ActionHealth/src/main/java/com/zeshanaslam/actionhealth/utils/TargetHelper.java

318 lines
12 KiB
Java

package com.zeshanaslam.actionhealth.utils;
import com.zeshanaslam.actionhealth.Main;
import org.bukkit.Location;
import org.bukkit.block.Block;
import org.bukkit.entity.Entity;
import org.bukkit.entity.LivingEntity;
import org.bukkit.util.BlockIterator;
import org.bukkit.util.Vector;
import java.util.ArrayList;
import java.util.List;
/**
* <p>Helper class for getting targets using various methods</p>
*/
public class TargetHelper {
private Main main;
public TargetHelper(Main main) {
this.main = main;
}
/**
* <p>Number of pixels that end up displaying about 1 degree of vision in the client window</p>
* <p>Not really useful since you can't get the client's window size, but I added it in case
* it becomes useful sometime</p>
*/
private final int PIXELS_PER_DEGREE = 35;
/**
* <p>Gets all entities the player is looking at within the range</p>
* <p>Has a little bit of tolerance to make targeting easier</p>
*
* @param source living entity to get the targets of
* @param range maximum range to check
* @return all entities in the player's vision line
*/
public List<LivingEntity> getLivingTargets(LivingEntity source, double range) {
return getLivingTargets(source, range, main.configStore.lookTolerance);
}
/**
* <p>Gets all entities the player is looking at within the range using
* the given tolerance.</p>
*
* @param source living entity to get the targets of
* @param range maximum range to check
* @param tolerance tolerance of the line calculation
* @return all entities in the player's vision line
*/
public List<LivingEntity> getLivingTargets(LivingEntity source, double range, double tolerance) {
if (source == null) {
return new ArrayList<>();
}
List<Entity> list = source.getNearbyEntities(range, range, range);
List<LivingEntity> targets = new ArrayList<LivingEntity>();
Vector facing = source.getLocation().getDirection();
double fLengthSq = facing.lengthSquared();
for (Entity entity : list) {
if (!isInFront(source, entity) || !(entity instanceof LivingEntity)) continue;
Vector relative = entity.getLocation().subtract(source.getLocation()).toVector();
double dot = relative.dot(facing);
double rLengthSq = relative.lengthSquared();
double cosSquared = (dot * dot) / (rLengthSq * fLengthSq);
double sinSquared = 1 - cosSquared;
double dSquared = rLengthSq * sinSquared;
// If close enough to vision line, return the entity
if (dSquared < tolerance) targets.add((LivingEntity) entity);
}
return targets;
}
/**
* <p>Gets the entity the player is looking at</p>
* <p>Has a little bit of tolerance to make targeting easier</p>
*
* @param source living entity to get the target of
* @param range maximum range to check
* @return entity player is looing at or null if not found
*/
public LivingEntity getLivingTarget(LivingEntity source, double range) {
return getLivingTarget(source, range, main.configStore.lookTolerance);
}
/**
* <p>Gets the entity the player is looking at</p>
* <p>Has a little bit of tolerance to make targeting easier</p>
*
* @param source living entity to get the target of
* @param range maximum range to check
* @param tolerance tolerance of the line calculation
* @return entity player is looking at or null if not found
*/
public LivingEntity getLivingTarget(LivingEntity source, double range, double tolerance) {
List<LivingEntity> targets = getLivingTargets(source, range, tolerance);
if (targets.size() == 0) return null;
LivingEntity target = targets.get(0);
double minDistance = target.getLocation().distanceSquared(source.getLocation());
for (LivingEntity entity : targets) {
double distance = entity.getLocation().distanceSquared(source.getLocation());
if (distance < minDistance) {
minDistance = distance;
target = entity;
}
}
return target;
}
/**
* Gets the targets in a cone
*
* @param source entity to get the targets for
* @param arc arc angle of the cone
* @param range range of the cone
* @return list of targets
*/
public List<LivingEntity> getConeTargets(LivingEntity source, double arc, double range) {
List<LivingEntity> targets = new ArrayList<LivingEntity>();
List<Entity> list = source.getNearbyEntities(range, range, range);
if (arc <= 0) return targets;
// Initialize values
Vector dir = source.getLocation().getDirection();
dir.setY(0);
double cos = Math.cos(arc * Math.PI / 180);
double cosSq = cos * cos;
// Get the targets in the cone
for (Entity entity : list) {
if (entity instanceof LivingEntity) {
// Greater than 360 degrees is all targets
if (arc >= 360) {
targets.add((LivingEntity) entity);
}
// Otherwise, select targets based on dot product
else {
Vector relative = entity.getLocation().subtract(source.getLocation()).toVector();
relative.setY(0);
double dot = relative.dot(dir);
double value = dot * dot / relative.lengthSquared();
if (arc < 180 && dot > 0 && value >= cosSq) targets.add((LivingEntity) entity);
else if (arc >= 180 && (dot > 0 || dot <= cosSq)) targets.add((LivingEntity) entity);
}
}
}
return targets;
}
/**
* Checks if the entity is in front of the entity
*
* @param entity entity to check for
* @param target target to check against
* @return true if the target is in front of the entity
*/
public boolean isInFront(Entity entity, Entity target) {
if (entity.getWorld() != target.getWorld())
return false;
// Get the necessary vectors
Vector facing = entity.getLocation().getDirection();
Vector relative = target.getLocation().subtract(entity.getLocation()).toVector();
// If the dot product is positive, the target is in front
return facing.dot(relative) >= main.configStore.lookDot;
}
/**
* Checks if the entity is in front of the entity restricted to the given angle
*
* @param entity entity to check for
* @param target target to check against
* @param angle angle to restrict it to (0-360)
* @return true if the target is in front of the entity
*/
public boolean isInFront(Entity entity, Entity target, double angle) {
if (angle <= 0) return false;
if (angle >= 360) return true;
// Get the necessary data
double dotTarget = Math.cos(angle);
Vector facing = entity.getLocation().getDirection();
Vector relative = target.getLocation().subtract(entity.getLocation()).toVector().normalize();
// Compare the target dot product with the actual result
return facing.dot(relative) >= dotTarget;
}
/**
* Checks if the target is behind the entity
*
* @param entity entity to check for
* @param target target to check against
* @return true if the target is behind the entity
*/
public boolean isBehind(Entity entity, Entity target) {
return !isInFront(entity, target);
}
/**
* Checks if the entity is behind the player restricted to the given angle
*
* @param entity entity to check for
* @param target target to check against
* @param angle angle to restrict it to (0-360)
* @return true if the target is behind the entity
*/
public boolean isBehind(Entity entity, Entity target, double angle) {
if (angle <= 0) return false;
if (angle >= 360) return true;
// Get the necessary data
double dotTarget = Math.cos(angle);
Vector facing = entity.getLocation().getDirection();
Vector relative = entity.getLocation().subtract(target.getLocation()).toVector().normalize();
// Compare the target dot product and the actual result
return facing.dot(relative) >= dotTarget;
}
/**
* Checks whether or not the line between the two points is obstructed
*
* @param loc1 first location
* @param loc2 second location
* @return the location of obstruction or null if not obstructed
*/
public boolean isObstructed(Location loc1, Location loc2) {
if (loc1.getX() == loc2.getX() && loc1.getY() == loc2.getY() && loc1.getZ() == loc2.getZ()) {
return false;
}
Vector slope = loc2.clone().subtract(loc1).toVector();
int steps = (int) (slope.length() * 4) + 1;
slope.multiply(1.0 / steps);
Location temp = loc1.clone();
for (int i = 0; i < steps; i++) {
temp.add(slope);
if (temp.getBlock().getType().isSolid() && !temp.getBlock().getType().toString().contains("FENCE") && !temp.getBlock().getType().toString().contains("GLASS")) {
return true;
}
}
return false;
}
/**
* Retrieves an open location along the line for teleporting or linear targeting
*
* @param loc1 start location of the path
* @param loc2 end location of the path
* @param throughWall whether or not going through walls is allowed
* @return the farthest open location along the path
*/
public Location getOpenLocation(Location loc1, Location loc2, boolean throughWall) {
// Special case
if (loc1.getX() == loc2.getX() && loc1.getY() == loc2.getY() && loc1.getZ() == loc2.getZ()) {
return loc1;
}
// Common data
Vector slope = loc2.clone().subtract(loc1).toVector();
int steps = (int) (slope.length() * 4) + 1;
slope.multiply(1.0 / steps);
// Going through walls starts at the end and traverses backwards
if (throughWall) {
Location temp = loc2.clone();
while (temp.getBlock().getType().isSolid() && steps > 0) {
temp.subtract(slope);
steps--;
}
temp.setX(temp.getBlockX() + 0.5);
temp.setZ(temp.getBlockZ() + 0.5);
temp.setY(temp.getBlockY() + 1);
return temp;
}
// Not going through walls starts at the beginning and traverses forward
else {
Location temp = loc1.clone();
while (!temp.getBlock().getType().isSolid() && steps > 0) {
temp.add(slope);
steps--;
}
temp.subtract(slope);
temp.setX(temp.getBlockX() + 0.5);
temp.setZ(temp.getBlockZ() + 0.5);
temp.setY(temp.getBlockY() + 1);
return temp;
}
}
public Block getTarget(Location from, int distance) {
BlockIterator itr = new BlockIterator(from, 0, distance);
while (itr.hasNext()) {
Block block = itr.next();
if (!block.getType().isOccluding()) {
continue;
}
return block;
}
return null;
}
public boolean canSee(LivingEntity from, Location to) {
return getTarget(from.getEyeLocation(), (int) Math.ceil(from.getLocation().distance(to))) == null;
}
}