forked from Clones/Controlify
make explosion rumble distance change mid-way through
This commit is contained in:
@ -1,5 +1,8 @@
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package dev.isxander.controlify.rumble;
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import net.minecraft.client.Minecraft;
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import net.minecraft.util.Mth;
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import net.minecraft.world.phys.Vec3;
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import org.apache.commons.lang3.Validate;
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import java.util.function.Function;
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@ -60,6 +63,7 @@ public class ContinuousRumbleEffect implements RumbleEffect {
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private int priority;
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private int timeout = -1;
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private int minTime;
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private InWorldProperties inWorldProperties;
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private Builder() {
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}
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@ -97,11 +101,30 @@ public class ContinuousRumbleEffect implements RumbleEffect {
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return this;
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}
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public Builder inWorld(Vec3 sourceLocation, float minMagnitude, float maxMagnitude, float minDistance, float maxDistance, Function<Float, Float> fallofFunction) {
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this.inWorldProperties = new InWorldProperties(sourceLocation, minMagnitude, maxMagnitude, minDistance, maxDistance, fallofFunction);
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return this;
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}
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public ContinuousRumbleEffect build() {
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Validate.notNull(stateFunction, "stateFunction cannot be null!");
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Validate.isTrue(minTime <= timeout || timeout == -1, "the minimum time cannot be greater than the timeout!");
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var stateFunction = this.stateFunction;
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if (inWorldProperties != null)
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stateFunction = inWorldProperties.modify(stateFunction);
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return new ContinuousRumbleEffect(stateFunction, priority, timeout, minTime);
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}
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private record InWorldProperties(Vec3 sourceLocation, float minMagnitude, float maxMagnitude, float minDistance, float maxDistance, Function<Float, Float> fallofFunction) {
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private Function<Integer, RumbleState> modify(Function<Integer, RumbleState> stateFunction) {
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return tick -> {
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float distanceSqr = (float) Mth.clamp(Minecraft.getInstance().player.distanceToSqr(sourceLocation), minDistance, maxDistance);
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float magnitude = Mth.lerp(1f - fallofFunction.apply(distanceSqr / (maxDistance * maxDistance)), minMagnitude, maxMagnitude);
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return stateFunction.apply(tick).mul(magnitude);
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};
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}
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}
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}
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}
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@ -1,4 +1,7 @@
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package dev.isxander.controlify.rumble;
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public record RumbleState(float strong, float weak) {
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public RumbleState mul(float multiplier) {
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return new RumbleState(strong * multiplier, weak * multiplier);
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}
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}
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