on a rail

This commit is contained in:
Boblet 2023-05-02 16:40:26 +02:00
parent cf533339f5
commit b6ae5565bd
2 changed files with 132 additions and 0 deletions

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package com.hbm.blocks.rail;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;
public interface IRailNTM {
/** Returns a vector pointing to the closest snapping position given the starting position */
public Vec3 getSnappingPos(World world, int x, int y, int z, double trainX, double trainY, double trainZ);
/**
* Returns a location on the rail based on the train's current X/Y/Z momentum as well as the intended speed along the rail.
* If the train would leave the rail within that tick, the position is the last valid position on that rail.
* Inherently safer than simply adding the motion to the position and then snapping, since that may lead to derailing.
* The motion has to be calculated from the train's rotation, the scalar doesn't matter since it's only used for determining orientation in a clear way.
* Motion ends up being *-1 if the train is going in reverse, still pointing forwards despite the speed being negative.
* Also features a double[] wrapper with size 1 which holds the speed value that overshoots the rail.
* */
public Vec3 getTravelLocation(World world, int x, int y, int z, double trainX, double trainY, double trainZ, double motionX, double motionY, double motionZ, double speed, double[] leftover);
/** Returns that rail'S gauge. Trains will derail if the gauge does not match. */
public TrackGauge getGauge(World world, int x, int y, int z);
public static enum TrackGauge {
STANDARD //roughly 1.5m
}
}

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package com.hbm.blocks.rail;
import com.hbm.blocks.BlockDummyable;
import com.hbm.lib.Library;
import net.minecraft.block.material.Material;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MathHelper;
import net.minecraft.util.Vec3;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.util.ForgeDirection;
public class RailStandardStraight extends BlockDummyable implements IRailNTM {
public RailStandardStraight(Material mat) {
super(mat);
}
@Override
public TileEntity createNewTileEntity(World world, int meta) {
return null;
}
@Override
public int[] getDimensions() {
return new int[] {0, 0, 2, 2, 0, 0};
}
@Override
public int getOffset() {
return 2;
}
@Override
public void setBlockBoundsBasedOnState(IBlockAccess world, int x, int y, int z) {
int meta = world.getBlockMetadata(x, y, z);
this.setBlockBounds(0F, 0F, 0F, 1F, 0.125F, 1F);
}
@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) {
this.setBlockBounds(0F, 0F, 0F, 1F, 0.125F, 1F);
return AxisAlignedBB.getBoundingBox(x + this.minX, y + this.minY, z + this.minZ, x + this.maxX, y + this.maxY, z + this.maxZ);
}
@Override
public Vec3 getSnappingPos(World world, int x, int y, int z, double trainX, double trainY, double trainZ) {
return snapAndMove(world, x, y, z, trainX, trainY, trainZ, 0, 0, 0, 0, new double[1]);
}
@Override
public Vec3 getTravelLocation(World world, int x, int y, int z, double trainX, double trainY, double trainZ, double motionX, double motionY, double motionZ, double speed, double[] leftover) {
return snapAndMove(world, x, y, z, trainX, trainY, trainZ, motionX, motionY, motionZ, speed, leftover);
}
/* Very simple function determining the snapping position and adding the motion value to it, if desired. */
public Vec3 snapAndMove(World world, int x, int y, int z, double trainX, double trainY, double trainZ, double motionX, double motionY, double motionZ, double speed, double[] leftover) {
int[] pos = this.findCore(world, x, y, z);
if(pos == null) return Vec3.createVectorHelper(trainX, trainY, trainZ);
int cX = pos[0];
int cY = pos[1];
int cZ = pos[2];
int meta = world.getBlockMetadata(cX, cY, cZ) - this.offset;
ForgeDirection dir = ForgeDirection.getOrientation(meta);
Vec3 vec = Vec3.createVectorHelper(trainX, trainY, trainZ);
if(speed == 0) {
return vec;
}
if(dir == Library.POS_X || dir == Library.NEG_X) {
double targetX = trainX;
if(motionX > 0) {
targetX += speed;
} else {
targetX -= speed;
}
vec.xCoord = MathHelper.clamp_double(targetX, x - 2, x + 3);
vec.yCoord = y;
vec.zCoord = z + 0.5;
leftover[0] = Math.abs(targetX - vec.xCoord);
} else {
double targetZ = trainZ;
if(motionZ > 0) {
targetZ += speed;
} else {
targetZ -= speed;
}
vec.xCoord = x + 0.5;
vec.yCoord = y;
vec.zCoord = MathHelper.clamp_double(targetZ, z - 2, z + 3);
leftover[0] = Math.abs(targetZ - vec.zCoord);
}
return vec;
}
@Override
public TrackGauge getGauge(World world, int x, int y, int z) {
return TrackGauge.STANDARD;
}
}