net.minestom.server.entity.pathfinding.followers.GroundNodeFollower Maven / Gradle / Ivy
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1.20.4 Lightweight Minecraft server
package net.minestom.server.entity.pathfinding.followers;
import net.minestom.server.collision.CollisionUtils;
import net.minestom.server.collision.PhysicsResult;
import net.minestom.server.coordinate.Point;
import net.minestom.server.coordinate.Pos;
import net.minestom.server.coordinate.Vec;
import net.minestom.server.entity.Entity;
import net.minestom.server.entity.LivingEntity;
import net.minestom.server.entity.attribute.Attribute;
import net.minestom.server.utils.position.PositionUtils;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class GroundNodeFollower implements NodeFollower {
private final Entity entity;
public GroundNodeFollower(@NotNull Entity entity) {
this.entity = entity;
}
/**
* Used to move the entity toward {@code direction} in the X and Z axis
* Gravity is still applied but the entity will not attempt to jump
* Also update the yaw/pitch of the entity to look along 'direction'
*
* @param direction the targeted position
* @param speed define how far the entity will move
*/
public void moveTowards(@NotNull Point direction, double speed, @NotNull Point lookAt) {
final Pos position = entity.getPosition();
final double dx = direction.x() - position.x();
final double dy = direction.y() - position.y();
final double dz = direction.z() - position.z();
final double dxLook = lookAt.x() - position.x();
final double dyLook = lookAt.y() - position.y();
final double dzLook = lookAt.z() - position.z();
// the purpose of these few lines is to slow down entities when they reach their destination
final double distSquared = dx * dx + dy * dy + dz * dz;
if (speed > distSquared) {
speed = distSquared;
}
final double radians = Math.atan2(dz, dx);
final double speedX = Math.cos(radians) * speed;
final double speedZ = Math.sin(radians) * speed;
final float yaw = PositionUtils.getLookYaw(dxLook, dzLook);
final float pitch = PositionUtils.getLookPitch(dxLook, dyLook, dzLook);
final var physicsResult = CollisionUtils.handlePhysics(entity, new Vec(speedX, 0, speedZ));
this.entity.refreshPosition(Pos.fromPoint(physicsResult.newPosition()).withView(yaw, pitch));
}
@Override
public void jump(@Nullable Point point, @Nullable Point target) {
if (entity.isOnGround()) {
jump(4f);
}
}
@Override
public boolean isAtPoint(@NotNull Point point) {
return entity.getPosition().sameBlock(point);
}
public void jump(float height) {
this.entity.setVelocity(new Vec(0, height * 2.5f, 0));
}
@Override
public double movementSpeed() {
if (entity instanceof LivingEntity living) {
return living.getAttribute(Attribute.GENERIC_MOVEMENT_SPEED).getValue();
}
return 0.1f;
}
}