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@@ -0,0 +1,198 @@
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package entity
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import (
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"math"
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"time"
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"github.com/df-mc/dragonfly/server/block"
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"github.com/df-mc/dragonfly/server/block/cube"
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"github.com/df-mc/dragonfly/server/internal/nbtconv"
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"github.com/df-mc/dragonfly/server/item"
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"github.com/df-mc/dragonfly/server/world"
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"github.com/go-gl/mathgl/mgl64"
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)
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// ItemBehaviourConfig holds optional parameters for an ItemBehaviour.
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type ItemBehaviourConfig struct {
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Item item.Stack
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// Gravity is the amount of Y velocity subtracted every tick.
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Gravity float64
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// Drag is used to reduce all axes of the velocity every tick. Velocity is
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// multiplied with (1-Drag) every tick.
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Drag float64
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// ExistenceDuration specifies how long the item stack should last. The
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// default is time.Minute * 5.
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ExistenceDuration time.Duration
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// PickupDelay specifies how much time must expire before the item can be
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// picked up by collectors. The default is time.Second / 2.
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PickupDelay time.Duration
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}
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func (conf ItemBehaviourConfig) Apply(data *world.EntityData) {
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data.Data = conf.New()
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}
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// New creates an ItemBehaviour using i and the optional parameters in conf.
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func (conf ItemBehaviourConfig) New() *ItemBehaviour {
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i := conf.Item
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if i.Count() > i.MaxCount() {
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i = i.Grow(i.MaxCount() - i.Count())
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}
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i = nbtconv.Item(nbtconv.WriteItem(i, true), nil)
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if conf.PickupDelay == 0 {
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conf.PickupDelay = time.Second / 2
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}
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if conf.ExistenceDuration == 0 {
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conf.ExistenceDuration = time.Minute * 5
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}
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b := &ItemBehaviour{conf: conf, i: i, pickupDelay: conf.PickupDelay}
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b.passive = PassiveBehaviourConfig{
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Gravity: conf.Gravity,
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Drag: conf.Drag,
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ExistenceDuration: conf.ExistenceDuration,
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Tick: b.tick,
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}.New()
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return b
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}
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// ItemBehaviour implements the behaviour of item entities.
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type ItemBehaviour struct {
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conf ItemBehaviourConfig
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passive *PassiveBehaviour
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i item.Stack
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pickupDelay time.Duration
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}
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// Item returns the item.Stack held by the entity.
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func (i *ItemBehaviour) Item() item.Stack {
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return i.i
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}
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// Tick moves the entity, checks if it should be picked up by a nearby collector
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// or if it should merge with nearby item entities.
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func (i *ItemBehaviour) Tick(e *Ent, tx *world.Tx) *Movement {
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pos := cube.PosFromVec3(e.Position())
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blockPos := pos.Side(cube.FaceDown)
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bl, ok := tx.Block(blockPos).(block.Hopper)
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if ok && !bl.Powered && bl.CollectCooldown <= 0 {
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addedCount, err := bl.Inventory(tx, blockPos).AddItem(i.i)
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if err != nil {
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if addedCount == 0 {
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return i.passive.Tick(e, tx)
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}
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// This is only reached if part of the item stack was collected into the hopper.
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opts := world.EntitySpawnOpts{Position: pos.Vec3Centre()}
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tx.AddEntity(NewItem(opts, i.Item().Grow(-addedCount)))
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}
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_ = e.Close()
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bl.CollectCooldown = 8
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tx.SetBlock(blockPos, bl, nil)
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}
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return i.passive.Tick(e, tx)
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}
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// Explode reacts to explosions. The item entity is destroyed, unless the item
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// type is blast proof.
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func (i *ItemBehaviour) Explode(e *Ent, src mgl64.Vec3, impact float64, conf block.ExplosionConfig) {
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if impact > 0 {
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if expl, ok := i.Item().Item().(interface{ BlastProof() bool }); ok && expl.BlastProof() {
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return
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}
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_ = e.Close()
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}
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}
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// tick checks if the item can be picked up or merged with nearby item stacks.
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func (i *ItemBehaviour) tick(e *Ent, tx *world.Tx) {
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if i.pickupDelay == 0 {
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i.checkNearby(e, tx)
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} else if i.pickupDelay < math.MaxInt16*(time.Second/20) {
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i.pickupDelay -= time.Second / 20
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}
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}
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// checkNearby checks the nearby entities for item collectors and other item
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// stacks. If a collector is found in range, the item will be picked up. If
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// another item stack with the same item type is found in range, the item
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// stacks will merge.
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func (i *ItemBehaviour) checkNearby(e *Ent, tx *world.Tx) {
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pos := e.Position()
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bbox := e.H().Type().BBox(e)
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grown := bbox.GrowVec3(mgl64.Vec3{1, 0.5, 1}).Translate(pos)
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for other := range tx.EntitiesWithin(bbox.Translate(pos).Grow(2)) {
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if e.H() == other.H() || !other.H().Type().BBox(other).Translate(other.Position()).IntersectsWith(grown) {
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continue
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}
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if collector, ok := other.(Collector); ok {
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// A collector was within range to pick up the entity.
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i.collect(e, collector, tx)
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return
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} else if other.H().Type() == ItemType {
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// Another item entity was in range to merge with.
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if i.merge(e, other.(*Ent), tx) {
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return
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}
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}
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}
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}
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// merge merges the item entity with another item entity.
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func (i *ItemBehaviour) merge(e *Ent, other *Ent, tx *world.Tx) bool {
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pos := e.Position()
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otherBehaviour := other.Behaviour().(*ItemBehaviour)
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if otherBehaviour.i.Count() == otherBehaviour.i.MaxCount() || i.i.Count() == i.i.MaxCount() || !i.i.Comparable(otherBehaviour.i) {
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// Either stack is already filled up to the maximum, meaning we can't
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// change anything any way, other the stack types weren't comparable.
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return false
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}
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a, b := otherBehaviour.i.AddStack(i.i)
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tx.AddEntity(NewItem(world.EntitySpawnOpts{Position: other.Position(), Velocity: other.Velocity()}, a))
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if !b.Empty() {
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tx.AddEntity(NewItem(world.EntitySpawnOpts{Position: pos, Velocity: e.Velocity()}, b))
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}
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_ = e.Close()
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_ = other.Close()
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return true
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}
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// collect makes a collector collect the item (or at least part of it).
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func (i *ItemBehaviour) collect(e *Ent, collector Collector, tx *world.Tx) {
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pos := e.Position()
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n, _ := collector.Collect(i.i)
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if n == 0 {
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return
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}
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for _, viewer := range tx.Viewers(pos) {
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viewer.ViewEntityAction(e, PickedUpAction{Collector: collector})
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}
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if n == i.i.Count() {
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// The collector picked up the entire stack.
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_ = e.Close()
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return
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}
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// Create a new item entity and shrink it by the amount of items that the
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// collector collected.
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tx.AddEntity(NewItem(world.EntitySpawnOpts{Position: pos}, i.i.Grow(-n)))
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_ = e.Close()
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}
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// Collector represents an entity in the world that is able to collect an item, typically an entity such as
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// a player or a zombie.
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type Collector interface {
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world.Entity
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// Collect collects the stack passed. It is called if the Collector is standing near an item entity that
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// may be picked up.
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// The count of items collected from the stack n is returned, along with a
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// bool that indicates if the Collector was in a state where it could
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// collect any items in the first place.
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Collect(stack item.Stack) (n int, ok bool)
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}
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