Plex-FAWE/src/main/java/com/sk89q/worldedit/util/TargetBlock.java
sk89q 900c9b5258 Added BlockInteractEvent to replace handleBlockLeftClick().
Needed quite a shim for tools/brushes for now.
2014-06-26 16:56:40 -07:00

215 lines
7.6 KiB
Java

/*
* WorldEdit, a Minecraft world manipulation toolkit
* Copyright (C) sk89q <http://www.sk89q.com>
* Copyright (C) WorldEdit team and contributors
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser 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 Lesser General Public License
* for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit.util;
import com.sk89q.worldedit.*;
import com.sk89q.worldedit.blocks.BlockID;
import com.sk89q.worldedit.blocks.BlockType;
import com.sk89q.worldedit.entity.Entity;
import com.sk89q.worldedit.internal.LocalWorldAdapter;
/**
* 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 = LocalWorldAdapter.adapt(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((Entity) player, maxDistance, checkDistance);
}
/**
* 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(Entity player, int maxDistance, double checkDistance) {
this.world = LocalWorldAdapter.adapt(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 viewHeight 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 any block at the sight. Returns null if out of range or if no
* viable target was found. Will try to return the last valid air block it finds.
*
* @return Block
*/
public BlockWorldVector getAnyTargetBlock() {
boolean searchForLastBlock = true;
BlockWorldVector lastBlock = null;
while (getNextBlock() != null) {
if (world.getBlockType(getCurrentBlock()) == BlockID.AIR) {
if (searchForLastBlock) {
lastBlock = getCurrentBlock();
if (lastBlock.getBlockY() <= 0 || lastBlock.getBlockY() >= world.getMaxY()) {
searchForLastBlock = false;
}
}
} else {
break;
}
}
BlockWorldVector currentBlock = getCurrentBlock();
return (currentBlock != null ? currentBlock : lastBlock);
}
/**
* 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.getBlock(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);
}
public WorldVectorFace getAnyTargetBlockFace() {
getAnyTargetBlock();
return WorldVectorFace.getWorldVectorFace(world, getCurrentBlock(), getPreviousBlock());
}
public WorldVectorFace getTargetBlockFace() {
getAnyTargetBlock();
return WorldVectorFace.getWorldVectorFace(world, getCurrentBlock(), getPreviousBlock());
}
}