Files
VS--Improved-Aerodynamics/src/main/java/dev/lumareth/improvedAerodynamics/flight/WariumCapture.java
T
Claude 1be7e90ec2 Add flaps: flappable tag, flap lever on the control node, flap physics (0.4.0)
Shift-right-click a block in improved_aerodynamics:flappable to make it a flap.
G/H step the node's flap lever UP/TAKEOFF/LANDING; flaps slew to the configured
angle, add lift and drag and raise the stall angle, and retract above a max speed.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YVREx3uo7nz1FEhzveWTUh
2026-11-11 18:36:28 +01:00

174 lines
8.6 KiB
Java

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