SteamWar/FightSystem
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Arrows Stopping in Techhider Blocks #208

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Lixfel hat 17 Commits von arrow-in-techhider nach master 2021-01-02 09:20:42 +01:00 zusammengeführt
2 geänderte Dateien mit 113 neuen und 4 gelöschten Zeilen

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@ -32,10 +32,7 @@ import de.steamwar.fightsystem.record.RecordSystem;
import de.steamwar.fightsystem.record.Recorder; import de.steamwar.fightsystem.record.Recorder;
import de.steamwar.fightsystem.states.FightState; import de.steamwar.fightsystem.states.FightState;
import de.steamwar.fightsystem.states.StateDependent; import de.steamwar.fightsystem.states.StateDependent;
import de.steamwar.fightsystem.utils.EnterHandler; import de.steamwar.fightsystem.utils.*;
import de.steamwar.fightsystem.utils.FightScoreboard;
import de.steamwar.fightsystem.utils.FightStatistics;
import de.steamwar.fightsystem.utils.TechHider;
import de.steamwar.fightsystem.winconditions.*; import de.steamwar.fightsystem.winconditions.*;
import de.steamwar.sql.EventFight; import de.steamwar.sql.EventFight;
import de.steamwar.sql.Schematic; import de.steamwar.sql.Schematic;
@ -103,6 +100,7 @@ public class FightSystem extends JavaPlugin {
new GameplayListener(); new GameplayListener();
new PersonalKitCreator(); new PersonalKitCreator();
new ScoreboardListener(); new ScoreboardListener();
new ArrowStopper();
if(Core.getVersion() > 8) if(Core.getVersion() > 8)
new VersionDependentListener(); new VersionDependentListener();

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@ -0,0 +1,111 @@
/*
This file is a part of the SteamWar software.
Copyright (C) 2020 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.fightsystem.listener;
import de.steamwar.fightsystem.Config;
import de.steamwar.fightsystem.FightSystem;
import de.steamwar.fightsystem.states.FightState;
import org.bukkit.Bukkit;
import org.bukkit.Location;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.entity.Arrow;
import org.bukkit.entity.Player;
import org.bukkit.projectiles.ProjectileSource;
import org.bukkit.scheduler.BukkitTask;
import org.bukkit.util.Vector;
import java.util.EnumSet;
public class ArrowStopper extends BasicListener {
private BukkitTask task;
private static final Vector NULL_VECTOR = new Vector(0, 0, 0);
private static final BlockFace[] BLOCK_FACES = {BlockFace.UP, BlockFace.DOWN, BlockFace.EAST, BlockFace.WEST, BlockFace.NORTH, BlockFace.SOUTH};
public ArrowStopper() {
super(Config.TechhiderActive ? EnumSet.of(FightState.RUNNING) : EnumSet.noneOf(FightState.class));
}
private void run() {
for (Arrow arrow : Bukkit.getWorlds().get(0).getEntitiesByClass(Arrow.class)) {
if (invalidEntity(arrow))
continue;
Location prevLocation = arrow.getLocation().toVector().subtract(arrow.getVelocity()).toLocation(arrow.getWorld());
if (arrow.getTicksLived() == 0){
ProjectileSource projSource = arrow.getShooter();
if(projSource instanceof Player)
prevLocation = ((Player) arrow.getShooter()).getEyeLocation();
else
continue;
}
if (checkBlocks(arrow.getLocation().getBlock(), prevLocation.getBlock())) {
arrow.remove();
}
}
}
@Override
public void enable() {
super.enable();
task = Bukkit.getScheduler().runTaskTimer(FightSystem.getPlugin(), this::run, 1, 1);
}
@Override
public void disable() {
super.disable();
task.cancel();
}
private boolean checkBlocks(Block start, Block end) {
Block cursor = start;
while (!cursor.getLocation().equals(end.getLocation())) {
BlockFace nearest = BlockFace.SELF;
double nearestDistance = cursor.getLocation().distance(end.getLocation());
for (BlockFace face : BLOCK_FACES) {
Review

Ok, wenn ich jetzt richtig verstanden habe, was diese Funktion macht, dann tut sie linear zwischen den Blöcken interpolieren? Ich meine, das ist zwar nicht die korrekte Minecraft-Berechnungsreihenfolge, soll mir aber auch recht sein.

Ok, wenn ich jetzt richtig verstanden habe, was diese Funktion macht, dann tut sie linear zwischen den Blöcken interpolieren? Ich meine, das ist zwar nicht die korrekte Minecraft-Berechnungsreihenfolge, soll mir aber auch recht sein.
Block relative = cursor.getRelative(face);
double distance = relative.getLocation().distance(end.getLocation());
if(distance < nearestDistance) {
nearestDistance = distance;
nearest = face;
}
}
cursor = cursor.getRelative(nearest);
if(checkBlock(cursor))
return true;
}
return false;
}
private boolean checkBlock(Block block) {
return Config.HiddenBlockTags.contains(block.getType().name());
}
private boolean invalidEntity(Arrow entity) {
boolean teamFrom = entity.getVelocity().getZ() > 0;
boolean overMid = entity.getLocation().getZ() > Config.SpecSpawn.getZ();
boolean otherSide = teamFrom == overMid;
return otherSide ||
entity.isInBlock() ||
entity.getVelocity().equals(NULL_VECTOR);
}
}