made pipe item movement more accurate

This commit is contained in:
Ell 2020-10-13 18:42:45 +02:00
parent ee58eb30b3
commit 03a798649a
2 changed files with 62 additions and 56 deletions

View file

@ -85,72 +85,78 @@ public class PipeItem implements INBTSerializable<CompoundNBT>, ILiquidContainer
return;
this.lastWorldTick = worldTick;
float currSpeed = this.speed;
BlockPos myPos = new BlockPos(this.x, this.y, this.z);
if (!myPos.equals(currPipe.getPos()) && (currPipe.getPos().equals(this.getDestPipe()) || !myPos.equals(this.startInventory))) {
// we're done with the current pipe, so switch to the next one
currPipe.getItems().remove(this);
PipeTileEntity next = this.getNextTile(currPipe, true);
if (next == null) {
if (!currPipe.getWorld().isRemote) {
if (currPipe.getPos().equals(this.getDestPipe())) {
// ..or store in our destination container if we reached our destination
this.stack = this.store(currPipe);
if (!this.stack.isEmpty())
this.onPathObstructed(currPipe, true);
} else {
this.onPathObstructed(currPipe, false);
}
}
return;
} else {
next.getItems().add(this);
}
} else {
double dist = Vector3d.copy(this.currGoalPos).squareDistanceTo(this.x - 0.5F, this.y - 0.5F, this.z - 0.5F);
if (dist < this.speed * this.speed) {
// we're past the start of the pipe, so move to the center of the next pipe
BlockPos nextPos;
PipeTileEntity next = this.getNextTile(currPipe, false);
float motionLeft = this.speed;
while (motionLeft > 0) {
float currSpeed = Math.min(0.25F, motionLeft);
motionLeft -= currSpeed;
BlockPos myPos = new BlockPos(this.x, this.y, this.z);
if (!myPos.equals(currPipe.getPos()) && (currPipe.getPos().equals(this.getDestPipe()) || !myPos.equals(this.startInventory))) {
// we're done with the current pipe, so switch to the next one
currPipe.getItems().remove(this);
PipeTileEntity next = this.getNextTile(currPipe, true);
if (next == null) {
if (currPipe.getPos().equals(this.getDestPipe())) {
nextPos = this.destInventory;
} else {
currPipe.getItems().remove(this);
if (!currPipe.getWorld().isRemote)
if (!currPipe.getWorld().isRemote) {
if (currPipe.getPos().equals(this.getDestPipe())) {
// ..or store in our destination container if we reached our destination
this.stack = this.store(currPipe);
if (!this.stack.isEmpty())
this.onPathObstructed(currPipe, true);
} else {
this.onPathObstructed(currPipe, false);
return;
}
}
return;
} else {
nextPos = next.getPos();
next.getItems().add(this);
currPipe = next;
}
float tolerance = 0.001F;
if (dist >= tolerance * tolerance) {
// when going around corners, we want to move right up to the corner
Vector3d motion = new Vector3d(this.x - this.lastX, this.y - this.lastY, this.z - this.lastZ);
Vector3d diff = new Vector3d(nextPos.getX() + 0.5F - this.x, nextPos.getY() + 0.5F - this.y, nextPos.getZ() + 0.5F - this.z);
if (motion.crossProduct(diff).length() >= tolerance) {
currSpeed = (float) Math.sqrt(dist);
} else {
double dist = Vector3d.copy(this.currGoalPos).squareDistanceTo(this.x - 0.5F, this.y - 0.5F, this.z - 0.5F);
if (dist < currSpeed * currSpeed) {
// we're past the start of the pipe, so move to the center of the next pipe
BlockPos nextPos;
PipeTileEntity next = this.getNextTile(currPipe, false);
if (next == null) {
if (currPipe.getPos().equals(this.getDestPipe())) {
nextPos = this.destInventory;
} else {
currPipe.getItems().remove(this);
if (!currPipe.getWorld().isRemote)
this.onPathObstructed(currPipe, false);
return;
}
} else {
// we're not going around a corner, so continue
nextPos = next.getPos();
}
float tolerance = 0.001F;
if (dist >= tolerance * tolerance) {
// when going around corners, we want to move right up to the corner
Vector3d motion = new Vector3d(this.x - this.lastX, this.y - this.lastY, this.z - this.lastZ);
Vector3d diff = new Vector3d(nextPos.getX() + 0.5F - this.x, nextPos.getY() + 0.5F - this.y, nextPos.getZ() + 0.5F - this.z);
if (motion.crossProduct(diff).length() >= tolerance) {
currSpeed = (float) Math.sqrt(dist);
} else {
// we're not going around a corner, so continue
this.currGoalPos = nextPos;
}
} else {
// distance is very small, so continue
this.currGoalPos = nextPos;
}
} else {
// distance is very small, so continue
this.currGoalPos = nextPos;
}
}
this.lastX = this.x;
this.lastY = this.y;
this.lastZ = this.z;
Vector3d dist = new Vector3d(this.currGoalPos.getX() + 0.5F - this.x, this.currGoalPos.getY() + 0.5F - this.y, this.currGoalPos.getZ() + 0.5F - this.z);
dist = dist.normalize();
this.x += dist.x * currSpeed;
this.y += dist.y * currSpeed;
this.z += dist.z * currSpeed;
}
this.lastX = this.x;
this.lastY = this.y;
this.lastZ = this.z;
Vector3d dist = new Vector3d(this.currGoalPos.getX() + 0.5F - this.x, this.currGoalPos.getY() + 0.5F - this.y, this.currGoalPos.getZ() + 0.5F - this.z);
dist = dist.normalize();
this.x += dist.x * currSpeed;
this.y += dist.y * currSpeed;
this.z += dist.z * currSpeed;
}
protected void onPathObstructed(PipeTileEntity currPipe, boolean tryReturn) {

View file

@ -219,7 +219,7 @@ public class PipeTileEntity extends TileEntity implements INamedContainerProvide
public float getItemSpeed(ItemStack stack) {
float moduleSpeed = (float) this.streamModules().mapToDouble(m -> m.getRight().getItemSpeedIncrease(m.getLeft(), this)).sum();
float pressureSpeed = this.pressurizer != null && !this.pressurizer.isRemoved() && this.pressurizer.pressurizeItem(stack, true) ? 0.4F : 0;
float pressureSpeed = this.pressurizer != null && !this.pressurizer.isRemoved() && this.pressurizer.pressurizeItem(stack, true) ? 0.45F : 0;
return 0.05F + moduleSpeed + pressureSpeed;
}