// $Id$ /* * WorldEdit * Copyright (C) 2010 sk89q * * 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 . */ package com.sk89q.worldedit; import com.sk89q.worldedit.bags.BlockBag; import com.sk89q.worldedit.blocks.BlockType; /** * * @author sk89q */ public abstract class LocalPlayer { /** * Directions. */ public enum DIRECTION { NORTH, NORTH_EAST, EAST, SOUTH_EAST, SOUTH, SOUTH_WEST, WEST, NORTH_WEST }; /** * Server. */ protected ServerInterface server; /** * Construct the object. * * @param server */ protected LocalPlayer(ServerInterface server) { this.server = server; } /** * 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 == 257 || item == 270 || item == 274 || item == 278 || item == 285; } /** * 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(LocalWorld world, Vector searchPos) { int x = searchPos.getBlockX(); int y = Math.max(0, searchPos.getBlockY()); int origY = y; int z = searchPos.getBlockZ(); byte free = 0; while (y <= 129) { if (BlockType.canPassThrough(world.getBlockType(new Vector(x, y, z)))) { free++; } else { free = 0; } if (free == 2) { if (y - 1 != origY) { setPosition(new Vector(x + 0.5, y - 1, z + 0.5)); } return; } y++; } } /** * 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(getPosition().getWorld(), getBlockIn()); } /** * Go up one level to the next free space above. * * @return true if a spot was found */ public boolean ascendLevel() { Vector pos = getBlockIn(); int x = pos.getBlockX(); int y = Math.max(0, pos.getBlockY()); int z = pos.getBlockZ(); LocalWorld world = getPosition().getWorld(); byte free = 0; byte spots = 0; while (y <= 129) { if (BlockType.canPassThrough(world.getBlockType(new Vector(x, y, z)))) { free++; } else { free = 0; } if (free == 2) { spots++; if (spots == 2) { int type = world.getBlockType(new Vector(x, y - 2, z)); // Don't get put in lava! if (type == 10 || type == 11) { return false; } setPosition(new Vector(x + 0.5, y - 1, z + 0.5)); return true; } } y++; } return false; } /** * Go up one level to the next free space above. * * @return true if a spot was found */ public boolean descendLevel() { Vector pos = getBlockIn(); int x = pos.getBlockX(); int y = Math.max(0, pos.getBlockY() - 1); int z = pos.getBlockZ(); LocalWorld world = getPosition().getWorld(); byte free = 0; while (y >= 1) { if (BlockType.canPassThrough(world.getBlockType(new Vector(x, y, z)))) { free++; } 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) { int type = world.getBlockType(new Vector(x, y, z)); // Don't want to end up in lava if (type != 0 && type != 10 && type != 11) { // Found a block! setPosition(new Vector(x + 0.5, y + 1, z + 0.5)); return true; } y--; } return false; } y--; } return false; } /** * Ascend to the ceiling above. * * @param clearance * @return whether the player was moved */ public boolean ascendToCeiling(int clearance) { 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(); // No free space above if (world.getBlockType(new Vector(x, y, z)) != 0) { return false; } while (y <= 127) { // Found a ceiling! if (!BlockType.canPassThrough(world.getBlockType(new Vector(x, y, z)))) { int platformY = Math.max(initialY, y - 3 - clearance); world.setBlockType(new Vector(x, platformY, z), BlockType.GLASS.getID()); setPosition(new Vector(x + 0.5, platformY + 1, z + 0.5)); return true; } y++; } return false; } /** * Just go up. * * @param distance * @return whether the player was moved */ public boolean ascendUpwards(int distance) { Vector pos = getBlockIn(); int x = pos.getBlockX(); int initialY = Math.max(0, pos.getBlockY()); int y = Math.max(0, pos.getBlockY() + 1); int z = pos.getBlockZ(); int maxY = Math.min(128, initialY + distance); LocalWorld world = getPosition().getWorld(); while (y <= 129) { if (!BlockType.canPassThrough(world.getBlockType(new Vector(x, y, z)))) { break; // Hit something } else if (y > maxY + 1) { break; } else if (y == maxY + 1) { world.setBlockType(new Vector(x, y - 2, z), BlockType.GLASS.getID()); setPosition(new Vector(x + 0.5, y - 1, z + 0.5)); return true; } y++; } return false; } /** * 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. * * @param range * @return point */ public abstract WorldVector getBlockTrace(int range); /** * Get the point of the block being looked at. May return null. * * @param range * @return point */ public abstract WorldVector getSolidBlockTrace(int range); /** * Get the player's cardinal direction (N, W, NW, etc.). May return null. * * @return */ public LocalPlayer.DIRECTION getCardinalDirection() { // From hey0's code double rot = (getYaw() - 90) % 360; if (rot < 0) { rot += 360.0; } return getDirection(rot); } /** * Returns direction according to rotation. May return null. * * @param rot * @return */ private static LocalPlayer.DIRECTION getDirection(double rot) { if (0 <= rot && rot < 22.5) { return LocalPlayer.DIRECTION.NORTH; } else if (22.5 <= rot && rot < 67.5) { return LocalPlayer.DIRECTION.NORTH_EAST; } else if (67.5 <= rot && rot < 112.5) { return LocalPlayer.DIRECTION.EAST; } else if (112.5 <= rot && rot < 157.5) { return LocalPlayer.DIRECTION.SOUTH_EAST; } else if (157.5 <= rot && rot < 202.5) { return LocalPlayer.DIRECTION.SOUTH; } else if (202.5 <= rot && rot < 247.5) { return LocalPlayer.DIRECTION.SOUTH_WEST; } else if (247.5 <= rot && rot < 292.5) { return LocalPlayer.DIRECTION.WEST; } else if (292.5 <= rot && rot < 337.5) { return LocalPlayer.DIRECTION.NORTH_WEST; } else if (337.5 <= rot && rot < 360.0) { return LocalPlayer.DIRECTION.NORTH; } else { return null; } } /** * Get the ID of the item that the player is holding. * * @return */ public abstract int getItemInHand(); /** * Get the name of the player. * * @return String */ public abstract String getName(); /** * Get the player's position. * * @return point */ public abstract WorldVector getPosition(); /** * Get the player's world. * * @return point */ public abstract LocalWorld getWorld(); /** * Get the player's view pitch. * * @return pitch */ /** * Get the player's view pitch. * * @return pitch */ public abstract double getPitch(); /** * Get the player's view yaw. * * @return yaw */ /** * Get the player's view yaw. * * @return yaw */ public abstract double getYaw(); /** * Gives the player an item. * * @param type * @param amt */ public abstract void giveItem(int type, int amt); /** * Pass through the wall that you are looking at. * * @param range * @return whether the player was pass through */ public abstract boolean passThroughForwardWall(int range); /** * Print a message. * * @param msg */ public abstract void printRaw(String msg); /** * Print a WorldEdit message. * * @param msg */ public abstract void print(String msg); /** * Print a WorldEdit error. * * @param msg */ public abstract void printError(String msg); /** * Move the player. * * @param pos * @param pitch * @param yaw */ public abstract void setPosition(Vector pos, float pitch, float yaw); /** * Move the player. * * @param pos */ public void setPosition(Vector pos) { setPosition(pos, (float)getPitch(), (float)getYaw()); } /** * Get a player's list of groups. * * @return */ public abstract String[] getGroups(); /** * Get this player's block bag. * * @return */ public abstract BlockBag getInventoryBlockBag(); /** * Checks if a player has permission. * * @param perm * @return */ public abstract boolean hasPermission(String perm); /** * Returns true if the player can destroy bedrock. * * @return */ public boolean canDestroyBedrock() { return hasPermission("worldeditbedrock"); } /** * Returns true if equal. * * @param other * @return whether the other object is equivalent */ @Override public boolean equals(Object other) { if (!(other instanceof LocalPlayer)) { return false; } LocalPlayer other2 = (LocalPlayer)other; return other2.getName().equals(getName()); } /** * Gets the hash code. * * @return hash code */ @Override public int hashCode() { return getName().hashCode(); } }