Plex-FAWE/worldedit-core/src/main/java/com/sk89q/worldedit/entity/Player.java
NotMyFault 5e534ff9e2
Finalize Captions
Follow up to a9d1202ce1
2021-04-05 19:54:49 +02:00

443 lines
14 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 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 <https://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit.entity;
import com.boydti.fawe.Fawe;
import com.boydti.fawe.config.Caption;
import com.boydti.fawe.config.Settings;
import com.boydti.fawe.object.brush.visualization.VirtualWorld;
import com.boydti.fawe.object.clipboard.DiskOptimizedClipboard;
import com.boydti.fawe.regions.FaweMaskManager;
import com.boydti.fawe.util.MainUtil;
import com.sk89q.worldedit.EmptyClipboardException;
import com.sk89q.worldedit.IncompleteRegionException;
import com.sk89q.worldedit.LocalSession;
import com.sk89q.worldedit.WorldEdit;
import com.sk89q.worldedit.WorldEditException;
import com.sk89q.worldedit.blocks.BaseItemStack;
import com.sk89q.worldedit.extension.platform.Actor;
import com.sk89q.worldedit.extent.clipboard.Clipboard;
import com.sk89q.worldedit.extent.inventory.BlockBag;
import com.sk89q.worldedit.function.mask.Mask;
import com.sk89q.worldedit.internal.util.DeprecationUtil;
import com.sk89q.worldedit.internal.util.NonAbstractForCompatibility;
import com.sk89q.worldedit.math.BlockVector3;
import com.sk89q.worldedit.math.Vector3;
import com.sk89q.worldedit.regions.Region;
import com.sk89q.worldedit.regions.RegionSelector;
import com.sk89q.worldedit.session.ClipboardHolder;
import com.sk89q.worldedit.util.Direction;
import com.sk89q.worldedit.util.HandSide;
import com.sk89q.worldedit.util.Location;
import com.sk89q.worldedit.util.formatting.text.Component;
import com.sk89q.worldedit.util.formatting.text.TextComponent;
import com.sk89q.worldedit.world.World;
import com.sk89q.worldedit.world.block.BaseBlock;
import com.sk89q.worldedit.world.block.BlockStateHolder;
import com.sk89q.worldedit.world.gamemode.GameMode;
import javax.annotation.Nullable;
import java.io.File;
/**
* Represents a player.
*/
public interface Player extends Entity, Actor {
/**
* Return the world that the player is on.
*
* @return the world
*/
World getWorld();
/**
* Returns true if the entity is holding a pick axe.
*
* @return whether a pick axe is held
*/
boolean isHoldingPickAxe();
/**
* 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
*
* @return the direction
*/
Direction getCardinalDirection(int yawOffset);
/**
* Get the item that the player is holding.
*
* @return the item the player is holding
*/
BaseItemStack getItemInHand(HandSide handSide);
/**
* Get the Block that the player is holding.
*
* @return the item id of the item the player is holding
*/
BaseBlock getBlockInHand(HandSide handSide) throws WorldEditException;
/**
* Gives the player an item.
*
* @param itemStack The item to give
*/
void giveItem(BaseItemStack itemStack);
/**
* Get this actor's block bag.
*
* @return the actor's block bag
*/
BlockBag getInventoryBlockBag();
/**
* Return this actor's game mode.
*
* @return the game mode
*/
GameMode getGameMode();
/**
* Sets the player to the given game mode.
*
* @param gameMode The game mode
*/
void setGameMode(GameMode gameMode);
/**
* Find a position for the actor 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 actor will be teleported to
* that free position.
*
* @param searchPos search position
*/
void findFreePosition(Location searchPos);
/**
* Set the actor on the ground.
*
* @param searchPos The location to start searching from
*/
void setOnGround(Location searchPos);
/**
* 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.
*/
void findFreePosition();
/**
* Go up one level to the next free space above.
*
* @return true if a spot was found
*/
boolean ascendLevel();
/**
* Go up one level to the next free space above.
*
* @return true if a spot was found
*/
boolean descendLevel();
/**
* Ascend to the ceiling above.
*
* @param clearance How many blocks to leave above the player's head
* @return whether the player was moved
*/
boolean ascendToCeiling(int clearance);
/**
* 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
*/
boolean ascendToCeiling(int clearance, boolean alwaysGlass);
/**
* Just go up.
*
* @param distance How far up to teleport
* @return whether the player was moved
*/
boolean ascendUpwards(int distance);
/**
* Just go up.
*
* @param distance How far up to teleport
* @param alwaysGlass Always put glass under the player
* @return whether the player was moved
*/
boolean ascendUpwards(int distance, boolean alwaysGlass);
/**
* 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
*/
void floatAt(int x, int y, int z, boolean alwaysGlass);
/**
* Get the point of the block that is being stood in.
*
* @return point
* @deprecated Use Locatable#getBlockLocation
*/
@Deprecated
default Location getBlockIn() {
return getBlockLocation();
}
/**
* Get the point of the block that is being stood upon.
*
* @return point
*/
Location getBlockOn();
/**
* 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.
*
* @param range how far to checks for blocks
* @param useLastBlock try to return the last valid air block found
* @return point
*/
Location getBlockTrace(int range, boolean useLastBlock);
/**
* Get the point of the block being looked at. May return null.
* Will return the farthest away block before matching the stop mask if useLastBlock is true and no other block is found.
*
* @param range how far to checks for blocks
* @param useLastBlock try to return the last valid block not matching the stop mask found
* @param stopMask the mask used to determine when to stop tracing
* @return point
*/
Location getBlockTrace(int range, boolean useLastBlock, @Nullable Mask stopMask);
/**
* Get the face that the player is looking at.
*
* @param range the range
* @param useLastBlock try to return the last valid air block found
* @return a face
*/
Location getBlockTraceFace(int range, boolean useLastBlock);
/**
* Get the face that the player is looking at.
*
* @param range the range
* @param useLastBlock try to return the last valid block not matching the stop mask found
* @param stopMask the mask used to determine when to stop tracing
* @return a face
*/
Location getBlockTraceFace(int range, boolean useLastBlock, @Nullable Mask stopMask);
/**
* Get the point of the block being looked at. May return null.
*
* @param range How far to checks for blocks
* @return point
*/
Location getBlockTrace(int range);
/**
* Get the point of the block being looked at. May return null.
*
* @param range How far to checks for blocks
* @return point
*/
Location getSolidBlockTrace(int range);
/**
* Get the player's cardinal direction (N, W, NW, etc.). May return null.
*
* @return the direction
*/
Direction getCardinalDirection();
/**
* Pass through the wall that you are looking at.
*
* @param range How far to checks for blocks
* @return whether the player was pass through
*/
boolean passThroughForwardWall(int range);
/**
* Move the player.
*
* @param pos where to move them
* @param pitch the pitch (up/down) of the player's view in degrees
* @param yaw the yaw (left/right) of the player's view in degrees
* @deprecated This method may fail without indication. Use
* {@link #trySetPosition(Vector3, float, float)} instead
*/
@Deprecated
default void setPosition(Vector3 pos, float pitch, float yaw) {
trySetPosition(pos, pitch, yaw);
}
/**
* Attempt to move the player.
*
* <p>
* This action may fail, due to other mods cancelling the move.
* If so, this method will return {@code false}.
* </p>
*
* @param pos where to move them
* @param pitch the pitch (up/down) of the player's view in degrees
* @param yaw the yaw (left/right) of the player's view in degrees
* @return if the move was able to occur
* @apiNote This must be overridden by new subclasses. See {@link NonAbstractForCompatibility}
* for details
*/
@NonAbstractForCompatibility(
delegateName = "setPosition",
delegateParams = { Vector3.class, float.class, float.class }
)
default boolean trySetPosition(Vector3 pos, float pitch, float yaw) {
DeprecationUtil.checkDelegatingOverride(getClass());
setPosition(pos, pitch, yaw);
return true;
}
/**
* Sends a fake block to the client.
*
* <p>
* This block isn't real.
* </p>
*
* @param pos The position of the block
* @param block The block to send, null to reset
*/
<B extends BlockStateHolder<B>> void sendFakeBlock(BlockVector3 pos, @Nullable B block);
public Region[] getCurrentRegions();
Region[] getCurrentRegions(FaweMaskManager.MaskType type);
Region getLargestRegion();
void setSelection(Region region);
/**
* Get the player's selection region. If the selection is defined in
* a different world, the {@code IncompleteRegionException}
* exception will be thrown.
*
* @return a region
* @throws IncompleteRegionException if no region is selected
*/
default Region getSelection() throws IncompleteRegionException {
return getSession().getSelection(getWorld());
}
/**
* Set the player's WorldEdit selection.
*
* @param selector the selector
*/
default void setSelection(RegionSelector selector) {
getSession().setRegionSelector(getWorld(), selector);
}
/**
* Get the world the player is editing in. The world may or may not match the world they are in.
* For example, if they are editing a CFI world.
*
* @return Editing world
*/
default World getWorldForEditing() {
VirtualWorld virtual = getSession().getVirtualWorld();
if (virtual != null) {
return virtual;
}
// CFICommands.CFISettings cfi = getMeta("CFISettings");
// if (cfi != null && cfi.hasGenerator() && cfi.getGenerator().hasPacketViewer()) {
// return cfi.getGenerator();
// }
return WorldEdit.getInstance().getPlatformManager().getWorldForEditing(getWorld());
}
/**
* Unregister this player, deleting all data stored during the logon session.
*/
default void unregister() {
cancel(true);
getSession().setClipboard(null);
if (Settings.IMP.HISTORY.DELETE_ON_LOGOUT) {
getSession().clearHistory();
getSession().unregisterTools(this);
}
}
void sendTitle(Component title, Component sub);
/**
* Loads any history items from disk: - Should already be called if history on disk is enabled.
*/
default void loadClipboardFromDisk() {
File file = MainUtil.getFile(Fawe.imp().getDirectory(),
Settings.IMP.PATHS.CLIPBOARD + File.separator + getUniqueId() + ".bd");
try {
if (file.exists() && file.length() > 5) {
DiskOptimizedClipboard doc = new DiskOptimizedClipboard(file);
LocalSession session = getSession();
try {
if (session.getClipboard() != null) {
return;
}
} catch (EmptyClipboardException ignored) {
}
Clipboard clip = doc.toClipboard();
ClipboardHolder holder = new ClipboardHolder(clip);
getSession().setClipboard(holder);
}
} catch (Exception event) {
printError(TextComponent.of("====== INVALID CLIPBOARD ======"));
event.printStackTrace();
printError(Caption.of("fawe.error.stacktrace"));
printError(Caption.of("fawe.error.no-failure"));
printError(Caption.of("File: ", TextComponent.of(file.getName()), TextComponent.of(" (len:"), TextComponent.of(file.length()), TextComponent.of(")")));
printError(Caption.of("fawe.error.stacktrace"));
}
}
}