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package at.hannibal2.skyhanni.utils
import at.hannibal2.skyhanni.test.command.CopyErrorCommand
import at.hannibal2.skyhanni.utils.LocationUtils.distanceToPlayer
import at.hannibal2.skyhanni.utils.LorenzUtils.toSingletonListOrEmpty
import at.hannibal2.skyhanni.utils.RenderUtils.draw3DLine
import at.hannibal2.skyhanni.utils.RenderUtils.drawDynamicText
import at.hannibal2.skyhanni.utils.RenderUtils.drawFilledBoundingBox
import at.hannibal2.skyhanni.utils.RenderUtils.drawString
import at.hannibal2.skyhanni.utils.RenderUtils.expandBlock
import at.hannibal2.skyhanni.utils.jsonobjects.ParkourJson
import net.minecraft.client.Minecraft
import net.minecraftforge.client.event.RenderWorldLastEvent
import java.awt.Color
import kotlin.time.Duration.Companion.seconds
class ParkourHelper(
val locations: List<LorenzVec>,
private val shortCuts: List<ParkourJson.ShortCut>,
val platformSize: Double = 1.0,
val detectionRange: Double = 1.0
) {
private var current = -1
private var visible = false
var rainbowColor = false
var monochromeColor: Color = Color.WHITE
var lookAhead = 2
var showEverything = false
fun inParkour() = current != -1
fun reset() {
current = -1
visible = false
}
fun render(event: RenderWorldLastEvent) {
if (locations.isEmpty()) {
CopyErrorCommand.logError(
IllegalArgumentException("locations is empty"),
"Trying to render an empty parkour"
)
return
}
try {
if (!showEverything) {
if (current == locations.size - 1) visible = false
val distanceToPlayer = locations.first().offsetCenter().distanceToPlayer()
if (distanceToPlayer < detectionRange) {
visible = true
} else if (distanceToPlayer > 15) {
if (current < 1) {
visible = false
}
}
if (!visible) return
for ((index, location) in locations.withIndex()) {
if (location.offsetCenter().distanceToPlayer() < detectionRange) {
if (Minecraft.getMinecraft().thePlayer.onGround) {
current = index
}
}
}
if (current < 0) return
} else {
current = 0
lookAhead = locations.size
}
val inProgressVec = getInProgressPair().toSingletonListOrEmpty()
for ((prev, next) in locations.asSequence().withIndex().zipWithNext().drop(current)
.take(lookAhead - 1) + inProgressVec) {
event.draw3DLine(
prev.value.offsetCenter(),
next.value.offsetCenter(),
colorForIndex(prev.index),
5,
false,
colorForIndex(next.index)
)
}
val nextShortcuts = current until current + lookAhead
for (shortCut in shortCuts) {
if (shortCut.from in nextShortcuts && shortCut.to in locations.indices) {
event.draw3DLine(
locations[shortCut.from].offsetCenter(),
locations[shortCut.to].offsetCenter(),
Color.RED,
3,
false
)
event.drawFilledBoundingBox(axisAlignedBB(locations[shortCut.to]), Color.RED, 1f)
event.drawDynamicText(locations[shortCut.to].add(-0.5, 1.0, -0.5), "§cShortcut", 2.5)
}
}
for ((index, location) in locations.asSequence().withIndex().drop(current)
.take(lookAhead) + inProgressVec.map { it.second }) {
var aabb = axisAlignedBB(location)
val isMovingPlattform = location !in locations
if (isMovingPlattform) {
aabb = aabb.expandBlock()
}
event.drawFilledBoundingBox(aabb, colorForIndex(index), 1f)
if (!isMovingPlattform) {
event.drawString(location.offsetCenter().add(0, 1, 0), "§a§l$index", seeThroughBlocks = true)
}
}
} catch (e: Throwable) {
CopyErrorCommand.logError(e, "Error while rendering a parkour")
}
}
private fun LorenzVec.offsetCenter() = add(platformSize / 2, 1.0, platformSize / 2)
private fun getInProgressPair(): Pair<IndexedValue<LorenzVec>, IndexedValue<LorenzVec>>? {
if (current < 0 || current + lookAhead >= locations.size) return null
val currentPosition = locations[current]
val nextPosition = locations[current + 1]
val lookAheadStart = locations[current + lookAhead - 1]
val lookAheadEnd = locations[current + lookAhead]
if (LocationUtils.playerLocation().distance(nextPosition) > currentPosition.distance(nextPosition)) return null
val factor = LocationUtils.playerLocation().distance(currentPosition) / currentPosition.distance(nextPosition)
val solpeLocation = lookAheadStart.add(lookAheadEnd.subtract(lookAheadStart).scale(factor))
return Pair(
IndexedValue(current + lookAhead - 1, lookAheadStart),
IndexedValue(current + lookAhead, solpeLocation)
)
}
private fun axisAlignedBB(loc: LorenzVec) = loc.boundingToOffset(platformSize, 1.0, platformSize).expandBlock()
private fun colorForIndex(index: Int) = if (rainbowColor) {
RenderUtils.chromaColor(4.seconds, offset = -index / 12f, brightness = 0.7f)
} else monochromeColor
}
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