Пример #1
0
        //-- Creates a spherical crater where the meteor made contact with the ground --//
        private void CreateCrater(Vec3d meteorDirection, Vec3d shrapnelDirection)
        {
            List <LandClaim> claims       = serverAPI.World.Claims.All;
            List <BlockPos>  ashPositions = new List <BlockPos>();

            blockAccessor = serverAPI.World.GetBlockAccessorBulkUpdate(true, true);

            Vec3i centerPos = this.entity.ServerPos.XYZInt;

            BlockPos craterPos = new BlockPos();

            //-- Initial scan to see if the meteor crater should fill with liquid instead of air --//
            blockAccessor.SearchFluidBlocks(new BlockPos(centerPos.X - explosionRadius, centerPos.Y - explosionRadius, centerPos.Z - explosionRadius),
                                            new BlockPos(centerPos.X + explosionRadius, centerPos.Y + explosionRadius, centerPos.Z + explosionRadius), (block, bPos) =>
            {
                if (block.DrawType == EnumDrawType.Liquid)
                {
                    liquidAsset = new AssetLocation(block.Code.Domain, block.Code.Path);

                    fillWithLiquid = true;
                    fillHeight     = bPos.Y;

                    return(true);
                }

                return(false);
            });


            //-- Scans every block in a cube determined by the explosion radius and determines whether that block fits within the explosion sphere --//
            blockAccessor.WalkBlocks(new BlockPos(centerPos.X - explosionRadius, centerPos.Y - explosionRadius, centerPos.Z - explosionRadius),
                                     new BlockPos(centerPos.X + explosionRadius, centerPos.Y + explosionRadius, centerPos.Z + explosionRadius), (block, xPos, yPos, zPos) =>
            {
                BlockPos blockPos      = new BlockPos(xPos, yPos, zPos);
                float distanceToCenter = blockPos.DistanceTo(centerPos.ToBlockPos());

                if (distanceToCenter < explosionRadius)
                {
                    if (serverAPI.World.Config.GetBool("ClaimsProtected") == true)
                    {
                        bool isClaimed = false;

                        foreach (LandClaim claim in claims)
                        {
                            if (claim.PositionInside(blockPos))
                            {
                                isClaimed = true;
                            }
                        }

                        if (isClaimed == false)
                        {
                            ExplodeBlock(block, blockPos, shrapnelDirection);

                            if (fillWithLiquid == false)
                            {
                                if (centerPos.Y - blockPos.Y == explosionRadius - 1)
                                {
                                    if (explosionRand.Next(0, 100) < ashBlockChance)
                                    {
                                        ashPositions.Add(blockPos + new BlockPos(0, 1, 0));
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        ExplodeBlock(block, blockPos, shrapnelDirection);

                        if (fillWithLiquid == false)
                        {
                            if (centerPos.Y - blockPos.Y == explosionRadius - 1)
                            {
                                if (explosionRand.Next(0, 100) < ashBlockChance)
                                {
                                    ashPositions.Add(blockPos.Copy() + new BlockPos(0, 1, 0));
                                }
                            }
                        }
                    }
                }
            });

            PlaceMeteor(meteorDirection, shrapnelDirection, centerPos, explosionRadius, claims);
            PlaceAsh(ashPositions);

            blockAccessor.Commit();
        }
Пример #2
0
        /// <summary>
        /// Updates the velocity vector according to the amount of passed time, gravity and terrain collision.
        /// </summary>
        /// <param name="pos"></param>
        /// <param name="motion"></param>
        /// <param name="blockAccessor"></param>
        /// <param name="gravityStrength"></param>
        /// <param name="deltatime"></param>
        /// <returns></returns>
        public EnumCollideFlags UpdateMotion(Vec3d pos, Vec3d motion, float height)
        {
            particleCollBox.Set(
                pos.X - height / 2, pos.Y - 0 / 2, pos.Z - height / 2,
                pos.X + height / 2, pos.Y + height / 2, pos.Z + height / 2
                );

            motion.X = Math.Min(2, Math.Abs(motion.X)) * Math.Sign(motion.X);
            motion.Y = Math.Min(2, Math.Abs(motion.Y)) * Math.Sign(motion.Y);
            motion.Z = Math.Min(2, Math.Abs(motion.Z)) * Math.Sign(motion.Z);

            EnumCollideFlags flags = 0;

            BlockPos minPos = new BlockPos();
            BlockPos maxPos = new BlockPos();

            minPos.Set(
                (int)(particleCollBox.X1 + Math.Min(0, motion.X)),
                (int)(particleCollBox.Y1 + Math.Min(0, motion.Y) - 1), // -1 for the extra high collision box of fences
                (int)(particleCollBox.Z1 + Math.Min(0, motion.Z))
                );

            maxPos.Set(
                (int)(particleCollBox.X2 + Math.Max(0, motion.X)),
                (int)(particleCollBox.Y2 + Math.Max(0, motion.Y)),
                (int)(particleCollBox.Z2 + Math.Max(0, motion.Z))
                );

            CollisionBoxList.Clear();
            BlockAccess.WalkBlocks(minPos, maxPos, (cblock, bpos) => {
                Cuboidf[] collisionBoxes = cblock.GetCollisionBoxes(BlockAccess, bpos);

                for (int i = 0; collisionBoxes != null && i < collisionBoxes.Length; i++)
                {
                    CollisionBoxList.Add(collisionBoxes[i], bpos, cblock);
                }
            }, false);


            //  Y - Collision (Vertical)
            EnumPushDirection pushDirection = EnumPushDirection.None;

            for (int i = 0; i < CollisionBoxList.Count; i++)
            {
                blockCollBox = CollisionBoxList.cuboids[i];

                motion.Y = blockCollBox.pushOutY(particleCollBox, motion.Y, ref pushDirection);

                if (pushDirection != EnumPushDirection.None)
                {
                    flags |= EnumCollideFlags.CollideY;
                }
            }


            particleCollBox.Translate(0, motion.Y, 0);


            // X - Collision (Horizontal)
            for (int i = 0; i < CollisionBoxList.Count; i++)
            {
                blockCollBox = CollisionBoxList.cuboids[i];

                motion.X = (float)blockCollBox.pushOutX(particleCollBox, motion.X, ref pushDirection);

                if (pushDirection != EnumPushDirection.None)
                {
                    flags |= EnumCollideFlags.CollideX;
                }
            }

            particleCollBox.Translate(motion.X, 0, 0);


            // Z - Collision (Horizontal)
            for (int i = 0; i < CollisionBoxList.Count; i++)
            {
                blockCollBox = CollisionBoxList.cuboids[i];

                motion.Z = (float)blockCollBox.pushOutZ(particleCollBox, motion.Z, ref pushDirection);

                if (pushDirection != EnumPushDirection.None)
                {
                    flags |= EnumCollideFlags.CollideZ;
                }
            }


            return(flags);
        }