Plex-FAWE/src/main/java/com/sk89q/worldedit/LocalPlayer.java

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// $Id$
/*
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* WorldEdit
* Copyright (C) 2010 sk89q <http://www.sk89q.com> and contributors
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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package com.sk89q.worldedit;
import java.io.File;
import com.sk89q.worldedit.extent.inventory.BlockBag;
import com.sk89q.worldedit.blocks.BaseBlock;
import com.sk89q.worldedit.blocks.BlockID;
import com.sk89q.worldedit.blocks.BlockType;
import com.sk89q.worldedit.blocks.ItemID;
import com.sk89q.worldedit.internal.cui.CUIEvent;
import com.sk89q.worldedit.util.TargetBlock;
/**
*
* @author sk89q
*/
public abstract class LocalPlayer {
/**
* Server.
*/
protected ServerInterface server;
/**
* Construct the object.
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*
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* @param server A reference to the server this player is on
*/
protected LocalPlayer(ServerInterface server) {
this.server = server;
}
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/**
* Returns true if the player is holding a pick axe.
*
* @return whether a pick axe is held
*/
public boolean isHoldingPickAxe() {
int item = getItemInHand();
return item == ItemID.IRON_PICK
|| item == ItemID.WOOD_PICKAXE
|| item == ItemID.STONE_PICKAXE
|| item == ItemID.DIAMOND_PICKAXE
|| item == ItemID.GOLD_PICKAXE;
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}
/**
* Find a position for the player to stand that is not inside a block.
* Blocks above the player will be iteratively tested until there is
* a series of two free blocks. The player will be teleported to
* that free position.
*
* @param searchPos search position
*/
public void findFreePosition(WorldVector searchPos) {
LocalWorld world = searchPos.getWorld();
int x = searchPos.getBlockX();
int y = Math.max(0, searchPos.getBlockY());
int origY = y;
int z = searchPos.getBlockZ();
byte free = 0;
while (y <= world.getMaxY() + 2) {
if (BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
++free;
} else {
free = 0;
}
if (free == 2) {
if (y - 1 != origY) {
final Vector pos = new Vector(x, y - 2, z);
final int id = world.getBlockType(pos);
final int data = world.getBlockData(pos);
setPosition(new Vector(x + 0.5, y - 2 + BlockType.centralTopLimit(id, data), z + 0.5));
}
return;
}
++y;
}
}
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/**
* Set the player on the ground.
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*
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* @param searchPos The location to start searching from
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*/
public void setOnGround(WorldVector searchPos) {
LocalWorld world = searchPos.getWorld();
int x = searchPos.getBlockX();
int y = Math.max(0, searchPos.getBlockY());
int z = searchPos.getBlockZ();
while (y >= 0) {
final Vector pos = new Vector(x, y, z);
final int id = world.getBlockType(pos);
final int data = world.getBlockData(pos);
if (!BlockType.canPassThrough(id, data)) {
setPosition(new Vector(x + 0.5, y + BlockType.centralTopLimit(id, data), z + 0.5));
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return;
}
--y;
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}
}
/**
* Find a position for the player to stand that is not inside a block.
* Blocks above the player will be iteratively tested until there is
* a series of two free blocks. The player will be teleported to
* that free position.
*/
public void findFreePosition() {
findFreePosition(getBlockIn());
}
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/**
* Go up one level to the next free space above.
*
* @return true if a spot was found
*/
public boolean ascendLevel() {
final WorldVector pos = getBlockIn();
final int x = pos.getBlockX();
int y = Math.max(0, pos.getBlockY());
final int z = pos.getBlockZ();
final LocalWorld world = pos.getWorld();
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byte free = 0;
byte spots = 0;
while (y <= world.getMaxY() + 2) {
if (BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
++free;
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} else {
free = 0;
}
if (free == 2) {
++spots;
if (spots == 2) {
final Vector platform = new Vector(x, y - 2, z);
final BaseBlock block = world.getBlock(platform);
final int type = block.getId();
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// Don't get put in lava!
if (type == BlockID.LAVA || type == BlockID.STATIONARY_LAVA) {
return false;
}
setPosition(platform.add(0.5, BlockType.centralTopLimit(block), 0.5));
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return true;
}
}
++y;
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}
return false;
}
/**
* Go up one level to the next free space above.
*
* @return true if a spot was found
*/
public boolean descendLevel() {
final WorldVector pos = getBlockIn();
final int x = pos.getBlockX();
int y = Math.max(0, pos.getBlockY() - 1);
final int z = pos.getBlockZ();
final LocalWorld world = pos.getWorld();
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byte free = 0;
while (y >= 1) {
if (BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
++free;
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} else {
free = 0;
}
if (free == 2) {
// So we've found a spot, but we have to drop the player
// lightly and also check to see if there's something to
// stand upon
while (y >= 0) {
final Vector platform = new Vector(x, y, z);
final BaseBlock block = world.getBlock(platform);
final int type = block.getId();
// Don't want to end up in lava
if (type != BlockID.AIR && type != BlockID.LAVA && type != BlockID.STATIONARY_LAVA) {
// Found a block!
setPosition(platform.add(0.5, BlockType.centralTopLimit(block), 0.5));
return true;
}
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--y;
}
return false;
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}
--y;
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}
return false;
}
/**
* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
* @return whether the player was moved
*/
public boolean ascendToCeiling(int clearance) {
return ascendToCeiling(clearance, true);
}
/**
* Ascend to the ceiling above.
*
* @param clearance How many blocks to leave above the player's head
* @param alwaysGlass Always put glass under the player
* @return whether the player was moved
*/
public boolean ascendToCeiling(int clearance, boolean alwaysGlass) {
Vector pos = getBlockIn();
int x = pos.getBlockX();
int initialY = Math.max(0, pos.getBlockY());
int y = Math.max(0, pos.getBlockY() + 2);
int z = pos.getBlockZ();
LocalWorld world = getPosition().getWorld();
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// No free space above
if (world.getBlockType(new Vector(x, y, z)) != 0) {
return false;
}
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while (y <= world.getMaxY()) {
// Found a ceiling!
if (!BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
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int platformY = Math.max(initialY, y - 3 - clearance);
floatAt(x, platformY + 1, z, alwaysGlass);
return true;
}
++y;
}
return false;
}
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/**
* Just go up.
*
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* @param distance How far up to teleport
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* @return whether the player was moved
*/
public boolean ascendUpwards(int distance) {
return ascendUpwards(distance, true);
}
/**
* Just go up.
*
* @param distance How far up to teleport
* @param alwaysGlass Always put glass under the player
* @return whether the player was moved
*/
public boolean ascendUpwards(int distance, boolean alwaysGlass) {
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final Vector pos = getBlockIn();
final int x = pos.getBlockX();
final int initialY = Math.max(0, pos.getBlockY());
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int y = Math.max(0, pos.getBlockY() + 1);
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final int z = pos.getBlockZ();
final int maxY = Math.min(getWorld().getMaxY() + 1, initialY + distance);
final LocalWorld world = getPosition().getWorld();
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while (y <= world.getMaxY() + 2) {
if (!BlockType.canPassThrough(world.getBlock(new Vector(x, y, z)))) {
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break; // Hit something
} else if (y > maxY + 1) {
break;
} else if (y == maxY + 1) {
floatAt(x, y - 1, z, alwaysGlass);
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return true;
}
++y;
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}
return false;
}
/**
* Make the player float in the given blocks.
*
* @param x The X coordinate of the block to float in
* @param y The Y coordinate of the block to float in
* @param z The Z coordinate of the block to float in
*/
public void floatAt(int x, int y, int z, boolean alwaysGlass) {
getPosition().getWorld().setBlockType(new Vector(x, y - 1, z), BlockID.GLASS);
setPosition(new Vector(x + 0.5, y, z + 0.5));
}
/**
* Get the point of the block that is being stood in.
*
* @return point
*/
public WorldVector getBlockIn() {
WorldVector pos = getPosition();
return WorldVector.toBlockPoint(pos.getWorld(), pos.getX(),
pos.getY(), pos.getZ());
}
/**
* Get the point of the block that is being stood upon.
*
* @return point
*/
public WorldVector getBlockOn() {
WorldVector pos = getPosition();
return WorldVector.toBlockPoint(pos.getWorld(), pos.getX(),
pos.getY() - 1, pos.getZ());
}
/**
* Get the point of the block being looked at. May return null.
* Will return the farthest away air block if useLastBlock is true and no other block is found.
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*
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* @param range How far to checks for blocks
* @param useLastBlock Try to return the last valid air block found.
* @return point
*/
public WorldVector getBlockTrace(int range, boolean useLastBlock) {
TargetBlock tb = new TargetBlock(this, range, 0.2);
return (useLastBlock ? tb.getAnyTargetBlock() : tb.getTargetBlock());
}
public WorldVectorFace getBlockTraceFace(int range, boolean useLastBlock) {
TargetBlock tb = new TargetBlock(this, range, 0.2);
return (useLastBlock ? tb.getAnyTargetBlockFace() : tb.getTargetBlockFace());
}
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/**
* Get the point of the block being looked at. May return null.
*
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* @param range How far to checks for blocks
* @return point
*/
public WorldVector getBlockTrace(int range) {
return getBlockTrace(range, false);
}
/**
* Get the point of the block being looked at. May return null.
*
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* @param range How far to checks for blocks
* @return point
*/
public WorldVector getSolidBlockTrace(int range) {
TargetBlock tb = new TargetBlock(this, range, 0.2);
return tb.getSolidTargetBlock();
}
/**
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* Get the player's cardinal direction (N, W, NW, etc.). May return null.
*
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* @return the direction
*/
public PlayerDirection getCardinalDirection() {
return getCardinalDirection(0);
}
/**
* Get the player's cardinal direction (N, W, NW, etc.) with an offset. May return null.
* @param yawOffset offset that is added to the player's yaw before determining the cardinal direction
*
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* @return the direction
*/
public PlayerDirection getCardinalDirection(int yawOffset) {
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if (getPitch() > 67.5) {
return PlayerDirection.DOWN;
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}
if (getPitch() < -67.5) {
return PlayerDirection.UP;
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}
// From hey0's code
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double rot = (getYaw() + yawOffset) % 360; //let's use real yaw now
if (rot < 0) {
rot += 360.0;
}
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return getDirection(rot);
}
/**
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* Returns direction according to rotation. May return null.
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*
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* @param rot yaw
* @return the direction
*/
private static PlayerDirection getDirection(double rot) {
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if (0 <= rot && rot < 22.5) {
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return PlayerDirection.SOUTH;
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} else if (22.5 <= rot && rot < 67.5) {
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return PlayerDirection.SOUTH_WEST;
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} else if (67.5 <= rot && rot < 112.5) {
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return PlayerDirection.WEST;
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} else if (112.5 <= rot && rot < 157.5) {
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return PlayerDirection.NORTH_WEST;
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} else if (157.5 <= rot && rot < 202.5) {
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return PlayerDirection.NORTH;
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} else if (202.5 <= rot && rot < 247.5) {
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return PlayerDirection.NORTH_EAST;
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} else if (247.5 <= rot && rot < 292.5) {
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return PlayerDirection.EAST;
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} else if (292.5 <= rot && rot < 337.5) {
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return PlayerDirection.SOUTH_EAST;
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} else if (337.5 <= rot && rot < 360.0) {
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return PlayerDirection.SOUTH;
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} else {
return null;
}
}
/**
* Get the ID of the item that the player is holding.
*
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* @return the item id of the item the player is holding
*/
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public abstract int getItemInHand();
/**
* Get the Block that the player is holding.
*
* @return the item id of the item the player is holding
*/
public BaseBlock getBlockInHand() throws WorldEditException {
final int typeId = getItemInHand();
if (!getWorld().isValidBlockType(typeId)) {
throw new NotABlockException(typeId);
}
return new BaseBlock(typeId);
}
/**
* Get the name of the player.
*
* @return String
*/
public abstract String getName();
/**
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* Get the player's position.
*
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* @return point
*/
public abstract WorldVector getPosition();
/**
* Get the player's world.
*
* @return point
*/
public abstract LocalWorld getWorld();
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/**
* Get the player's view pitch.
*
* @return pitch
*/
/**
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* Get the player's view pitch.
*
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* @return pitch
*/
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public abstract double getPitch();
/**
* Get the player's view yaw.
*
* @return yaw
*/
/**
* Get the player's view yaw.
*
* @return yaw
*/
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public abstract double getYaw();
/**
* Gives the player an item.
*
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* @param type The item id of the item to be given to the player
* @param amount How many items in the stack
*/
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public abstract void giveItem(int type, int amount);
/**
* Pass through the wall that you are looking at.
*
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* @param range How far to checks for blocks
* @return whether the player was pass through
*/
public boolean passThroughForwardWall(int range) {
int searchDist = 0;
TargetBlock hitBlox = new TargetBlock(this, range, 0.2);
LocalWorld world = getPosition().getWorld();
BlockWorldVector block;
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boolean firstBlock = true;
int freeToFind = 2;
boolean inFree = false;
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while ((block = hitBlox.getNextBlock()) != null) {
boolean free = BlockType.canPassThrough(world.getBlock(block));
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if (firstBlock) {
firstBlock = false;
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if (!free) {
--freeToFind;
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continue;
}
}
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++searchDist;
if (searchDist > 20) {
return false;
}
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if (inFree != free) {
if (free) {
--freeToFind;
}
}
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if (freeToFind == 0) {
setOnGround(block);
return true;
}
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inFree = free;
}
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return false;
}
/**
* Print a message.
*
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* @param msg The message text
*/
public abstract void printRaw(String msg);
/**
* Print a WorldEdit message.
*
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* @param msg The message text
*/
public abstract void printDebug(String msg);
/**
* Print a WorldEdit message.
*
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* @param msg The message text
*/
public abstract void print(String msg);
/**
* Print a WorldEdit error.
*
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* @param msg The error message text
*/
public abstract void printError(String msg);
/**
* Move the player.
*
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* @param pos Where to move them
* @param pitch The pitch (up/down) of the player's view
* @param yaw The yaw (left/right) of the player's view
*/
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public abstract void setPosition(Vector pos, float pitch, float yaw);
/**
* Move the player.
*
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* @param pos Where to move them
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*/
public void setPosition(Vector pos) {
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setPosition(pos, (float) getPitch(), (float) getYaw());
}
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/**
* Get a player's list of groups.
*
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* @return an array containing a group name per entry
*/
public abstract String[] getGroups();
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/**
* Get this player's block bag.
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*
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* @return the player's block bag
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*/
public abstract BlockBag getInventoryBlockBag();
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/**
* Checks if a player has permission.
*
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* @param perm The permission to check
* @return true if the player has that permission
*/
public abstract boolean hasPermission(String perm);
/**
* Open a file open dialog.
*
* @param extensions null to allow all
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* @return the selected file or null if something went wrong
*/
public File openFileOpenDialog(String[] extensions) {
printError("File dialogs are not supported in your environment.");
return null;
}
/**
* Open a file save dialog.
*
* @param extensions null to allow all
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* @return the selected file or null if something went wrong
*/
public File openFileSaveDialog(String[] extensions) {
printError("File dialogs are not supported in your environment.");
return null;
}
/**
* Returns true if the player can destroy bedrock.
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*
* @return
*/
public boolean canDestroyBedrock() {
return hasPermission("worldedit.override.bedrock");
}
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/**
* Send a CUI event.
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*
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* @param event
*/
public void dispatchCUIEvent(CUIEvent event) {
}
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/**
* Send the CUI handshake.
* @deprecated Not used anymore; The CUI begins the handshake
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*/
@Deprecated
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public void dispatchCUIHandshake() {
}
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@Override
public boolean equals(Object other) {
if (!(other instanceof LocalPlayer)) {
return false;
}
LocalPlayer other2 = (LocalPlayer) other;
return other2.getName().equals(getName());
}
@Override
public int hashCode() {
return getName().hashCode();
}
public void checkPermission(String permission) throws WorldEditPermissionException {
if (!hasPermission(permission)) {
throw new WorldEditPermissionException();
}
}
public boolean isPlayer() {
return true;
}
public boolean hasCreativeMode() {
return false;
}
}