Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/explosion/ExplosionNukeAdvanced.java
2023-10-08 18:45:45 +02:00

151 lines
5.3 KiB
Java

package com.hbm.explosion;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
public class ExplosionNukeAdvanced
{
public int posX;
public int posY;
public int posZ;
public int lastposX = 0;
public int lastposZ = 0;
public int radius;
public int radius2;
public World worldObj;
private int n = 1;
private int nlimit;
private int shell;
private int leg;
private int element;
public float explosionCoefficient = 1.0F;
public int type = 0;
public void saveToNbt(NBTTagCompound nbt, String name) {
nbt.setInteger(name + "posX", posX);
nbt.setInteger(name + "posY", posY);
nbt.setInteger(name + "posZ", posZ);
nbt.setInteger(name + "lastposX", lastposX);
nbt.setInteger(name + "lastposZ", lastposZ);
nbt.setInteger(name + "radius", radius);
nbt.setInteger(name + "radius2", radius2);
nbt.setInteger(name + "n", n);
nbt.setInteger(name + "nlimit", nlimit);
nbt.setInteger(name + "shell", shell);
nbt.setInteger(name + "leg", leg);
nbt.setInteger(name + "element", element);
nbt.setFloat(name + "explosionCoefficient", explosionCoefficient);
nbt.setInteger(name + "type", type);
}
public void readFromNbt(NBTTagCompound nbt, String name) {
posX = nbt.getInteger(name + "posX");
posY = nbt.getInteger(name + "posY");
posZ = nbt.getInteger(name + "posZ");
lastposX = nbt.getInteger(name + "lastposX");
lastposZ = nbt.getInteger(name + "lastposZ");
radius = nbt.getInteger(name + "radius");
radius2 = nbt.getInteger(name + "radius2");
n = nbt.getInteger(name + "n");
nlimit = nbt.getInteger(name + "nlimit");
shell = nbt.getInteger(name + "shell");
leg = nbt.getInteger(name + "leg");
element = nbt.getInteger(name + "element");
explosionCoefficient = nbt.getFloat(name + "explosionCoefficient");
type = nbt.getInteger(name + "type");
}
public ExplosionNukeAdvanced(int x, int y, int z, World world, int rad, float coefficient, int typ)
{
this.posX = x;
this.posY = y;
this.posZ = z;
this.worldObj = world;
this.radius = rad;
this.radius2 = this.radius * this.radius;
this.explosionCoefficient = Math.min(Math.max((rad + coefficient * (y - 60))/(coefficient*rad), 1/coefficient),1.0f); //scale the coefficient depending on detonation height
this.type = typ;
this.nlimit = this.radius2 * 4; //How many total columns should be broken (radius ^ 2 is one quadrant, there are 4 quadrants)
}
public boolean update()
{
switch(this.type)
{
case 0:
breakColumn(this.lastposX, this.lastposZ); break;
case 1:
vapor(this.lastposX, this.lastposZ); break;
case 2:
waste(this.lastposX, this.lastposZ); break;
}
this.shell = (int) Math.floor((Math.sqrt(n) + 1) / 2); //crazy stuff I can't explain
int shell2 = this.shell * 2;
this.leg = (int) Math.floor((this.n - (shell2 - 1) * (shell2 - 1)) / shell2);
this.element = (this.n - (shell2 - 1) * (shell2 - 1)) - shell2 * this.leg - this.shell + 1;
this.lastposX = this.leg == 0 ? this.shell : this.leg == 1 ? -this.element : this.leg == 2 ? -this.shell : this.element;
this.lastposZ = this.leg == 0 ? this.element : this.leg == 1 ? this.shell : this.leg == 2 ? -this.element : -this.shell;
this.n++;
return this.n > this.nlimit; //return whether we are done or not
}
private void breakColumn(int x, int z)
{
int dist = this.radius2 - (x * x + z * z); //we have two sides of the triangle (hypotenuse is radius, one leg is (x*x+z*z)) this calculates the third one
if (dist > 0) //check if any blocks have to be broken here
{
dist = (int) Math.sqrt(dist); //calculate sphere height at this (x,z) coordinate
for (int y = dist; y > -dist * this.explosionCoefficient; y--) //go from top to bottom to favor light updates
{
if(y<8){//only spare blocks that are mostly below epicenter
y-= ExplosionNukeGeneric.destruction(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);//spare blocks below
}else{//don't spare blocks above epicenter
ExplosionNukeGeneric.destruction(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
}
}
}
}
private void vapor(int x, int z)
{
int dist = this.radius2 - (x * x + z * z);
if (dist > 0)
{
dist = (int) Math.sqrt(dist);
//int dist0 = (int)Math.sqrt(this.radius2*0.15f - (x * x + z * z));
for (int y = dist; y > -dist * this.explosionCoefficient; y--)
{
y-=ExplosionNukeGeneric.vaporDest(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
/*
if(dist0>0){//skip blocks already in the destruction zone: we will
if(y>=dist0 || y<=-dist0*this.explosionCoefficient){
y-=ExplosionNukeGeneric.vaporDest(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
}
}else{
y-=ExplosionNukeGeneric.vaporDest(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
}*/
}
}
}
private void waste(int x, int z)
{
int dist = this.radius2 - (x * x + z * z);
if (dist > 0)
{
dist = (int) Math.sqrt(dist);
for (int y = dist; y > -dist * this.explosionCoefficient; y--)
{
if(radius >= 95)
ExplosionNukeGeneric.wasteDest(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
else
ExplosionNukeGeneric.wasteDestNoSchrab(this.worldObj, this.posX + x, this.posY + y, this.posZ + z);
}
}
}
}