@ -410,51 +415,265 @@ public class TileEntityMachineAssemblyFactory extends TileEntityMachineBase impl
@Override public FluidTank[] getAllTanks() { return TileEntityMachineAssemblyFactory.this.getAllTanks(); }
}
public static class TragicYuri {
/**
* Carriage consisting of two arms - a striker and a saw
* Movement of both arms is inverted, one pedestal can only be serviced by one arm at a time
*
* @author hbm
*/
public class TragicYuri {
}
public static class AssemblerArm {
public double[] angles = new double[4];
public double[] prevAngles = new double[4];
public double[] targetAngles = new double[4];
public double[] speed = new double[4];
public double sawAngle;
public double prevSawAngle;
public AssemblerArm striker;
public AssemblerArm saw;
Random rand = new Random();
ArmActionState state = ArmActionState.ASSUME_POSITION;
int actionDelay = 0;
boolean saw = false;
YuriState state = YuriState.WORKING;
double slider = 0;
double prevSlider = 0;
boolean direction = false;
int timeUntilReposition;
public AssemblerArm() {
this.resetSpeed();
public TragicYuri() {
striker = new AssemblerArm();
saw = new AssemblerArm().yepThatsASaw();
timeUntilReposition = 200;
}
private void resetSpeed() {
speed[0] = 15; //Pivot
speed[1] = 15; //Arm
speed[2] = 15; //Piston
speed[3] = 0.5; //Striker
public void update(boolean working) {
this.prevSlider = this.slider;
if(working) switch(state) {
case WORKING: {
timeUntilReposition--;
if(timeUntilReposition <= 0) {
state = YuriState.RETIRING;
}
} break;
case RETIRING: {
if(striker.state == ArmState.WAIT && saw.state == ArmState.WAIT) { // only progress as soon as both arms are done moving
state = YuriState.SLIDING;
direction = !direction;
if(!muffled) MainRegistry.proxy.playSoundClient(xCoord, yCoord, zCoord, "hbm:block.assemblerStart", getVolume(0.25F), 1.25F + worldObj.rand.nextFloat() * 0.25F);
}
} break;
case SLIDING: {
double sliderSpeed = 1D / 20D; // 20 ticks for transit
if(direction) {
slider += sliderSpeed;
if(slider >= 1) {
slider = 1;
state = YuriState.WORKING;
}
} else {
slider -= sliderSpeed;
if(slider <= 0) {
slider = 0;
state = YuriState.WORKING;
}
}
if(state == YuriState.WORKING) timeUntilReposition = 140 + rand.nextInt(161); // 7 to 15 seconds
} break;
}
striker.updateArm(working);
saw.updateArm(working);
}
public double[] getPositions(float interp) {
return new double[] {
BobMathUtil.interp(this.prevAngles[0], this.angles[0], interp),
BobMathUtil.interp(this.prevAngles[1], this.angles[1], interp),
BobMathUtil.interp(this.prevAngles[2], this.angles[2], interp),
BobMathUtil.interp(this.prevAngles[3], this.angles[3], interp),
BobMathUtil.interp(this.prevSawAngle, this.sawAngle, interp)
};
public double getSlider(float interp) {
return this.prevSlider + (this.slider - this.prevSlider) * interp;
}
// there's a ton of way to make this more optimized/readable/professional/scrungular but i don't care i am happy this crap works at all
public class AssemblerArm { // more fucking nesting!!!11
public double[] angles = new double[4];
public double[] prevAngles = new double[4];
public double[] targetAngles = new double[4];
public double[] speed = new double[4];
public double sawAngle;
public double prevSawAngle;
ArmState state = ArmState.REPOSITION;
int actionDelay = 0;
boolean saw = false;
public AssemblerArm() {
this.resetSpeed();
this.chooseNewArmPoistion();
}
public AssemblerArm yepThatsASaw() { this.saw = true; this.chooseNewArmPoistion(); return this; }
private void resetSpeed() {
speed[0] = 15; //Pivot
speed[1] = 15; //Arm
speed[2] = 15; //Piston
speed[3] = saw ? 0.125 : 0.5; //Striker
}
public void updateArm(boolean working) {
resetSpeed();
for(int i = 0; i < angles.length; i++) {
prevAngles[i] = angles[i];
}
prevSawAngle = sawAngle;
if(!working) return;
if(state == ArmState.CUT || state == ArmState.EXTEND) {
this.sawAngle += 45D;
}
if(actionDelay > 0) {
actionDelay--;
return;
}
switch(state) {
// Move. If done moving, set a delay and progress to EXTEND
case REPOSITION: {
if(move()) {
actionDelay = 2;
state = ArmState.EXTEND;
targetAngles[3] = saw ? -0.375D : -0.75D;
}
} break;
case EXTEND:
if(move()) {
if(saw) {
state = ArmState.CUT;
targetAngles[2] = -targetAngles[2];
} else {
state = ArmState.RETRACT;
targetAngles[3] = 0D;
if(!muffled) MainRegistry.proxy.playSoundClient(xCoord, yCoord, zCoord, "hbm:block.assemblerStrike", getVolume(0.5F), 1F);
}
}
break;
case CUT: {
speed[2] = Math.abs(targetAngles[2] / 20D);
if(move()) {
state = ArmState.RETRACT;
targetAngles[3] = 0D;
}
} break;
case RETRACT:
if(move()) {
actionDelay = 2 + rand.nextInt(5);
chooseNewArmPoistion();
state = TragicYuri.this.state == YuriState.RETIRING ? ArmState.RETIRE : ArmState.REPOSITION;
}
break;
case RETIRE: {
this.targetAngles[0] = 0;
this.targetAngles[1] = 0;
this.targetAngles[2] = 0;
this.targetAngles[3] = 0;
if(move()) {
actionDelay = 2 + rand.nextInt(5);
chooseNewArmPoistion();
state = ArmState.WAIT;
}
} break;
case WAIT: {
if(TragicYuri.this.state == YuriState.WORKING) this.state = ArmState.REPOSITION;
} break;
}
}
public void chooseNewArmPoistion() {
double[][] pos = !saw ? new double[][] {
// striker
{10, 10, -10},
{15, 15, -15},
{25, 10, -15},
{30, 0, -10},
{-10, 10, 0},
{-20, 30, -15}
} : new double[][] {
// saw
{-15, 15, -10},
{-15, 15, -15},
{-15, 15, 10},
{-15, 15, 15},
{-15, 15, 2},
{-15, 15, -2}
};
int chosen = rand.nextInt(pos.length);
this.targetAngles[0] = pos[chosen][0];
this.targetAngles[1] = pos[chosen][1];
this.targetAngles[2] = pos[chosen][2];
}
private boolean move() {
boolean didMove = false;
for(int i = 0; i < angles.length; i++) {
if(angles[i] == targetAngles[i])
continue;
didMove = true;
double angle = angles[i];
double target = targetAngles[i];
double turn = speed[i];
double delta = Math.abs(angle - target);
if(delta <= turn) {
angles[i] = targetAngles[i];
continue;
}
if(angle < target) {
angles[i] += turn;
} else {
angles[i] -= turn;
}
}
return !didMove;
}
public double[] getPositions(float interp) {
return new double[] {
BobMathUtil.interp(this.prevAngles[0], this.angles[0], interp),
BobMathUtil.interp(this.prevAngles[1], this.angles[1], interp),
BobMathUtil.interp(this.prevAngles[2], this.angles[2], interp),
BobMathUtil.interp(this.prevAngles[3], this.angles[3], interp),
BobMathUtil.interp(this.prevSawAngle, this.sawAngle, interp)
};
}
}
}
/*
* Arms cycle through REPOSITION -> EXTEND -> CUT (if saw) -> RETRACT
* If transit is planned, the carriage's state will change to RETIRING
* If the carriage is RETIRING, each arm will enter RETIRE state after RETRACT
* Once the arm has returned to null position, it changes to WAIT
* If both arms WAIT, the carriage switches to SLIDING
* Once transit is done, carriage returns to WORKING
* If the carriage is WORKING, any arm that is in the WAIT state will return to REPOSITION
*/
public static enum YuriState {
WORKING, RETIRING, SLIDING
WORKING,
RETIRING, // waiting for arms to enter WAITING state
SLIDING // transit to next position
}
public static enum ArmState {
REPOSITION, EXTEND, CUT, RETRACT, RETIRE
REPOSITION,
EXTEND,
CUT,
RETRACT,
RETIRE, // return to null position for carriage transit
WAIT // either waiting for or in the middle of carriage transit
}
}