SteamWar/BauSystem2.0
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BauSystem2.0/BauSystem_Main/src/de/steamwar/bausystem/utils/PlaceItemUtils.java
yoyosource 6197fd81c1
Alle Prüfungen waren erfolgreich
SteamWarCI Build successful
Hotfix PlaceItemUtils for Slab/Stairs/Trapdoor
Signed-off-by: yoyosource <yoyosource@nidido.de>
2023-10-08 12:07:27 +02:00

545 Zeilen
25 KiB
Java

/*
* This file is a part of the SteamWar software.
*
* Copyright (C) 2023 SteamWar.de-Serverteam
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package de.steamwar.bausystem.utils;
import com.comphenix.tinyprotocol.Reflection;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.experimental.UtilityClass;
import org.bukkit.*;
import org.bukkit.block.*;
import org.bukkit.block.data.*;
import org.bukkit.block.data.type.Hopper;
import org.bukkit.block.data.type.Observer;
import org.bukkit.block.data.type.*;
import org.bukkit.entity.Player;
import org.bukkit.event.block.BlockCanBuildEvent;
import org.bukkit.event.block.BlockPlaceEvent;
import org.bukkit.inventory.EquipmentSlot;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.*;
import org.bukkit.util.RayTraceResult;
import org.bukkit.util.Vector;
import java.util.*;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.stream.Collectors;
@UtilityClass
public class PlaceItemUtils {
// https://github.com/Articdive/ArticData/blob/1.20.1/1_20_1_tags/1_20_1_block_tags.json
// #minecraft:replaceable
private static final Set<String> replaceables;
static {
replaceables = new HashSet<>(Arrays.asList(
"minecraft:air",
"minecraft:water",
"minecraft:lava",
"minecraft:grass",
"minecraft:fern",
"minecraft:dead_bush",
"minecraft:seagrass",
"minecraft:tall_seagrass",
"minecraft:fire",
"minecraft:soul_fire",
"minecraft:snow",
"minecraft:vine",
"minecraft:glow_lichen",
"minecraft:light",
"minecraft:tall_grass",
"minecraft:large_fern",
"minecraft:structure_void",
"minecraft:void_air",
"minecraft:cave_air",
"minecraft:bubble_column",
"minecraft:warped_roots",
"minecraft:nether_sprouts",
"minecraft:crimson_roots",
"minecraft:hanging_roots"))
.stream()
.map(s -> s.substring(10))
.map(String::toUpperCase)
.collect(Collectors.toSet());
}
private static final Class<?> blockPosition = Reflection.getClass("{nms.core}.BlockPosition");
private static final Reflection.ConstructorInvoker blockPositionConstructor = Reflection.getConstructor(blockPosition, int.class, int.class, int.class);
private static final Class<?> craftBlock = Reflection.getClass("{obc}.block.CraftBlockState");
private static final Class<?> craftWorld = Reflection.getClass("{obc}.CraftWorld");
private static final Reflection.FieldAccessor<?> positionAccessor = Reflection.getField(craftBlock, blockPosition, 0);
private static final Reflection.FieldAccessor<?> worldAccessor = Reflection.getField(craftBlock, craftWorld, 0);
/**
* Attempt to place an {@link ItemStack} the {@link Player} is holding against a {@link Block} inside the World.
* This can be easily used inside the {@link org.bukkit.event.player.PlayerInteractEvent} to mimik placing a
* block without any minecraft related GUI's etc. executing.
*
* @param player the Player placing the block
* @param itemStack the ItemStack to be placed
* @param against the Block at which the player aims (does not need to be in range of the player)
* @param againstSide the BlockFace the player aims
* @param hand the Hand the player is using
* @param force allow illegal states to be created by placing the block
* @param applyPhysics apply physics while placing the block
* @param rotateAway rotate everything in the opposite direction, so a block facing the Player will face away, and the other way round
* @param playSound enables sound of placing
*/
public PlaceItemResult placeItem(Player player, ItemStack itemStack, Block against, BlockFace againstSide, EquipmentSlot hand, boolean force, boolean applyPhysics, boolean rotateAway, boolean playSound) {
// If the ItemStack is null or air we cannot place it
if (itemStack == null) return PlaceItemResult.NO_ITEM_HELD;
if (itemStack.getType().isAir()) return PlaceItemResult.NO_ITEM_HELD;
// This Block should be replaced by the new Block
Block block = against.getRelative(againstSide);
// We cannot place any Item that is not also a Block, this is checked by testing for the ItemMeta
ItemMeta itemMeta = itemStack.getItemMeta();
if (!(itemMeta instanceof BlockDataMeta)) {
return PlaceItemResult.NO_BLOCK_ITEM_HELD;
}
BlockDataMeta blockDataMeta = (BlockDataMeta) itemMeta;
// Converting the Item Material to a Block Material
// e.g. Material.REDSTONE -> Material.REDSTONE_WIRE
Material typeToPlace = PlaceItemWrapper.ITEM_MATERIAL_TO_BLOCK_MATERIAL.getOrDefault(itemStack.getType(), itemStack.getType());
BlockData blockData = null;
AtomicBoolean usedForcePlace = new AtomicBoolean();
if (againstSide == BlockFace.NORTH || againstSide == BlockFace.SOUTH || againstSide == BlockFace.EAST || againstSide == BlockFace.WEST) {
// Try Wall Placement first
blockData = toBlockData(player, blockDataMeta, PlaceItemWrapper.BLOCK_MATERIAL_TO_WALL_BLOCK_MATERIAL.getOrDefault(typeToPlace, typeToPlace));
if (blockData != null && !canPlace(block, blockData, force, usedForcePlace)) {
// Check if default Rotation from input could be valid
BlockFace rotation = getRotation(blockData);
setRotation(blockData, againstSide);
if (!canPlace(block, blockData, force, usedForcePlace)) {
setRotation(blockData, rotation);
}
}
}
// Try default Placement
if (blockData == null || !canPlace(block, blockData, force, usedForcePlace)) {
blockData = toBlockData(player, blockDataMeta, typeToPlace);
}
if (blockData != null && !canPlace(block, blockData, force, usedForcePlace)) {
if (blockData instanceof FaceAttachable) {
// FaceAttachable Blocks should be placed on the Ceiling/Floor if possible
// This applies mainly to Lever and Buttons
FaceAttachable faceAttachable = (FaceAttachable) blockData;
boolean topFirst = isHitHalfTop(player);
faceAttachable.setAttachedFace(topFirst ? FaceAttachable.AttachedFace.CEILING : FaceAttachable.AttachedFace.FLOOR);
if (!canPlace(block, blockData, force, usedForcePlace)) {
faceAttachable.setAttachedFace(topFirst ? FaceAttachable.AttachedFace.FLOOR : FaceAttachable.AttachedFace.CEILING);
}
if (!canPlace(block, blockData, force, usedForcePlace)) {
return PlaceItemResult.NO_VALID_PLACEMENT;
}
}
}
if (blockData == null) return PlaceItemResult.NO_BLOCK_ITEM_HELD;
// Placing a Block inside of Water should set it to Waterlogged
if (blockData instanceof Waterlogged && block.getType() == Material.WATER) {
Levelled levelled = (Levelled) block.getBlockData();
((Waterlogged) blockData).setWaterlogged(levelled.getLevel() == levelled.getMaximumLevel());
}
if (blockData instanceof Slab) {
// Slabs can be set at Top or Bottom
((Slab) blockData).setType(isHitHalfTop(player) ? Slab.Type.TOP : Slab.Type.BOTTOM);
if (againstSide == BlockFace.DOWN) {
((Slab) blockData).setType(Slab.Type.TOP);
}
} else if (blockData instanceof Stairs) {
// Stairs can be set at Top or Bottom
((Stairs) blockData).setHalf(isHitHalfTop(player) ? Bisected.Half.TOP : Bisected.Half.BOTTOM);
if (againstSide == BlockFace.DOWN) {
((Stairs) blockData).setHalf(Bisected.Half.TOP);
}
} else if (blockData instanceof TrapDoor) {
// TrapDoors can be set at Top or Bottom
((TrapDoor) blockData).setHalf(isHitHalfTop(player) ? Bisected.Half.TOP : Bisected.Half.BOTTOM);
if (againstSide == BlockFace.DOWN) {
((TrapDoor) blockData).setHalf(Bisected.Half.TOP);
}
} else if (blockData instanceof Chain) {
// Chains are always rotated against the block you place against
Orientable orientable = (Orientable) blockData;
switch (againstSide) {
case EAST:
case WEST:
orientable.setAxis(Axis.X);
break;
case UP:
case DOWN:
orientable.setAxis(Axis.Y);
break;
case NORTH:
case SOUTH:
orientable.setAxis(Axis.Z);
break;
}
} else if (blockData instanceof Hopper && (againstSide == BlockFace.UP || againstSide == BlockFace.DOWN)) {
// Placing at the Top or Bottom of a Block result in a downwards facing Hopper
((Hopper) blockData).setFacing(BlockFace.DOWN);
} else if (blockData instanceof Directional && (blockData.getMaterial().name().endsWith("_HEAD") || blockData.getMaterial().name().endsWith("_SKULL")) && againstSide != BlockFace.DOWN && againstSide != BlockFace.UP) {
// Skulls and Heads are always rotated towards you if not in Wall variant
((Directional) blockData).setFacing(againstSide);
} else if (blockData instanceof LightningRod) {
// Lightning Rod is always rotated against the block you place against
((Directional) blockData).setFacing(againstSide);
}
if (force && blockData instanceof FaceAttachable) {
// Forcing to Place a FaceAttachable against the Block you specified. Needs the force flag to be set
FaceAttachable faceAttachable = (FaceAttachable) blockData;
if (blockData instanceof Switch && againstSide == BlockFace.DOWN) {
faceAttachable.setAttachedFace(FaceAttachable.AttachedFace.CEILING);
} else if (againstSide == BlockFace.UP) {
faceAttachable.setAttachedFace(FaceAttachable.AttachedFace.FLOOR);
} else if (blockData instanceof Directional) {
((Directional) blockData).setFacing(againstSide);
}
if (blockData instanceof Switch) {
// Levers and Buttons are always Rotated the other way
Switch switchType = (Switch) blockData;
switch (switchType.getAttachedFace()) {
case FLOOR:
case CEILING:
switchType.setFacing(switchType.getFacing().getOppositeFace());
break;
}
}
}
if (force && blockData instanceof Directional && !(blockData instanceof FaceAttachable) && PlaceItemWrapper.BLOCK_MATERIAL_TO_WALL_BLOCK_MATERIAL.containsValue(blockData.getMaterial())) {
Directional directional = (Directional) blockData;
if (directional.getFaces().contains(againstSide)) {
directional.setFacing(againstSide);
}
}
if (force && blockData instanceof Rotatable && !(blockData instanceof FaceAttachable)) {
Rotatable rotatable = (Rotatable) blockData;
if (againstSide != BlockFace.UP && againstSide != BlockFace.DOWN) {
rotatable.setRotation(againstSide);
}
}
if (blockData instanceof RedstoneWire) {
// Redstone Wire is connected to every Side by default
RedstoneWire redstoneWire = (RedstoneWire) blockData;
redstoneWire.setFace(BlockFace.NORTH, RedstoneWire.Connection.SIDE);
redstoneWire.setFace(BlockFace.SOUTH, RedstoneWire.Connection.SIDE);
redstoneWire.setFace(BlockFace.EAST, RedstoneWire.Connection.SIDE);
redstoneWire.setFace(BlockFace.WEST, RedstoneWire.Connection.SIDE);
}
if (rotateAway) {
// Rotate the other way if rotateAway is set to true
BlockFace blockFace = getRotation(blockData);
if (blockFace != null) {
blockFace = blockFace.getOppositeFace();
if (blockData instanceof Hopper && (blockFace == BlockFace.UP || blockFace == BlockFace.DOWN)) {
((Hopper) blockData).setFacing(BlockFace.DOWN);
} else {
setRotation(blockData, blockFace);
}
}
}
// Check if the Block can be build
BlockCanBuildEvent blockCanBuildEvent = new BlockCanBuildEvent(against, player, blockData, canPlace(block, blockData, force, usedForcePlace));
Bukkit.getPluginManager().callEvent(blockCanBuildEvent);
if (!blockCanBuildEvent.isBuildable()) return PlaceItemResult.NO_BUILD;
BlockState oldState = block.getState();
// Retrieve the BlockState of the ItemStack if present
BlockState blockState = null;
if (itemMeta instanceof BlockStateMeta) {
blockState = ((BlockStateMeta) itemMeta).getBlockState();
}
if (blockState == null) {
// If no BlockState is present use the BlockState of the Block you want to edit
blockState = block.getState();
} else {
// If a BlockState is present set the Position and World to the Block you want to place
Location blockLocation = block.getLocation();
positionAccessor.set(blockState, blockPositionConstructor.invoke(blockLocation.getBlockX(), blockLocation.getBlockY(), blockLocation.getBlockZ()));
worldAccessor.set(blockState, blockLocation.getWorld());
}
if (blockData.getMaterial().isSolid()) {
for (Player p : Bukkit.getOnlinePlayers()) {
Location min = p.getLocation().add(-0.3, 0, -0.3);
Location max = p.getLocation().add(0.3, p.isSneaking() ? 1.5 : 1.8, 0.3);
Location blockmin = block.getLocation();
Location blockmax = block.getLocation().add(1.0, 1.0, 1.0);
if (
!(max.getX() <= blockmin.getX() || min.getX() >= blockmax.getX() ||
max.getY() <= blockmin.getY() || min.getY() >= blockmax.getY() ||
max.getZ() <= blockmin.getZ() || min.getZ() >= blockmax.getZ())
) {
return PlaceItemResult.NO_PLACE_INSIDE_PLAYER;
}
}
}
// Set the generated BlockData to the BlockState and update the world without physics
blockState.setBlockData(blockData);
blockState.update(true, false);
// Check if the Block is allowed to be placed
BlockPlaceEvent blockPlaceEvent = new BlockPlaceEvent(block, oldState, against, itemStack, player, true, hand);
Bukkit.getPluginManager().callEvent(blockCanBuildEvent);
if (blockPlaceEvent.isCancelled() || !blockPlaceEvent.canBuild()) {
// Reset world
oldState.update(true, false);
return PlaceItemResult.NO_PLACE;
}
if (hasSecondBlock(blockData)) {
// Place tht second block of a Door or Tallgrass.
Bisected bisected = (Bisected) blockData;
Block blockAbove = block.getRelative(0, 1, 0);
bisected.setHalf(Bisected.Half.TOP);
if (canPlace(blockAbove, blockData, force, usedForcePlace)) {
if (blockData instanceof Waterlogged) {
((Waterlogged) blockData).setWaterlogged(blockAbove.getType() == Material.WATER);
}
blockAbove.setBlockData(blockData, applyPhysics);
} else {
// If the second Block couldn't be placed remove the first Block as well
oldState.update(true, false);
return PlaceItemResult.NO_DOUBLE_HIGH_BLOCK_SPACE;
}
}
if (applyPhysics) {
// Apply Physics by placing the old State without Physics and setting the new with physics
oldState.update(true, false);
blockState.update(true, true);
}
if (itemMeta instanceof BannerMeta) {
// Apply Banner Patterns to now placed Block in World
BannerMeta bannerMeta = (BannerMeta) itemMeta;
Banner banner = (Banner) block.getState();
banner.setPatterns(bannerMeta.getPatterns());
banner.update(true, false);
} else if (itemMeta instanceof SkullMeta) {
// Apply Skull Data to now placed Block in World
SkullMeta skullMeta = (SkullMeta) itemMeta;
Skull skull = (Skull) block.getState();
skull.setOwnerProfile(skullMeta.getOwnerProfile());
if (skullMeta.getOwningPlayer() != null) {
skull.setOwningPlayer(skullMeta.getOwningPlayer());
}
skull.update(true, false);
}
if (playSound) {
// Play the corresponding sound of placing the now placed Block
SoundGroup soundGroup = blockData.getSoundGroup();
block.getWorld().playSound(block.getLocation(), soundGroup.getPlaceSound(), soundGroup.getVolume() * 0.8F, soundGroup.getPitch() * 0.8F);
}
return usedForcePlace.get() ? PlaceItemResult.SUCCESS_FORCE : PlaceItemResult.SUCCESS;
}
public BlockFace[] axis = { BlockFace.NORTH, BlockFace.EAST, BlockFace.SOUTH, BlockFace.WEST };
public BlockFace[] radial = { BlockFace.NORTH, BlockFace.NORTH_EAST, BlockFace.EAST, BlockFace.SOUTH_EAST, BlockFace.SOUTH, BlockFace.SOUTH_WEST, BlockFace.WEST, BlockFace.NORTH_WEST };
public BlockFace yawToFace(float yaw) {
return radial[Math.round(yaw / 45f) & 0x7];
}
public BlockFace yawToFaceAxis(float yaw) {
return axis[Math.round(yaw / 90f) & 0x3];
}
public BlockFace toFace(Set<BlockFace> faces, float pitch, float yaw) {
if (faces.contains(BlockFace.UP) && pitch >= 45.0) {
return BlockFace.UP;
}
if (faces.contains(BlockFace.DOWN) && pitch <= -45.0) {
return BlockFace.DOWN;
}
return yawToFaceAxis(yaw);
}
public BlockData toBlockData(Player player, BlockDataMeta blockDataMeta, Material material) {
BlockData blockData;
try {
blockData = blockDataMeta.getBlockData(material);
} catch (NullPointerException e) {
// Some items have a BlockDataMeta but they cannot be converted to one like ItemFrame, those will be ignored
return null;
}
if (blockData instanceof Stairs || blockData instanceof Observer || blockData instanceof Hopper || blockData instanceof Door) {
// Stairs, Observer, Hopper and Doors are placed the opposite way
Directional directional = (Directional) blockData;
BlockFace face = toFace(directional.getFaces(), player.getLocation().getPitch(), player.getLocation().getYaw());
directional.setFacing(face.getOppositeFace());
} else if (blockData instanceof Orientable) {
// Orientable only have 3 Axis: X, Y, Z
Orientable orientable = (Orientable) blockData;
Set<BlockFace> faces = new HashSet<>();
Set<Axis> axisSet = orientable.getAxes();
if (axisSet.contains(Axis.X)) {
faces.add(BlockFace.EAST);
faces.add(BlockFace.WEST);
}
if (axisSet.contains(Axis.Y)) {
faces.add(BlockFace.UP);
faces.add(BlockFace.DOWN);
}
if (axisSet.contains(Axis.Z)) {
faces.add(BlockFace.NORTH);
faces.add(BlockFace.SOUTH);
}
BlockFace face = toFace(faces, player.getLocation().getPitch(), player.getLocation().getYaw());
switch (face) {
case EAST:
case WEST:
orientable.setAxis(Axis.X);
break;
case UP:
case DOWN:
orientable.setAxis(Axis.Y);
break;
case NORTH:
case SOUTH:
orientable.setAxis(Axis.Z);
break;
}
} else if (blockData instanceof Rotatable) {
Rotatable rotatable = (Rotatable) blockData;
BlockFace blockeFace = yawToFace(player.getLocation().getYaw());
if (blockData.getMaterial().name().endsWith("_HEAD") || blockData.getMaterial().name().endsWith("_SKULL")) {
// Wall Heads and Wall Skulls are placed the opposite way
rotatable.setRotation(blockeFace.getOppositeFace());
} else {
rotatable.setRotation(blockeFace);
}
} else if (blockData instanceof Directional) {
Directional directional = (Directional) blockData;
directional.setFacing(toFace(directional.getFaces(), player.getLocation().getPitch(), player.getLocation().getYaw()));
} else if (blockData instanceof Rail) {
Rail rail = (Rail) blockData;
BlockFace face = yawToFaceAxis(player.getLocation().getYaw());
// Rails are only represented by 2 States, North_South or East_West the remaining States will be ignored here
rail.setShape(face == BlockFace.NORTH || face == BlockFace.SOUTH ? Rail.Shape.NORTH_SOUTH : Rail.Shape.EAST_WEST);
}
return blockData;
}
private BlockFace getRotation(BlockData blockData) {
if (blockData instanceof Rotatable) {
return ((Rotatable) blockData).getRotation();
} else if (blockData instanceof Directional) {
return ((Directional) blockData).getFacing();
} else if (blockData instanceof Rail) {
Rail rail = (Rail) blockData;
switch (rail.getShape()) {
case NORTH_SOUTH:
return BlockFace.NORTH;
case EAST_WEST:
return BlockFace.EAST;
}
}
return null;
}
private void setRotation(BlockData blockData, BlockFace rotation) {
if (blockData instanceof Rotatable) {
((Rotatable) blockData).setRotation(rotation);
} else if (blockData instanceof Directional) {
((Directional) blockData).setFacing(rotation);
} else if (blockData instanceof Rail) {
Rail rail = (Rail) blockData;
switch (rotation) {
case NORTH:
case SOUTH:
rail.setShape(Rail.Shape.NORTH_SOUTH);
break;
case EAST:
case WEST:
rail.setShape(Rail.Shape.EAST_WEST);
break;
}
}
}
private boolean isHitHalfTop(Player player) {
RayTraceResult rayTraceResult = player.rayTraceBlocks(6, FluidCollisionMode.NEVER);
if (rayTraceResult != null) {
Vector vector = rayTraceResult.getHitPosition();
return (vector.getY() - vector.getBlockY()) > 0.5;
}
return false;
}
private boolean hasSecondBlock(BlockData blockData) {
if (!(blockData instanceof Bisected)) {
return false;
}
if (blockData instanceof Door) {
return true;
}
return blockData.getClass().getName().contains("Tall");
}
private boolean canPlace(Block block, BlockData blockData, boolean force, AtomicBoolean usedForcePlace) {
if (!block.canPlace(blockData)) {
if (force) usedForcePlace.set(true);
return force;
}
return replaceables.contains(block.getType().name());
}
@AllArgsConstructor
@Getter
public enum PlaceItemResult {
NO_ITEM_HELD(false),
NO_BLOCK_ITEM_HELD(false),
NO_VALID_PLACEMENT(false),
NO_BUILD(false),
NO_PLACE(false),
NO_DOUBLE_HIGH_BLOCK_SPACE(false),
NO_PLACE_INSIDE_PLAYER(false),
SUCCESS(true),
SUCCESS_FORCE(true),
;
private final boolean success;
public boolean wasForced() {
return this == SUCCESS_FORCE;
}
}
}