Add flight physics overhaul with Warium/Futurism mixins
- Route Warium and Futurism force queues through smoothed per-substep delivery - Evaluate wing, stabilizer, control surface and air brake forces every physics substep - Add optional improved flight model with angle-of-attack lift and stalls - Add auto trim toggled by a client key and a server packet - Add config options, translations, and mixin plugin version gating - Bump mod version to 0.2.0 and bundle Futurism 0.0.4 as a compile-only dependency
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package dev.lumareth.improvedAerodynamics.flight;
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import dev.lumareth.improvedAerodynamics.Config;
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import net.mcreator.valkyrienwarium.init.ValkyrienWariumModBlocks;
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import net.mcreator.valkyrienwarium.init.ValkyrienWariumModGameRules;
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import net.mcreator.valkyrienwarium.procedures.PressureGetProcedure;
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import net.mcreator.valkyrienwarium.ships.ForceInducedShips;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.nbt.CompoundTag;
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import net.minecraft.resources.ResourceLocation;
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import net.minecraft.server.level.ServerLevel;
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import net.minecraft.world.level.LevelAccessor;
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import net.minecraft.world.level.block.LiquidBlock;
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import net.minecraft.world.level.block.entity.BlockEntity;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.level.block.state.properties.DirectionProperty;
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import net.minecraft.world.level.block.state.properties.EnumProperty;
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import net.minecraft.world.level.block.state.properties.Property;
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import net.minecraftforge.registries.ForgeRegistries;
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import org.joml.Vector3d;
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import org.valkyrienskies.core.api.ships.Ship;
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import org.valkyrienskies.mod.common.VSGameUtilsKt;
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/**
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* Server thread side of the physics rate aerodynamics: the Warium procedure mixins call {@link #begin} when a
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* procedure starts and {@link #capture} instead of each force it adds. A procedure only adds forces after passing
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* all its conditions (air around the block, minimum speed, linked node), so a captured block is one whose forces
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* apply this tick; its forces are then computed on the physics thread from the ship's current motion.
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*/
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public final class WariumCapture {
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public static final String AUTO_TRIM_TAG = "improved_aerodynamics_autotrim";
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public static final String TRIM_TAG = "improved_aerodynamics_trim";
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private static final int TRIM_SAVE_INTERVAL = 20;
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// The procedure currently running, procedures run one at a time on the server thread
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private static SurfaceType type;
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private static LevelAccessor world;
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private static BlockPos pos;
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private static BlockState state;
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private WariumCapture() {
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}
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public static void begin(SurfaceType surfaceType, LevelAccessor level, double x, double y, double z, BlockState blockState) {
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type = surfaceType;
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world = level;
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pos = BlockPos.containing(x, y, z);
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state = blockState;
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}
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/**
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* Called instead of a force the running procedure adds.
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*
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* @return true if the block was taken over, so the original force must not be added
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*/
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public static boolean capture(ForceInducedShips inducer) {
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if (!Config.PHYSICS_RATE_AERODYNAMICS.get() || !(world instanceof ServerLevel level)) {
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return false;
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}
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// ForceInducedShips is final, so the compiler needs the detour through Object to accept the mixed-in interface
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AeroState aero = ((AeroHolder) (Object) inducer).improvedAerodynamics$aero();
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if (!aero.has(pos.asLong())) {
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aero.add(createSurface(level, aero));
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}
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return true;
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}
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private static AeroSurface createSurface(ServerLevel level, AeroState aero) {
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Direction facing = facing(state);
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ResourceLocation id = ForgeRegistries.BLOCKS.getKey(state.getBlock());
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boolean slab = id != null && id.getPath().contains("slab");
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double speedMultiplier = Math.max(1, level.getGameRules().getInt(ValkyrienWariumModGameRules.AERODYNAMIC_SPEED_MULTIPLIER) / 100);
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double pressure = PressureGetProcedure.execute(level, pos.getX(), pos.getY(), pos.getZ());
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long node = AeroSurface.NO_NODE;
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String key = "Null";
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String key2 = "Null";
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double brakeInput = 0.0;
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if (type.controllable || type == SurfaceType.AIR_BRAKE) {
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BlockEntity blockEntity = level.getBlockEntity(pos);
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if (blockEntity != null) {
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CompoundTag tag = blockEntity.getPersistentData();
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key = tag.getString("Key");
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key2 = type == SurfaceType.AIR_BRAKE ? "Null" : tag.getString("Key2");
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BlockPos nodePos = BlockPos.containing(tag.getDouble("ControlX"), tag.getDouble("ControlY"), tag.getDouble("ControlZ"));
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if (level.getBlockState(nodePos).is(ValkyrienWariumModBlocks.VEHICLE_CONTROL_NODE.get())) {
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node = nodePos.asLong();
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readNode(level, nodePos, aero);
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if (type == SurfaceType.AIR_BRAKE) {
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brakeInput = nodeValue(level, nodePos, key) * ControlAxis.multiplier(key);
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}
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}
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}
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}
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return new AeroSurface(pos.asLong(), type, slab, pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5,
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facing.getStepX(), facing.getStepZ(), pressure, fluidFactor(level), speedMultiplier,
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node, ControlAxis.of(key), ControlAxis.multiplier(key), ControlAxis.of(key2), ControlAxis.multiplier(key2),
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brakeInput);
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}
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/** Registers a node's inputs once per tick, and saves its trim to it now and then so it survives reloading. */
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private static void readNode(ServerLevel level, BlockPos nodePos, AeroState aero) {
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long nodeKey = nodePos.asLong();
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BlockEntity blockEntity = level.getBlockEntity(nodePos);
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if (aero.hasNode(nodeKey) || blockEntity == null) {
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return;
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}
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CompoundTag tag = blockEntity.getPersistentData();
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boolean autoTrim = tag.getBoolean(AUTO_TRIM_TAG);
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double storedTrim = tag.getDouble(TRIM_TAG);
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if (autoTrim && level.getGameTime() % TRIM_SAVE_INTERVAL == 0) {
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double trim = aero.trim(nodeKey);
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if (!Double.isNaN(trim) && Math.abs(trim - storedTrim) > 1.0E-3) {
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tag.putDouble(TRIM_TAG, trim);
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blockEntity.setChanged();
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storedTrim = trim;
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}
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}
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aero.addNode(new NodeData(nodeKey, tag.getDouble("Pitch"), tag.getDouble("Yaw"), tag.getDouble("Roll"),
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tag.getDouble("Throttle"), autoTrim, storedTrim));
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}
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/** Raw node value for a key like "Pitch+", as Warium's air brakes read it. */
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private static double nodeValue(ServerLevel level, BlockPos nodePos, String key) {
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BlockEntity blockEntity = level.getBlockEntity(nodePos);
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if (blockEntity == null || key.isEmpty()) {
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return 0.0;
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}
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String name = key.endsWith("+") || key.endsWith("-") ? key.substring(0, key.length() - 1) : key;
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return blockEntity.getPersistentData().getDouble(name);
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}
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/** Warium's multiplier for surfaces under water, checked at the block's world position. */
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private static double fluidFactor(ServerLevel level) {
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double underWater = switch (type) {
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case VERTICAL_WING -> 15.0;
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case CONTROL_SURFACE, VERTICAL_CONTROL_SURFACE -> 80.0;
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case AIR_BRAKE -> 40.0;
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default -> 1.0;
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};
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if (underWater == 1.0) {
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return 1.0;
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}
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Vector3d center = new Vector3d(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5);
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Ship ship = VSGameUtilsKt.getShipManagingPos(level, pos);
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if (ship != null) {
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ship.getShipToWorld().transformPosition(center);
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}
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boolean inLiquid = level.getBlockState(BlockPos.containing(center.x, center.y, center.z)).getBlock() instanceof LiquidBlock;
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return inLiquid ? underWater : 1.0;
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}
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/** Warium's way of reading a block's direction: its "facing", else the positive end of its "axis", else north. */
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private static Direction facing(BlockState blockState) {
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Property<?> facing = blockState.getBlock().getStateDefinition().getProperty("facing");
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if (facing instanceof DirectionProperty directionProperty) {
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return blockState.getValue(directionProperty);
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}
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Property<?> axis = blockState.getBlock().getStateDefinition().getProperty("axis");
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if (axis instanceof EnumProperty<?> enumProperty && blockState.getValue(enumProperty) instanceof Direction.Axis value) {
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return Direction.fromAxisAndDirection(value, Direction.AxisDirection.POSITIVE);
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}
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return Direction.NORTH;
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}
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}
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