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