package kamkeel.npcs.entity; import kamkeel.npcs.controllers.data.ability.data.EnergyCombatData; import kamkeel.npcs.controllers.data.ability.data.EnergyDisplayData; import kamkeel.npcs.controllers.data.ability.data.EnergyLifespanData; import kamkeel.npcs.controllers.data.ability.data.EnergyLightningData; import kamkeel.npcs.controllers.data.ability.data.EnergyTrajectoryData; import kamkeel.npcs.util.AnchorPointHelper; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.MovingObjectPosition; import net.minecraft.util.Vec3; import net.minecraft.world.World; import noppes.npcs.EventHooks; import noppes.npcs.entity.EntityNPCInterface; import java.util.HashSet; import java.util.List; import java.util.Set; /** * Laser projectile - fast expanding thin line that pierces through multiple targets. * No homing, travels in a straight line from origin to max distance. *

* Design inspired by LouisXIV's energy attack system. */ public class EntityAbilityLaser extends EntityEnergyProjectile { // Laser-specific properties private float laserWidth = 0.2f; private float expansionSpeed = 2.0f; // Blocks per tick private int lingerTicks = 10; // How long laser stays visible after reaching max // State private float currentLength = 0.0f; private boolean fullyExtended = false; private int ticksSinceFullExtension = 0; // Direction (normalized) private double dirX, dirY, dirZ; // Lock vertical direction after firing (only update yaw, keep pitch fixed) private boolean lockVerticalDirection = false; // Whether to die on first entity impact (hit-scan mode) private boolean dieOnImpact = false; // Track hit entities to avoid double-damage private Set hitEntities = new HashSet<>(); // End point for rendering private double endX, endY, endZ; public EntityAbilityLaser(World world) { super(world); } /** * Full constructor with all parameters using data classes. */ public EntityAbilityLaser(World world, EntityLivingBase owner, EntityLivingBase target, double x, double y, double z, float laserWidth, EnergyDisplayData display, EnergyCombatData combat, EnergyLightningData lightning, EnergyLifespanData lifespan, EnergyTrajectoryData trajectory, float expansionSpeed, int lingerTicks) { super(world); // Initialize base properties (laser doesn't rotate) initProjectile(owner, target, x, y, z, laserWidth, display, combat, lightning, lifespan, trajectory); this.displayData.rotationSpeed = 0.0f; // Laser-specific properties this.laserWidth = laserWidth; this.expansionSpeed = expansionSpeed; this.lingerTicks = lingerTicks; // Calculate direction toward target or forward if (target != null) { double dx = target.posX - x; double dy = (target.posY + target.getEyeHeight() - 0.4) - y; double dz = target.posZ - z; double len = Math.sqrt(dx * dx + dy * dy + dz * dz); if (len > 0) { this.dirX = dx / len; this.dirY = dy / len; this.dirZ = dz / len; } } else { // Fire in NPC's facing direction float yaw = (float) Math.toRadians(owner.rotationYaw); float pitch = (float) Math.toRadians(owner.rotationPitch); this.dirX = -Math.sin(yaw) * Math.cos(pitch); this.dirY = -Math.sin(pitch); this.dirZ = Math.cos(yaw) * Math.cos(pitch); } // Initialize end point this.endX = x; this.endY = y; this.endZ = z; } @Override protected void updateRotation() { // Laser doesn't rotate } @Override protected boolean checkMaxDistance() { // Laser handles distance differently - it expands to max then lingers return false; } @Override protected void updateProjectile() { if (isCharging()) { updateCharging(); return; } // Track owner's anchor position and rotation each tick // so the laser follows the NPC's facing direction updateLaserOriginAndDirection(); if (!fullyExtended) { // Expand the laser currentLength += expansionSpeed; if (currentLength >= getMaxDistance()) { currentLength = getMaxDistance(); fullyExtended = true; } // Update end point endX = startX + dirX * currentLength; endY = startY + dirY * currentLength; endZ = startZ + dirZ * currentLength; // Check for block collision along the new segment if (!worldObj.isRemote) { checkBlockCollision(); checkEntityCollisionAlongLine(); } } else { // Laser is fully extended, count down linger time ticksSinceFullExtension++; // Update end point during linger (origin/direction may still change) endX = startX + dirX * currentLength; endY = startY + dirY * currentLength; endZ = startZ + dirZ * currentLength; if (ticksSinceFullExtension >= lingerTicks) { if (!worldObj.isRemote) { EventHooks.onEnergyProjectileExpired(this); } this.setDead(); } } } /** * Update laser origin and direction from the owner's current anchor position and rotation. * Called each tick so the laser follows the NPC when tracking a target. */ private void updateLaserOriginAndDirection() { Entity owner = getOwnerEntity(); if (owner == null || !(owner instanceof EntityLivingBase)) return; EntityLivingBase livingOwner = (EntityLivingBase) owner; // Update origin from anchor point if (anchorData != null) { Vec3 pos = AnchorPointHelper.calculateAnchorPosition(livingOwner, anchorData); startX = pos.xCoord; startY = pos.yCoord; startZ = pos.zCoord; } else { startX = owner.posX; startY = owner.posY + owner.height * 0.7; startZ = owner.posZ; } // Update direction from owner's current rotation float yaw = (float) Math.toRadians(owner.rotationYaw); if (lockVerticalDirection) { // Only update horizontal direction (yaw), keep vertical (pitch) fixed double horizontalLen = Math.sqrt(dirX * dirX + dirZ * dirZ); if (horizontalLen < 0.001) horizontalLen = 1.0; dirX = -Math.sin(yaw) * horizontalLen; dirZ = Math.cos(yaw) * horizontalLen; } else { float pitch = (float) Math.toRadians(owner.rotationPitch); dirX = -Math.sin(yaw) * Math.cos(pitch); dirY = -Math.sin(pitch); dirZ = Math.cos(yaw) * Math.cos(pitch); } // Keep entity positioned at origin prevPosX = startX; prevPosY = startY; prevPosZ = startZ; setPosition(startX, startY, startZ); } public void startMoving(EntityLivingBase target) { setCharging(false); // Initialize from current anchor position // updateLaserOriginAndDirection() will keep these updated each tick startX = posX; startY = posY; startZ = posZ; // Set initial direction from owner's rotation Entity owner = getOwnerEntity(); if (owner != null) { float yaw = (float) Math.toRadians(owner.rotationYaw); float pitch = (float) Math.toRadians(owner.rotationPitch); this.dirX = -Math.sin(yaw) * Math.cos(pitch); this.dirY = -Math.sin(pitch); this.dirZ = Math.cos(yaw) * Math.cos(pitch); } else if (target != null) { double dx = target.posX - startX; double dy = (target.posY + target.getEyeHeight() - 0.4) - startY; double dz = target.posZ - startZ; double len = Math.sqrt(dx * dx + dy * dy + dz * dz); if (len > 0) { this.dirX = dx / len; this.dirY = dy / len; this.dirZ = dz / len; } } // Initialize end point at start (will expand from here) this.endX = startX; this.endY = startY; this.endZ = startZ; } private void checkBlockCollision() { Vec3 start = Vec3.createVectorHelper(startX, startY, startZ); Vec3 end = Vec3.createVectorHelper(endX, endY, endZ); // Use full raytrace that doesn't stop at liquids and checks all blocks MovingObjectPosition blockHit = worldObj.func_147447_a(start, end, false, true, false); if (blockHit != null && blockHit.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK) { if (!worldObj.isRemote) { EventHooks.onEnergyProjectileBlockImpact(this, blockHit.blockX, blockHit.blockY, blockHit.blockZ); } // Laser stops at block currentLength = (float) Math.sqrt( (blockHit.hitVec.xCoord - startX) * (blockHit.hitVec.xCoord - startX) + (blockHit.hitVec.yCoord - startY) * (blockHit.hitVec.yCoord - startY) + (blockHit.hitVec.zCoord - startZ) * (blockHit.hitVec.zCoord - startZ) ); endX = blockHit.hitVec.xCoord; endY = blockHit.hitVec.yCoord; endZ = blockHit.hitVec.zCoord; fullyExtended = true; if (isExplosive()) { // Explode at hit point double oldPosX = posX; double oldPosY = posY; double oldPosZ = posZ; posX = endX; posY = endY; posZ = endZ; doExplosion(); posX = oldPosX; posY = oldPosY; posZ = oldPosZ; } } } private void checkEntityCollisionAlongLine() { // Expand search AABB by entity sizes to ensure we find all potential targets double expand = Math.max(laserWidth, 1.0); double minX = Math.min(startX, endX) - expand; double minY = Math.min(startY, endY) - expand; double minZ = Math.min(startZ, endZ) - expand; double maxX = Math.max(startX, endX) + expand; double maxY = Math.max(startY, endY) + expand; double maxZ = Math.max(startZ, endZ) + expand; AxisAlignedBB searchBox = AxisAlignedBB.getBoundingBox(minX, minY, minZ, maxX, maxY, maxZ); @SuppressWarnings("unchecked") List entities = worldObj.getEntitiesWithinAABB(EntityLivingBase.class, searchBox); for (EntityLivingBase entity : entities) { if (shouldIgnoreEntity(entity)) continue; if (hitEntities.contains(entity.getEntityId())) continue; // Check if entity's bounding box intersects with the laser line if (isEntityOnLine(entity)) { hitEntities.add(entity.getEntityId()); applyDamage(entity); if (dieOnImpact) { // Stop at impact point and begin linger/fade double dx = entity.posX - startX; double dy = (entity.posY + entity.height * 0.5) - startY; double dz = entity.posZ - startZ; float impactDist = (float) Math.sqrt(dx * dx + dy * dy + dz * dz); currentLength = Math.min(impactDist, currentLength); endX = startX + dirX * currentLength; endY = startY + dirY * currentLength; endZ = startZ + dirZ * currentLength; fullyExtended = true; return; // Stop checking further entities } // Piercing - don't stop, continue to next entity } } } /** * Check if an entity's bounding box intersects with the laser line. * Uses separate XZ (horizontal) and Y (vertical) checks against * the entity's full bounding box rather than just its center point. */ private boolean isEntityOnLine(EntityLivingBase entity) { double ex = entity.posX; double ez = entity.posZ; // Project entity XZ position onto the laser line direction double vx = ex - startX; double vz = ez - startZ; // Project using horizontal direction components only double dirLenXZ = Math.sqrt(dirX * dirX + dirZ * dirZ); double dot; if (dirLenXZ > 0.001) { dot = (vx * dirX + vz * dirZ) / (dirLenXZ * dirLenXZ) * dirLenXZ; // Remap to full 3D parameter dot = (vx * dirX + vz * dirZ + (entity.posY + entity.height * 0.5 - startY) * dirY); } else { // Laser fires nearly straight up/down - use full 3D projection dot = vx * dirX + (entity.posY + entity.height * 0.5 - startY) * dirY + vz * dirZ; } dot = Math.max(0, Math.min(dot, currentLength)); // Closest point on laser line at this parameter double closestX = startX + dirX * dot; double closestY = startY + dirY * dot; double closestZ = startZ + dirZ * dot; // XZ distance check: entity center vs laser line point // Use minimum collision width so visually thin lasers still hit reliably double xzDistSq = (ex - closestX) * (ex - closestX) + (ez - closestZ) * (ez - closestZ); double effectiveWidth = Math.max(laserWidth, 0.5); double hitRadiusXZ = effectiveWidth * 0.5 + entity.width * 0.5; if (xzDistSq > hitRadiusXZ * hitRadiusXZ) return false; // Y overlap check: laser point vs entity's full height range double entityMinY = entity.boundingBox.minY; double entityMaxY = entity.boundingBox.maxY; double laserHalfWidth = effectiveWidth * 0.5; // Check if laser Y is within entity's height range (expanded by laser half-width) if (closestY < entityMinY - laserHalfWidth) return false; if (closestY > entityMaxY + laserHalfWidth) return false; return true; } // ==================== BARRIER COLLISION ==================== /** * Override barrier collision for lasers. The base class uses projectile position/velocity * which doesn't work for lasers (posX/Y/Z stays at origin, motionX/Y/Z is zero). * Instead, performs line-sphere intersection against domes. */ @Override @SuppressWarnings("unchecked") protected boolean checkBarrierCollision() { if (currentLength <= 0 || fullyExtended) return false; List barriers = EntityEnergyBarrier.getActiveBarriers(worldObj); for (EntityEnergyBarrier barrier : barriers) { if (barrier.isDead || barrier.isCharging()) continue; if (barrier.getOwnerEntityId() == this.ownerEntityId) continue; // Same-faction NPC check Entity bOwner = barrier.getOwnerEntity(); Entity lOwner = this.getOwnerEntity(); if (bOwner instanceof EntityNPCInterface && lOwner instanceof EntityNPCInterface) { if (((EntityNPCInterface) bOwner).faction.id == ((EntityNPCInterface) lOwner).faction.id) { continue; } } if (barrier instanceof EntityEnergyDome) { EntityEnergyDome dome = (EntityEnergyDome) barrier; float intersectDist = getLineSphereIntersection(dome); if (intersectDist >= 0) { // Truncate laser at dome surface currentLength = intersectDist; endX = startX + dirX * currentLength; endY = startY + dirY * currentLength; endZ = startZ + dirZ * currentLength; fullyExtended = true; float damage = getModifiedDamage(); dome.onProjectileHit(this, damage); return false; // Don't kill laser — it's truncated and will linger } } else { // Non-dome barriers: fall through to standard check if (barrier.isIncomingProjectile(this)) { float damage = getModifiedDamage(); if (barrier.onProjectileHit(this, damage)) { hasHit = true; this.setDead(); return true; } } } } return false; } /** * Line-sphere intersection between the laser line segment and a dome. * Returns the distance along the laser direction to the first entry point, * or -1 if no intersection from outside. */ private float getLineSphereIntersection(EntityEnergyDome dome) { double cx = dome.posX; double cy = dome.posY; double cz = dome.posZ; float radius = dome.getDomeRadius(); // If laser origin is inside the dome, don't block (outgoing) double ocX = startX - cx; double ocY = startY - cy; double ocZ = startZ - cz; double originDistSq = ocX * ocX + ocY * ocY + ocZ * ocZ; if (originDistSq < (double) radius * radius) return -1; // Solve: |start + t*dir - C|^2 = R^2 // a*t^2 + b*t + c = 0 double a = dirX * dirX + dirY * dirY + dirZ * dirZ; double b = 2.0 * (dirX * ocX + dirY * ocY + dirZ * ocZ); double c = originDistSq - (double) radius * radius; double discriminant = b * b - 4.0 * a * c; if (discriminant < 0) return -1; double sqrtD = Math.sqrt(discriminant); double t1 = (-b - sqrtD) / (2.0 * a); // Entry point if (t1 >= 0 && t1 <= currentLength) { return (float) t1; } return -1; } // ==================== GETTERS FOR RENDERER ==================== public void setLockVerticalDirection(boolean lock) { this.lockVerticalDirection = lock; } public boolean isLockVerticalDirection() { return lockVerticalDirection; } public float getLaserWidth() { return laserWidth; } public void setLaserWidth(float width) { this.laserWidth = width; } public float getExpansionSpeed() { return expansionSpeed; } public void setExpansionSpeed(float speed) { this.expansionSpeed = speed; } public int getLingerTicks() { return lingerTicks; } public void setLingerTicks(int ticks) { this.lingerTicks = ticks; } public boolean isDieOnImpact() { return dieOnImpact; } public void setDieOnImpact(boolean dieOnImpact) { this.dieOnImpact = dieOnImpact; } public void setDirection(double x, double y, double z) { this.dirX = x; this.dirY = y; this.dirZ = z; } public float getCurrentLength() { return currentLength; } public boolean isFullyExtended() { return fullyExtended; } public double getStartX() { return startX; } public double getStartY() { return startY; } public double getStartZ() { return startZ; } public double getEndX() { return endX; } public double getEndY() { return endY; } public double getEndZ() { return endZ; } public double getDirX() { return dirX; } public double getDirY() { return dirY; } public double getDirZ() { return dirZ; } /** * Get the alpha for fade-out effect during linger. */ public float getLingerAlpha() { if (!fullyExtended) return 1.0f; if (lingerTicks <= 0) return 0.0f; return Math.max(0.0f, 1.0f - ((float) ticksSinceFullExtension / lingerTicks)); } // ==================== NBT ==================== @Override protected void readProjectileNBT(NBTTagCompound nbt) { this.laserWidth = sanitize(nbt.hasKey("LaserWidth") ? nbt.getFloat("LaserWidth") : 0.2f, 0.2f, MAX_ENTITY_SIZE); this.expansionSpeed = nbt.hasKey("ExpansionSpeed") ? nbt.getFloat("ExpansionSpeed") : 2.0f; if (Float.isNaN(expansionSpeed) || Float.isInfinite(expansionSpeed) || expansionSpeed <= 0) expansionSpeed = 2.0f; this.lingerTicks = nbt.hasKey("LingerTicks") ? nbt.getInteger("LingerTicks") : 10; if (lingerTicks <= 0) lingerTicks = 1; this.dieOnImpact = nbt.getBoolean("DieOnImpact"); this.lockVerticalDirection = nbt.getBoolean("LockVerticalDir"); this.ticksSinceFullExtension = nbt.getInteger("TicksSinceExtended"); this.dirX = nbt.getDouble("DirX"); this.dirY = nbt.getDouble("DirY"); this.dirZ = nbt.getDouble("DirZ"); this.currentLength = nbt.getFloat("CurrentLength"); this.fullyExtended = nbt.getBoolean("FullyExtended"); this.endX = nbt.getDouble("EndX"); this.endY = nbt.getDouble("EndY"); this.endZ = nbt.getDouble("EndZ"); readChargingNBT(nbt); } @Override protected void writeProjectileNBT(NBTTagCompound nbt) { nbt.setFloat("LaserWidth", laserWidth); nbt.setFloat("ExpansionSpeed", expansionSpeed); nbt.setInteger("LingerTicks", lingerTicks); nbt.setBoolean("DieOnImpact", dieOnImpact); nbt.setBoolean("LockVerticalDir", lockVerticalDirection); nbt.setInteger("TicksSinceExtended", ticksSinceFullExtension); nbt.setDouble("DirX", dirX); nbt.setDouble("DirY", dirY); nbt.setDouble("DirZ", dirZ); nbt.setFloat("CurrentLength", currentLength); nbt.setBoolean("FullyExtended", fullyExtended); nbt.setDouble("EndX", endX); nbt.setDouble("EndY", endY); nbt.setDouble("EndZ", endZ); writeChargingNBT(nbt); } /** * Setup this laser in preview mode for GUI display. * Laser doesn't have charging state - spawns at active phase and fires immediately. */ public void setupPreview(EntityLivingBase owner, float laserWidth, EnergyDisplayData display, EnergyLightningData lightning, float expansionSpeed, float maxDistance) { this.setPreviewMode(true); this.setPreviewOwner(owner); // Set visual properties this.laserWidth = laserWidth; this.size = laserWidth; this.displayData = display; this.expansionSpeed = expansionSpeed; this.lifespanData.maxDistance = Math.min(maxDistance, 5.0f); // Limit for GUI preview this.lightningData = lightning; // Position at chest height double x = owner.posX; double y = owner.posY + owner.height * 0.7; double z = owner.posZ; this.setPosition(x, y, z); this.prevPosX = x; this.prevPosY = y; this.prevPosZ = z; this.startX = x; this.startY = y; this.startZ = z; // Fire in owner's facing direction float yaw = (float) Math.toRadians(owner.rotationYaw); this.dirX = -Math.sin(yaw); this.dirY = 0; this.dirZ = Math.cos(yaw); // Initialize end point (same as start, will expand) this.endX = x; this.endY = y; this.endZ = z; } }