示例#1
0
        public override EntityPosition GetPosition(IDynamicEntity owner)
        {
            var pos = new EntityPosition();

            if (!AllowFreeMount && !owner.EntityState.IsBlockPicked)
            {
                return(pos);
            }

            if (!MountPoint.HasFlag(BlockFace.Top) && owner.EntityState.PickPointNormal.Y == 1)
            {
                return(pos);
            }

            if (!MountPoint.HasFlag(BlockFace.Bottom) && owner.EntityState.PickPointNormal.Y == -1)
            {
                return(pos);
            }

            if (!MountPoint.HasFlag(BlockFace.Sides) && (owner.EntityState.PickPointNormal.X != 0 || owner.EntityState.PickPointNormal.Z != 0))
            {
                return(pos);
            }

            if (BlockEmptyRequired && owner.EntityState.IsBlockPicked)
            {
                //Get the chunk where the entity will be added and check if another entity is not present at the destination root block !
                var workingchunk = LandscapeManager.GetChunkFromBlock(owner.EntityState.PickedBlockPosition);

                if (workingchunk == null)
                {
                    return(pos);
                }

                foreach (var entity in workingchunk.Entities.OfType <BlockLinkedItem>().Where(x => x.Linked && x.LinkedCube == owner.EntityState.PickedBlockPosition))
                {
                    if (entity.BlockLocationRoot == owner.EntityState.NewBlockPosition && entity.LinkedCube == owner.EntityState.PickedBlockPosition)
                    {
                        //CubePlaced Entity already present at this location
                        return(pos);
                    }
                }
            }

            // locate the entity
            if (owner.EntityState.PickPointNormal.Y == 1) // = Put on TOP
            {
                if (BlockFaceCentered)
                {
                    var newBlockPos = owner.EntityState.IsBlockPicked ? owner.EntityState.NewBlockPosition : owner.EntityState.PickPoint.ToCubePosition();
                    pos.Position = new Vector3D(
                        newBlockPos + new Vector3(0.5f - (float)owner.EntityState.PickPointNormal.X / 2,
                                                  owner.EntityState.PickPoint.Y % 1,
                                                  0.5f - (float)owner.EntityState.PickPointNormal.Z / 2)
                        );
                }
                else
                {
                    pos.Position = new Vector3D(owner.EntityState.PickPoint);
                }
            }
            else if (owner.EntityState.PickPointNormal.Y == -1) //PUT on cube Bottom = (Ceiling)
            {
                pos.Position    = new Vector3D(owner.EntityState.PickPoint);
                pos.Position.Y -= DefaultSize.Y;
            }
            else //Put on a side
            {
                if (BlockFaceCentered)
                {
                    var newBlockPos = owner.EntityState.IsBlockPicked ? owner.EntityState.NewBlockPosition : owner.EntityState.PickPoint.ToCubePosition();
                    pos.Position = new Vector3D(
                        newBlockPos + new Vector3(0.5f - (float)owner.EntityState.PickPointNormal.X / 2,
                                                  0.5f,
                                                  0.5f - (float)owner.EntityState.PickPointNormal.Z / 2)
                        );
                }
                else
                {
                    pos.Position = new Vector3D(owner.EntityState.PickPoint);
                }

                pos.Position += new Vector3D(owner.EntityState.PickPointNormal.X == -1 ? -0.01 : 0,
                                             0,
                                             owner.EntityState.PickPointNormal.Z == -1 ? -0.01 : 0);


                var slope = 0d;

                if (owner.EntityState.PickPointNormal.X == -1)
                {
                    slope = -Math.PI / 2;
                }
                if (owner.EntityState.PickPointNormal.X == 1)
                {
                    slope = Math.PI / 2;                                             // ok
                }
                if (owner.EntityState.PickPointNormal.Z == -1)
                {
                    slope = Math.PI;                                             // ok
                }
                if (owner.EntityState.PickPointNormal.Z == 1)
                {
                    slope = 0;
                }

                pos.Rotation = Quaternion.RotationAxis(new Vector3(0, 1, 0), (float)slope);
            }

            pos.Valid = true;

            return(pos);
        }
        public override EntityPosition GetPosition(IDynamicEntity owner)
        {
            var pos = new EntityPosition();

            if (!owner.EntityState.IsBlockPicked)
            {
                return(pos);
            }

            Vector3 faceOffset = BlockFaceCentered ? new Vector3(0.5f, 0.5f, 0.5f) : owner.EntityState.PickedBlockFaceOffset;

            var playerRotation = owner.HeadRotation.GetLookAtVector();

            // locate the entity
            if (MountPoint.HasFlag(BlockFace.Top) && owner.EntityState.PickPointNormal.Y == 1) // = Put on TOP
            {
                pos.Position = new Vector3D(owner.EntityState.PickedBlockPosition.X + faceOffset.X,
                                            owner.EntityState.PickedBlockPosition.Y + 1f,
                                            owner.EntityState.PickedBlockPosition.Z + faceOffset.Z);
            }
            else if (MountPoint.HasFlag(BlockFace.Bottom) && owner.EntityState.PickPointNormal.Y == -1) // PUT on cube Bottom = (Ceiling)
            {
                pos.Position = new Vector3D(owner.EntityState.PickedBlockPosition.X + faceOffset.X,
                                            owner.EntityState.PickedBlockPosition.Y - 1f,
                                            owner.EntityState.PickedBlockPosition.Z + faceOffset.Z);
            }
            else if (MountPoint.HasFlag(BlockFace.Sides) && (owner.EntityState.PickPointNormal.X != 0 || owner.EntityState.PickPointNormal.Z != 0)) // Put on sides
            {
                if (BlockFaceCentered)
                {
                    var newBlockPos = owner.EntityState.IsBlockPicked ? owner.EntityState.NewBlockPosition : owner.EntityState.PickPoint.ToCubePosition();
                    pos.Position = new Vector3D(
                        newBlockPos + new Vector3(0.5f - (float)owner.EntityState.PickPointNormal.X / 2,
                                                  0f,
                                                  0.5f - (float)owner.EntityState.PickPointNormal.Z / 2)
                        );
                }
                else
                {
                    pos.Position = new Vector3D(owner.EntityState.PickPoint);
                }

                pos.Position += new Vector3D(owner.EntityState.PickPointNormal.X == -1 ? -0.01 : 0,
                                             0,
                                             owner.EntityState.PickPointNormal.Z == -1 ? -0.01 : 0);


                var slope = 0d;

                if (owner.EntityState.PickPointNormal.X == -1)
                {
                    slope = -Math.PI / 2;
                }
                if (owner.EntityState.PickPointNormal.X == 1)
                {
                    slope = Math.PI / 2;                                           // ok
                }
                if (owner.EntityState.PickPointNormal.Z == -1)
                {
                    slope = Math.PI;                                            // ok
                }
                if (owner.EntityState.PickPointNormal.Z == 1)
                {
                    slope = 0;
                }

                pos.Rotation = Quaternion.RotationAxis(new Vector3(0, 1, 0), (float)slope);
                pos.Valid    = true;
                return(pos);
            }
            else
            {
                return(pos);
            }

            double entityRotation;

            if (Math.Abs(playerRotation.Z) >= Math.Abs(playerRotation.X))
            {
                if (playerRotation.Z < 0)
                {
                    entityRotation  = MathHelper.Pi;
                    pos.Orientation = ItemOrientation.North;
                }
                else
                {
                    entityRotation  = 0;
                    pos.Orientation = ItemOrientation.South;
                }
            }
            else
            {
                if (playerRotation.X < 0)
                {
                    entityRotation  = MathHelper.PiOver2;
                    pos.Orientation = ItemOrientation.East;
                }
                else
                {
                    entityRotation  = -MathHelper.PiOver2;
                    pos.Orientation = ItemOrientation.West;
                }
            }

            // Specific Item Rotation for this instance
            pos.Rotation = Quaternion.RotationAxis(new Vector3(0, 1, 0), (float)entityRotation);
            pos.Valid    = true;

            return(pos);
        }