mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2024-09-18 21:48:15 +00:00
399e0ad5fa
- Move Vector, etc. into `.math` package - Drop many methods that will be auto-promoted anyways, eg. with `divide(int)` and `divide(double)` the first is now gone. - Take Block vectors into their own class hierarchy - Make it clear throughout the API what takes blockvectors - many more improvements
281 lines
7.7 KiB
Java
281 lines
7.7 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 it
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* under the terms of the GNU Lesser General Public License as published by the
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* 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, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.entity;
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import com.sk89q.worldedit.PlayerDirection;
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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.inventory.BlockBag;
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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.util.HandSide;
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import com.sk89q.worldedit.util.Location;
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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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/**
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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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PlayerDirection 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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*/
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Location getBlockIn();
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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 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 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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PlayerDirection 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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*/
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void setPosition(Vector3 pos, float pitch, float yaw);
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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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*/
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void setPosition(Vector3 pos);
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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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void sendFakeBlock(BlockVector3 pos, @Nullable BlockStateHolder block);
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}
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