Ported block tracing code to WorldEdit.

This commit is contained in:
sk89q 2011-01-19 01:12:05 -08:00
parent 3e8b2edff9
commit 6f6a82d326
5 changed files with 222 additions and 680 deletions

View File

@ -21,6 +21,7 @@ package com.sk89q.worldedit;
import com.sk89q.worldedit.bags.BlockBag;
import com.sk89q.worldedit.blocks.BlockType;
import com.sk89q.worldedit.util.TargetBlock;
/**
*
@ -298,7 +299,10 @@ public abstract class LocalPlayer {
* @param range
* @return point
*/
public abstract WorldVector getBlockTrace(int range);
public WorldVector getBlockTrace(int range) {
TargetBlock tb = new TargetBlock(this, range, 0.2);
return tb.getTargetBlock();
}
/**
* Get the point of the block being looked at. May return null.
@ -306,7 +310,10 @@ public abstract class LocalPlayer {
* @param range
* @return point
*/
public abstract WorldVector getSolidBlockTrace(int range);
public WorldVector getSolidBlockTrace(int range) {
TargetBlock tb = new TargetBlock(this, range, 0.2);
return tb.getSolidTargetBlock();
}
/**
* Get the player's cardinal direction (N, W, NW, etc.). May return null.
@ -418,7 +425,31 @@ public abstract class LocalPlayer {
* @param range
* @return whether the player was pass through
*/
public abstract boolean passThroughForwardWall(int range);
public boolean passThroughForwardWall(int range) {
boolean foundNext = false;
int searchDist = 0;
TargetBlock hitBlox = new TargetBlock(this, range, 0.2);
LocalWorld world = getPosition().getWorld();
BlockWorldVector block;
while ((block = hitBlox.getNextBlock()) != null) {
searchDist++;
if (searchDist > 20) {
return false;
}
if (BlockType.canPassThrough(world.getBlockType(block))) {
if (foundNext) {
Vector v = new Vector(block.getX(), block.getY() - 1, block.getZ());
if (BlockType.canPassThrough(world.getBlockType(v))) {
setPosition(v.add(0.5, 0, 0.5));
return true;
}
}
} else {
foundNext = true;
}
}
return false;
}
/**
* Print a message.

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@ -532,6 +532,20 @@ public class Vector {
(int)Math.floor(z));
}
/**
* Get a block point from a point.
*
* @param x
* @param y
* @param z
* @return point
*/
public BlockVector toBlockPoint() {
return new BlockVector((int)Math.floor(x),
(int)Math.floor(y),
(int)Math.floor(z));
}
/**
* Checks if another object is equivalent.
*

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@ -20,12 +20,10 @@
package com.sk89q.worldedit.bukkit;
import org.bukkit.*;
import org.bukkit.block.Block;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import com.sk89q.worldedit.*;
import com.sk89q.worldedit.bags.BlockBag;
import com.sk89q.worldedit.blocks.BlockType;
public class BukkitPlayer extends LocalPlayer {
private Player player;
@ -37,29 +35,6 @@ public class BukkitPlayer extends LocalPlayer {
this.player = player;
}
@Override
public WorldVector getBlockTrace(int range) {
TargetBlock tb = new TargetBlock(player, range, 0.2);
Block block = tb.getTargetBlock();
if (block == null) {
return null;
}
return new WorldVector(getWorld(), block.getX(), block.getY(), block.getZ());
}
@Override
public WorldVector getSolidBlockTrace(int range) {
TargetBlock tb = new TargetBlock(player, range, 0.2);
tb.reset();
while (tb.getNextBlock() != null
&& BlockType.canPassThrough(tb.getCurrentBlock().getTypeId()));
Block block = tb.getCurrentBlock();
if (block == null) {
return null;
}
return new WorldVector(getWorld(), block.getX(), block.getY(), block.getZ());
}
@Override
public int getItemInHand() {
ItemStack itemStack = player.getItemInHand();
@ -94,33 +69,6 @@ public class BukkitPlayer extends LocalPlayer {
// TODO: Make this actually give the item
}
@Override
public boolean passThroughForwardWall(int range) {
boolean foundNext = false;
int searchDist = 0;
TargetBlock hitBlox = new TargetBlock(player, range, 0.2);
LocalWorld world = getPosition().getWorld();
Block block;
while ((block = hitBlox.getNextBlock()) != null) {
searchDist++;
if (searchDist > 20) {
return false;
}
if (BlockType.canPassThrough(block.getTypeId())) {
if (foundNext) {
Vector v = new Vector(block.getX(), block.getY() - 1, block.getZ());
if (BlockType.canPassThrough(world.getBlockType(v))) {
setPosition(v.add(0.5, 0, 0.5));
return true;
}
}
} else {
foundNext = true;
}
}
return false;
}
@Override
public void printRaw(String msg) {
player.sendMessage(msg);

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@ -1,625 +0,0 @@
package com.sk89q.worldedit.bukkit;
import java.util.ArrayList;
import org.bukkit.block.Block;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
/**
* @author toi Thanks to Raphfrk for optimization of this class.
*/
public class TargetBlock {
private Location loc;
private double viewHeight;
private int maxDistance;
private int[] blockToIgnore;
private double checkDistance, curDistance;
private double xRotation, yRotation;
private Vector targetPos = new Vector();
private Vector targetPosDouble = new Vector();
private Vector prevPos = new Vector();
private Vector offset = new Vector();
/**
* Constructor requiring a player, uses default values
*
* @param player
* Player to work with
*/
public TargetBlock(Player player) {
this.setValues(player.getLocation(), 300, 1.65, 0.2, null);
}
/**
* Constructor requiring a location, uses default values
*
* @param loc
* Location to work with
*/
public TargetBlock(Location loc) {
this.setValues(loc, 300, 0, 0.2, null);
}
/**
* Constructor requiring a player, max distance and a checking distance
*
* @param player
* Player to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
*/
public TargetBlock(Player player, int maxDistance, double checkDistance) {
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance,
null);
}
/**
* Constructor requiring a location, max distance and a checking distance
*
* @param loc
* What location to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
*/
public TargetBlock(Location loc, int maxDistance, double checkDistance) {
this.setValues(loc, maxDistance, 0, checkDistance, null);
}
/**
* Constructor requiring a player, max distance, checking distance and an
* array of blocks to ignore
*
* @param player
* What player to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
* @param blocksToIgnore
* Integer array of what block ids to ignore while checking for
* viable targets
*/
public TargetBlock(Player player, int maxDistance, double checkDistance,
int[] blocksToIgnore) {
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance,
blocksToIgnore);
}
/**
* Constructor requiring a location, max distance, checking distance and an
* array of blocks to ignore
*
* @param loc
* What location to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
* @param blocksToIgnore
* Array of what block ids to ignore while checking for viable
* targets
*/
public TargetBlock(Location loc, int maxDistance, double checkDistance,
int[] blocksToIgnore) {
this.setValues(loc, maxDistance, 0, checkDistance, blocksToIgnore);
}
/**
* Constructor requiring a player, max distance, checking distance and an
* array of blocks to ignore
*
* @param player
* What player to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
* @param blocksToIgnore
* String ArrayList of what block ids to ignore while checking
* for viable targets
*/
public TargetBlock(Player player, int maxDistance, double checkDistance,
ArrayList<String> blocksToIgnore) {
int[] bti = this.convertStringArraytoIntArray(blocksToIgnore);
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance,
bti);
}
/**
* Constructor requiring a location, max distance, checking distance and an
* array of blocks to ignore
*
* @param loc
* What location to work with
* @param maxDistance
* How far it checks for blocks
* @param checkDistance
* How often to check for blocks, the smaller the more precise
* @param blocksToIgnore
* String ArrayList of what block ids to ignore while checking
* for viable targets
*/
public TargetBlock(Location loc, int maxDistance, double checkDistance,
ArrayList<String> blocksToIgnore) {
int[] bti = this.convertStringArraytoIntArray(blocksToIgnore);
this.setValues(loc, maxDistance, 0, checkDistance, bti);
}
/**
* Set the values, all constructors uses this function
*
* @param loc
* Location of the view
* @param maxDistance
* How far it checks for blocks
* @param viewPos
* Where the view is positioned in y-axis
* @param checkDistance
* How often to check for blocks, the smaller the more precise
* @param blocksToIgnore
* Ids of blocks to ignore while checking for viable targets
*/
private void setValues(Location loc, int maxDistance, double viewHeight,
double checkDistance, int[] blocksToIgnore) {
this.loc = loc;
this.maxDistance = maxDistance;
this.viewHeight = viewHeight;
this.checkDistance = checkDistance;
this.blockToIgnore = blocksToIgnore;
this.curDistance = 0;
xRotation = (loc.getYaw() + 90) % 360;
yRotation = loc.getPitch() * -1;
double h = (checkDistance * Math.cos(Math.toRadians(yRotation)));
offset.setY((checkDistance * Math.sin(Math.toRadians(yRotation))));
offset.setX((h * Math.cos(Math.toRadians(xRotation))));
offset.setZ((h * Math.sin(Math.toRadians(xRotation))));
targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight,
loc.getZ());
targetPos = new Vector(targetPosDouble.getBlockX(),
targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
prevPos = targetPos.clone();
}
/**
* Call this to reset checking position to allow you to check for a new
* target with the same TargetBlock instance.
*/
public void reset() {
targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight,
loc.getZ());
targetPos = new Vector(targetPosDouble.getBlockX(),
targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
prevPos = targetPos.clone();
this.curDistance = 0;
}
/**
* Gets the distance to a block. Measures from the block underneath the
* player to the targetblock Should only be used when passing player as an
* constructor parameter
*
* @return double
*/
public double getDistanceToBlock() {
Vector blockUnderPlayer = new Vector(
(int) Math.floor(loc.getX() + 0.5),
(int) Math.floor(loc.getY() - 0.5),
(int) Math.floor(loc.getZ() + 0.5));
Block blk = getTargetBlock();
double x = blk.getX() - blockUnderPlayer.getBlockX();
double y = blk.getY() - blockUnderPlayer.getBlockY();
double z = blk.getZ() - blockUnderPlayer.getBlockZ();
return Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)));
}
/**
* Gets the rounded distance to a block. Measures from the block underneath
* the player to the targetblock Should only be used when passing player as
* an constructor parameter
*
* @return int
*/
public int getDistanceToBlockRounded() {
Vector blockUnderPlayer = new Vector(
(int) Math.floor(loc.getX() + 0.5),
(int) Math.floor(loc.getY() - 0.5),
(int) Math.floor(loc.getZ() + 0.5));
Block blk = getTargetBlock();
double x = blk.getX() - blockUnderPlayer.getBlockX();
double y = blk.getY() - blockUnderPlayer.getBlockY();
double z = blk.getZ() - blockUnderPlayer.getBlockZ();
return (int) Math
.round((Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(
z, 2)))));
}
/**
* Gets the floored x distance to a block.
*
* @return int
*/
public int getXDistanceToBlock() {
this.reset();
return (int) Math
.floor(getTargetBlock().getX() - loc.getBlockX() + 0.5);
}
/**
* Gets the floored y distance to a block
*
* @return int
*/
public int getYDistanceToBlock() {
this.reset();
return (int) Math.floor(getTargetBlock().getY() - loc.getBlockY()
+ viewHeight);
}
/**
* Gets the floored z distance to a block
*
* @return int
*/
public int getZDistanceToBlock() {
this.reset();
return (int) Math
.floor(getTargetBlock().getZ() - loc.getBlockZ() + 0.5);
}
/**
* Returns the block at the sight. Returns null if out of range or if no
* viable target was found
*
* @return Block
*/
public Block getTargetBlock() {
this.reset();
while ((getNextBlock() != null)
&& ((getCurrentBlock().getTypeId() == 0) || this
.blockToIgnoreHasValue(getCurrentBlock().getTypeId())))
;
return getCurrentBlock();
}
/**
* Sets the type of the block at the sight. Returns false if the block
* wasn't set.
*
* @param typeID
* ID of type to set the block to
* @return boolean
*/
public boolean setTargetBlock(int typeID) {
if (Material.getMaterial(typeID) != null) {
this.reset();
while (getNextBlock() != null && getCurrentBlock().getTypeId() == 0)
;
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(),
targetPos.getBlockY(), targetPos.getBlockZ());
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets the type of the block at the sight. Returns false if the block
* wasn't set.
*
* @param type
* Material to set the block to
* @return boolean
*/
public boolean setTargetBlock(Material type) {
this.reset();
while ((getNextBlock() != null)
&& ((getCurrentBlock().getTypeId() == 0) || this
.blockToIgnoreHasValue(getCurrentBlock().getTypeId())))
;
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(),
targetPos.getBlockY(), targetPos.getBlockZ());
blk.setType(type);
return true;
}
return false;
}
/**
* Sets the type of the block at the sight. Returns false if the block
* wasn't set. Observe! At the moment this function is using the built-in
* enumerator function .valueOf(String) but would preferably be changed to
* smarter function, when implemented
*
* @param type
* Name of type to set the block to
* @return boolean
*/
public boolean setTargetBlock(String type) {
Material mat = Material.valueOf(type);
if (mat != null) {
this.reset();
while ((getNextBlock() != null)
&& ((getCurrentBlock().getTypeId() == 0) || this
.blockToIgnoreHasValue(getCurrentBlock()
.getTypeId())))
;
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(),
targetPos.getBlockY(), targetPos.getBlockZ());
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Returns the block attached to the face at the sight. Returns null if out
* of range or if no viable target was found
*
* @return Block
*/
public Block getFaceBlock() {
while ((getNextBlock() != null)
&& ((getCurrentBlock().getTypeId() == 0) || this
.blockToIgnoreHasValue(getCurrentBlock().getTypeId())))
;
if (getCurrentBlock() != null) {
return getPreviousBlock();
} else {
return null;
}
}
/**
* Sets the type of the block attached to the face at the sight. Returns
* false if the block wasn't set.
*
* @param typeID
* @return boolean
*/
public boolean setFaceBlock(int typeID) {
if (Material.getMaterial(typeID) != null) {
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(),
prevPos.getBlockY(), prevPos.getBlockZ());
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets the type of the block attached to the face at the sight. Returns
* false if the block wasn't set.
*
* @param type
* @return boolean
*/
public boolean setFaceBlock(Material type) {
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(),
prevPos.getBlockY(), prevPos.getBlockZ());
blk.setType(type);
return true;
}
return false;
}
/**
* Sets the type of the block attached to the face at the sight. Returns
* false if the block wasn't set. Observe! At the moment this function is
* using the built-in enumerator function .valueOf(String) but would
* preferably be changed to smarter function, when implemented
*
* @param type
* @return boolean
*/
public boolean setFaceBlock(String type) {
Material mat = Material.valueOf(type);
if (mat != null) {
if (getCurrentBlock() != null) {
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(),
prevPos.getBlockY(), prevPos.getBlockZ());
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Get next block
*
* @return Block
*/
public Block getNextBlock() {
prevPos = targetPos.clone();
do {
curDistance += checkDistance;
targetPosDouble.setX(offset.getX() + targetPosDouble.getX());
targetPosDouble.setY(offset.getY() + targetPosDouble.getY());
targetPosDouble.setZ(offset.getZ() + targetPosDouble.getZ());
targetPos = new Vector(targetPosDouble.getBlockX(),
targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
} while (curDistance <= maxDistance
&& targetPos.getBlockX() == prevPos.getBlockX()
&& targetPos.getBlockY() == prevPos.getBlockY()
&& targetPos.getBlockZ() == prevPos.getBlockZ());
if (curDistance > maxDistance) {
return null;
}
return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(),
this.targetPos.getBlockY(), this.targetPos.getBlockZ());
}
/**
* Returns the current block along the line of vision
*
* @return Block
*/
public Block getCurrentBlock() {
if (curDistance > maxDistance) {
return null;
} else {
return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(),
this.targetPos.getBlockY(), this.targetPos.getBlockZ());
}
}
/**
* Sets current block type. Returns false if the block wasn't set.
*
* @param typeID
*/
public boolean setCurrentBlock(int typeID) {
if (Material.getMaterial(typeID) != null) {
Block blk = getCurrentBlock();
if (blk != null) {
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets current block type. Returns false if the block wasn't set.
*
* @param type
*/
public boolean setCurrentBlock(Material type) {
Block blk = getCurrentBlock();
if (blk != null) {
blk.setType(type);
return true;
}
return false;
}
/**
* Sets current block type. Returns false if the block wasn't set. Observe!
* At the moment this function is using the built-in enumerator function
* .valueOf(String) but would preferably be changed to smarter function,
* when implemented
*
* @param type
*/
public boolean setCurrentBlock(String type) {
Material mat = Material.valueOf(type);
if (mat != null) {
Block blk = getCurrentBlock();
if (blk != null) {
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Returns the previous block in the aimed path
*
* @return Block
*/
public Block getPreviousBlock() {
return this.loc.getWorld().getBlockAt(prevPos.getBlockX(),
prevPos.getBlockY(), prevPos.getBlockZ());
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
*
* @param typeID
*/
public boolean setPreviousBlock(int typeID) {
if (Material.getMaterial(typeID) != null) {
Block blk = getPreviousBlock();
if (blk != null) {
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
*
* @param type
*/
public boolean setPreviousBlock(Material type) {
Block blk = getPreviousBlock();
if (blk != null) {
blk.setType(type);
return true;
}
return false;
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
* Observe! At the moment this function is using the built-in enumerator
* function .valueOf(String) but would preferably be changed to smarter
* function, when implemented
*
* @param type
*/
public boolean setPreviousBlock(String type) {
Material mat = Material.valueOf(type);
if (mat != null) {
Block blk = getPreviousBlock();
if (blk != null) {
blk.setType(mat);
return true;
}
}
return false;
}
private int[] convertStringArraytoIntArray(ArrayList<String> array) {
if (array != null) {
int intarray[] = new int[array.size()];
for (int i = 0; i < array.size(); i++) {
try {
intarray[i] = Integer.parseInt(array.get(i));
} catch (NumberFormatException nfe) {
intarray[i] = 0;
}
}
return intarray;
}
return null;
}
private boolean blockToIgnoreHasValue(int value) {
if (this.blockToIgnore != null) {
if (this.blockToIgnore.length > 0) {
for (int i : this.blockToIgnore) {
if (i == value)
return true;
}
}
}
return false;
}
}

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@ -0,0 +1,174 @@
// $Id$
/*
* Copyright (c) 2011 toi
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.sk89q.worldedit.util;
import com.sk89q.worldedit.BlockWorldVector;
import com.sk89q.worldedit.LocalPlayer;
import com.sk89q.worldedit.LocalWorld;
import com.sk89q.worldedit.Vector;
import com.sk89q.worldedit.blocks.BlockType;
/**
* This class uses an inefficient method to figure out what block a player
* is looking towards.
*
* Originally written by toi. It was ported to WorldEdit and trimmed down by
* sk89q. Thanks to Raphfrk for optimization of toi's original class.
*
* @author toi
*/
public class TargetBlock {
private LocalWorld world;
private int maxDistance;
private double checkDistance, curDistance;
private Vector targetPos = new Vector();
private Vector targetPosDouble = new Vector();
private Vector prevPos = new Vector();
private Vector offset = new Vector();
/**
* Constructor requiring a player, uses default values
*
* @param player player to work with
*/
public TargetBlock(LocalPlayer player) {
this.world = player.getWorld();
this.setValues(player.getPosition(), player.getYaw(), player.getPitch(),
300, 1.65, 0.2);
}
/**
* Constructor requiring a player, max distance and a checking distance
*
* @param player LocalPlayer to work with
* @param maxDistance how far it checks for blocks
* @param checkDistance how often to check for blocks, the smaller the more precise
*/
public TargetBlock(LocalPlayer player, int maxDistance, double checkDistance) {
this.world = player.getWorld();
this.setValues(player.getPosition(), player.getYaw(), player.getPitch(),
maxDistance, 1.65, checkDistance);
}
/**
* Set the values, all constructors uses this function
*
* @param loc location of the view
* @param xRotation
* @param yRotation
* @param maxDistance how far it checks for blocks
* @param viewPos where the view is positioned in y-axis
* @param checkDistance how often to check for blocks, the smaller the more precise
*/
private void setValues(Vector loc, double xRotation, double yRotation,
int maxDistance, double viewHeight, double checkDistance) {
this.maxDistance = maxDistance;
this.checkDistance = checkDistance;
this.curDistance = 0;
xRotation = (xRotation + 90) % 360;
yRotation = yRotation * -1;
double h = (checkDistance * Math.cos(Math.toRadians(yRotation)));
offset = new Vector((h * Math.cos(Math.toRadians(xRotation))),
(checkDistance * Math.sin(Math.toRadians(yRotation))),
(h * Math.sin(Math.toRadians(xRotation))));
targetPosDouble = loc.add(0, viewHeight, 0);
targetPos = targetPosDouble.toBlockPoint();
prevPos = targetPos;
}
/**
* Returns the block at the sight. Returns null if out of range or if no
* viable target was found
*
* @return Block
*/
public BlockWorldVector getTargetBlock() {
while ((getNextBlock() != null)
&& (world.getBlockType(getCurrentBlock()) == 0));
return getCurrentBlock();
}
/**
* Returns the block at the sight. Returns null if out of range or if no
* viable target was found
*
* @return Block
*/
public BlockWorldVector getSolidTargetBlock() {
while ((getNextBlock() != null)
&& BlockType.canPassThrough(world.getBlockType(getCurrentBlock())));
return getCurrentBlock();
}
/**
* Get next block
*
* @return next block position
*/
public BlockWorldVector getNextBlock() {
prevPos = targetPos;
do {
curDistance += checkDistance;
targetPosDouble = offset.add(targetPosDouble.getX(),
targetPosDouble.getY(),
targetPosDouble.getZ());
targetPos = targetPosDouble.toBlockPoint();
} while (curDistance <= maxDistance
&& targetPos.getBlockX() == prevPos.getBlockX()
&& targetPos.getBlockY() == prevPos.getBlockY()
&& targetPos.getBlockZ() == prevPos.getBlockZ());
if (curDistance > maxDistance) {
return null;
}
return new BlockWorldVector(world, targetPos);
}
/**
* Returns the current block along the line of vision
*
* @return block position
*/
public BlockWorldVector getCurrentBlock() {
if (curDistance > maxDistance) {
return null;
} else {
return new BlockWorldVector(world, targetPos);
}
}
/**
* Returns the previous block in the aimed path
*
* @return block position
*/
public BlockWorldVector getPreviousBlock() {
return new BlockWorldVector(world, prevPos);
}
}