mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2024-06-18 00:31:46 +00:00
443 lines
14 KiB
Java
443 lines
14 KiB
Java
/*
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* WorldEdit, a Minecraft world manipulation toolkit
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* Copyright (C) sk89q <http://www.sk89q.com>
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* Copyright (C) WorldEdit team and contributors
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.entity;
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import com.boydti.fawe.Fawe;
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import com.boydti.fawe.config.Caption;
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import com.boydti.fawe.config.Settings;
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import com.boydti.fawe.object.brush.visualization.VirtualWorld;
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import com.boydti.fawe.object.clipboard.DiskOptimizedClipboard;
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import com.boydti.fawe.regions.FaweMaskManager;
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import com.boydti.fawe.util.MainUtil;
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import com.sk89q.worldedit.EmptyClipboardException;
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import com.sk89q.worldedit.IncompleteRegionException;
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import com.sk89q.worldedit.LocalSession;
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import com.sk89q.worldedit.WorldEdit;
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import com.sk89q.worldedit.WorldEditException;
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import com.sk89q.worldedit.blocks.BaseItemStack;
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import com.sk89q.worldedit.extension.platform.Actor;
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import com.sk89q.worldedit.extent.clipboard.Clipboard;
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import com.sk89q.worldedit.extent.inventory.BlockBag;
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import com.sk89q.worldedit.function.mask.Mask;
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import com.sk89q.worldedit.internal.util.DeprecationUtil;
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import com.sk89q.worldedit.internal.util.NonAbstractForCompatibility;
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import com.sk89q.worldedit.math.BlockVector3;
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import com.sk89q.worldedit.math.Vector3;
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import com.sk89q.worldedit.regions.Region;
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import com.sk89q.worldedit.regions.RegionSelector;
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import com.sk89q.worldedit.session.ClipboardHolder;
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import com.sk89q.worldedit.util.Direction;
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import com.sk89q.worldedit.util.HandSide;
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import com.sk89q.worldedit.util.Location;
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import com.sk89q.worldedit.util.formatting.text.Component;
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import com.sk89q.worldedit.util.formatting.text.TextComponent;
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import com.sk89q.worldedit.world.World;
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import com.sk89q.worldedit.world.block.BaseBlock;
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import com.sk89q.worldedit.world.block.BlockStateHolder;
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import com.sk89q.worldedit.world.gamemode.GameMode;
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import javax.annotation.Nullable;
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import java.io.File;
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/**
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* Represents a player.
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*/
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public interface Player extends Entity, Actor {
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/**
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* Return the world that the player is on.
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*
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* @return the world
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*/
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World getWorld();
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/**
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* Returns true if the entity is holding a pick axe.
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*
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* @return whether a pick axe is held
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*/
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boolean isHoldingPickAxe();
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/**
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* Get the player's cardinal direction (N, W, NW, etc.) with an offset. May return null.
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* @param yawOffset offset that is added to the player's yaw before determining the cardinal direction
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*
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* @return the direction
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*/
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Direction getCardinalDirection(int yawOffset);
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/**
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* Get the item that the player is holding.
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*
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* @return the item the player is holding
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*/
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BaseItemStack getItemInHand(HandSide handSide);
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/**
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* Get the Block that the player is holding.
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*
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* @return the item id of the item the player is holding
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*/
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BaseBlock getBlockInHand(HandSide handSide) throws WorldEditException;
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/**
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* Gives the player an item.
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*
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* @param itemStack The item to give
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*/
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void giveItem(BaseItemStack itemStack);
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/**
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* Get this actor's block bag.
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*
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* @return the actor's block bag
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*/
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BlockBag getInventoryBlockBag();
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/**
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* Return this actor's game mode.
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*
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* @return the game mode
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*/
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GameMode getGameMode();
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/**
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* Sets the player to the given game mode.
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*
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* @param gameMode The game mode
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*/
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void setGameMode(GameMode gameMode);
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/**
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* Find a position for the actor to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The actor will be teleported to
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* that free position.
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*
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* @param searchPos search position
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*/
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void findFreePosition(Location searchPos);
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/**
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* Set the actor on the ground.
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*
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* @param searchPos The location to start searching from
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*/
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void setOnGround(Location searchPos);
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/**
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* Find a position for the player to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The player will be teleported to
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* that free position.
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*/
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void findFreePosition();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean ascendLevel();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean descendLevel();
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance);
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance, boolean alwaysGlass);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance, boolean alwaysGlass);
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/**
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* Make the player float in the given blocks.
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*
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* @param x The X coordinate of the block to float in
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* @param y The Y coordinate of the block to float in
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* @param z The Z coordinate of the block to float in
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*/
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void floatAt(int x, int y, int z, boolean alwaysGlass);
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/**
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* Get the point of the block that is being stood in.
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*
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* @return point
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* @deprecated Use Locatable#getBlockLocation
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*/
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@Deprecated
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default Location getBlockIn() {
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return getBlockLocation();
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}
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/**
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* Get the point of the block that is being stood upon.
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*
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* @return point
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*/
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Location getBlockOn();
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/**
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* Get the point of the block being looked at. May return null.
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* Will return the farthest away air block if useLastBlock is true and no other block is found.
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*
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* @param range how far to checks for blocks
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* @param useLastBlock try to return the last valid air block found
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* @return point
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*/
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Location getBlockTrace(int range, boolean useLastBlock);
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/**
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* Get the point of the block being looked at. May return null.
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* Will return the farthest away block before matching the stop mask if useLastBlock is true and no other block is found.
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*
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* @param range how far to checks for blocks
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* @param useLastBlock try to return the last valid block not matching the stop mask found
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* @param stopMask the mask used to determine when to stop tracing
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* @return point
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*/
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Location getBlockTrace(int range, boolean useLastBlock, @Nullable Mask stopMask);
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/**
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* Get the face that the player is looking at.
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*
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* @param range the range
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* @param useLastBlock try to return the last valid air block found
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* @return a face
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*/
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Location getBlockTraceFace(int range, boolean useLastBlock);
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/**
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* Get the face that the player is looking at.
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*
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* @param range the range
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* @param useLastBlock try to return the last valid block not matching the stop mask found
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* @param stopMask the mask used to determine when to stop tracing
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* @return a face
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*/
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Location getBlockTraceFace(int range, boolean useLastBlock, @Nullable Mask stopMask);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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Location getBlockTrace(int range);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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Location getSolidBlockTrace(int range);
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/**
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* Get the player's cardinal direction (N, W, NW, etc.). May return null.
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*
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* @return the direction
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*/
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Direction getCardinalDirection();
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/**
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* Pass through the wall that you are looking at.
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*
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* @param range How far to checks for blocks
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* @return whether the player was pass through
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*/
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boolean passThroughForwardWall(int range);
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/**
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* Move the player.
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*
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* @param pos where to move them
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* @param pitch the pitch (up/down) of the player's view in degrees
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* @param yaw the yaw (left/right) of the player's view in degrees
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* @deprecated This method may fail without indication. Use
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* {@link #trySetPosition(Vector3, float, float)} instead
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*/
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@Deprecated
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default void setPosition(Vector3 pos, float pitch, float yaw) {
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trySetPosition(pos, pitch, yaw);
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}
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/**
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* Attempt to move the player.
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*
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* <p>
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* This action may fail, due to other mods cancelling the move.
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* If so, this method will return {@code false}.
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* </p>
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*
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* @param pos where to move them
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* @param pitch the pitch (up/down) of the player's view in degrees
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* @param yaw the yaw (left/right) of the player's view in degrees
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* @return if the move was able to occur
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* @apiNote This must be overridden by new subclasses. See {@link NonAbstractForCompatibility}
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* for details
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*/
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@NonAbstractForCompatibility(
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delegateName = "setPosition",
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delegateParams = { Vector3.class, float.class, float.class }
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)
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default boolean trySetPosition(Vector3 pos, float pitch, float yaw) {
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DeprecationUtil.checkDelegatingOverride(getClass());
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setPosition(pos, pitch, yaw);
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return true;
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}
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/**
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* Sends a fake block to the client.
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*
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* <p>
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* This block isn't real.
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* </p>
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*
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* @param pos The position of the block
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* @param block The block to send, null to reset
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*/
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<B extends BlockStateHolder<B>> void sendFakeBlock(BlockVector3 pos, @Nullable B block);
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public Region[] getCurrentRegions();
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Region[] getCurrentRegions(FaweMaskManager.MaskType type);
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Region getLargestRegion();
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void setSelection(Region region);
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/**
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* Get the player's selection region. If the selection is defined in
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* a different world, the {@code IncompleteRegionException}
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* exception will be thrown.
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*
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* @return a region
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* @throws IncompleteRegionException if no region is selected
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*/
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default Region getSelection() throws IncompleteRegionException {
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return getSession().getSelection(getWorld());
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}
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/**
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* Set the player's WorldEdit selection.
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*
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* @param selector the selector
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*/
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default void setSelection(RegionSelector selector) {
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getSession().setRegionSelector(getWorld(), selector);
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}
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/**
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* Get the world the player is editing in. The world may or may not match the world they are in.
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* For example, if they are editing a CFI world.
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*
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* @return Editing world
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*/
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default World getWorldForEditing() {
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VirtualWorld virtual = getSession().getVirtualWorld();
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if (virtual != null) {
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return virtual;
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}
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// CFICommands.CFISettings cfi = getMeta("CFISettings");
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// if (cfi != null && cfi.hasGenerator() && cfi.getGenerator().hasPacketViewer()) {
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// return cfi.getGenerator();
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// }
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return WorldEdit.getInstance().getPlatformManager().getWorldForEditing(getWorld());
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}
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/**
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* Unregister this player, deleting all data stored during the logon session.
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*/
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default void unregister() {
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cancel(true);
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getSession().setClipboard(null);
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if (Settings.IMP.HISTORY.DELETE_ON_LOGOUT) {
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getSession().clearHistory();
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getSession().unregisterTools(this);
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}
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}
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void sendTitle(Component title, Component sub);
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/**
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* Loads any history items from disk: - Should already be called if history on disk is enabled.
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*/
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default void loadClipboardFromDisk() {
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File file = MainUtil.getFile(Fawe.imp().getDirectory(),
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Settings.IMP.PATHS.CLIPBOARD + File.separator + getUniqueId() + ".bd");
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try {
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if (file.exists() && file.length() > 5) {
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DiskOptimizedClipboard doc = new DiskOptimizedClipboard(file);
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LocalSession session = getSession();
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try {
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if (session.getClipboard() != null) {
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return;
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}
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} catch (EmptyClipboardException ignored) {
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}
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Clipboard clip = doc.toClipboard();
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ClipboardHolder holder = new ClipboardHolder(clip);
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getSession().setClipboard(holder);
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}
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} catch (Exception event) {
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printError(TextComponent.of("====== INVALID CLIPBOARD ======"));
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event.printStackTrace();
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printError(Caption.of("fawe.error.stacktrace"));
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printError(Caption.of("fawe.error.no-failure"));
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printError(Caption.of("File: ", TextComponent.of(file.getName()), TextComponent.of(" (len:"), TextComponent.of(file.length()), TextComponent.of(")")));
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printError(Caption.of("fawe.error.stacktrace"));
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}
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}
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}
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