Essentials/Essentials/src/com/earth2me/essentials/TargetBlock.java

599 lines
19 KiB
Java

package com.earth2me.essentials;
import java.util.ArrayList;
import org.bukkit.block.Block;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
/**
* @author toi
* Thanks to Raphfrk for optimization of this class.
*/
public class TargetBlock {
private Location loc;
private double viewHeight;
private int maxDistance;
private int[] blockToIgnore;
private double checkDistance, curDistance;
private double xRotation, yRotation;
private Vector targetPos = new Vector();
private Vector targetPosDouble = new Vector();
private Vector prevPos = new Vector();
private Vector offset = new Vector();
/**
* Constructor requiring a player, uses default values
*
* @param player Player to work with
*/
public TargetBlock(Player player)
{
this.setValues(player.getLocation(), 300, 1.65, 0.2, null);
}
/**
* Constructor requiring a location, uses default values
*
* @param loc Location to work with
*/
public TargetBlock(Location loc)
{
this.setValues(loc, 300, 0, 0.2, null);
}
/**
* Constructor requiring a player, max distance and a checking distance
*
* @param player Player to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
*/
public TargetBlock(Player player, int maxDistance, double checkDistance)
{
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, null);
}
/**
* Constructor requiring a location, max distance and a checking distance
*
* @param loc What location to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
*/
public TargetBlock(Location loc, int maxDistance, double checkDistance) {
this.setValues(loc, maxDistance, 0, checkDistance, null);
}
/**
* Constructor requiring a player, max distance, checking distance and an array of blocks to ignore
*
* @param player What player to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
* @param blocksToIgnore Integer array of what block ids to ignore while checking for viable targets
*/
public TargetBlock (Player player, int maxDistance, double checkDistance, int[] blocksToIgnore)
{
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, blocksToIgnore);
}
/**
* Constructor requiring a location, max distance, checking distance and an array of blocks to ignore
*
* @param loc What location to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
* @param blocksToIgnore Array of what block ids to ignore while checking for viable targets
*/
public TargetBlock (Location loc, int maxDistance, double checkDistance, int[] blocksToIgnore)
{
this.setValues(loc, maxDistance, 0, checkDistance, blocksToIgnore);
}
/**
* Constructor requiring a player, max distance, checking distance and an array of blocks to ignore
*
* @param player What player to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
* @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets
*/
public TargetBlock (Player player, int maxDistance, double checkDistance, ArrayList<String> blocksToIgnore)
{
int[] bti = this.convertStringArraytoIntArray(blocksToIgnore);
this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, bti);
}
/**
* Constructor requiring a location, max distance, checking distance and an array of blocks to ignore
*
* @param loc What location to work with
* @param maxDistance How far it checks for blocks
* @param checkDistance How often to check for blocks, the smaller the more precise
* @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets
*/
public TargetBlock (Location loc, int maxDistance, double checkDistance, ArrayList<String> blocksToIgnore)
{
int[] bti = this.convertStringArraytoIntArray(blocksToIgnore);
this.setValues(loc, maxDistance, 0, checkDistance, bti);
}
/**
* Set the values, all constructors uses this function
*
* @param loc Location of the view
* @param maxDistance How far it checks for blocks
* @param viewPos Where the view is positioned in y-axis
* @param checkDistance How often to check for blocks, the smaller the more precise
* @param blocksToIgnore Ids of blocks to ignore while checking for viable targets
*/
private void setValues(Location loc, int maxDistance, double viewHeight, double checkDistance, int[] blocksToIgnore)
{
this.loc = loc;
this.maxDistance = maxDistance;
this.viewHeight = viewHeight;
this.checkDistance = checkDistance;
this.blockToIgnore = blocksToIgnore;
this.curDistance = 0;
xRotation = (loc.getYaw() + 90) % 360;
yRotation = loc.getPitch() * -1;
double h = (checkDistance * Math.cos(Math.toRadians(yRotation)));
offset.setY((checkDistance * Math.sin(Math.toRadians(yRotation))));
offset.setX((h * Math.cos(Math.toRadians(xRotation))));
offset.setZ((h * Math.sin(Math.toRadians(xRotation))));
targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight, loc.getZ());
targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
prevPos = targetPos.clone();
}
/**
* Call this to reset checking position to allow you to check for a new target with the same TargetBlock instance.
*/
public void reset()
{
targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight, loc.getZ());
targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
prevPos = targetPos.clone();
this.curDistance = 0;
}
/**
* Gets the distance to a block. Measures from the block underneath the player to the targetblock
* Should only be used when passing player as an constructor parameter
*
* @return double
*/
public double getDistanceToBlock()
{
Vector blockUnderPlayer = new Vector(
(int) Math.floor(loc.getX() + 0.5),
(int) Math.floor(loc.getY() - 0.5),
(int) Math.floor(loc.getZ() + 0.5));
Block blk = getTargetBlock();
double x = blk.getX() - blockUnderPlayer.getBlockX();
double y = blk.getY() - blockUnderPlayer.getBlockY();
double z = blk.getZ() - blockUnderPlayer.getBlockZ();
return Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)));
}
/**
* Gets the rounded distance to a block. Measures from the block underneath the player to the targetblock
* Should only be used when passing player as an constructor parameter
*
* @return int
*/
public int getDistanceToBlockRounded()
{
Vector blockUnderPlayer = new Vector(
(int) Math.floor(loc.getX() + 0.5),
(int) Math.floor(loc.getY() - 0.5),
(int) Math.floor(loc.getZ() + 0.5));
Block blk = getTargetBlock();
double x = blk.getX() - blockUnderPlayer.getBlockX();
double y = blk.getY() - blockUnderPlayer.getBlockY();
double z = blk.getZ() - blockUnderPlayer.getBlockZ();
return (int) Math.round((Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2)))));
}
/**
* Gets the floored x distance to a block.
*
* @return int
*/
public int getXDistanceToBlock()
{
this.reset();
return (int) Math.floor(getTargetBlock().getX() - loc.getBlockX() + 0.5);
}
/**
* Gets the floored y distance to a block
*
* @return int
*/
public int getYDistanceToBlock()
{
this.reset();
return (int) Math.floor(getTargetBlock().getY() - loc.getBlockY() + viewHeight);
}
/**
* Gets the floored z distance to a block
*
* @return int
*/
public int getZDistanceToBlock()
{
this.reset();
return (int) Math.floor(getTargetBlock().getZ() - loc.getBlockZ() + 0.5);
}
/**
* Returns the block at the sight. Returns null if out of range or if no viable target was found
*
* @return Block
*/
@SuppressWarnings("empty-statement")
public Block getTargetBlock()
{
this.reset();
while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId())));
return getCurrentBlock();
}
/**
* Sets the type of the block at the sight. Returns false if the block wasn't set.
*
* @param typeID ID of type to set the block to
* @return boolean
*/
@SuppressWarnings("empty-statement")
public boolean setTargetBlock(int typeID)
{
if (Material.getMaterial(typeID) != null)
{
this.reset();
while (getNextBlock() != null && getCurrentBlock().getTypeId() == 0);
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ());
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets the type of the block at the sight. Returns false if the block wasn't set.
*
* @param type Material to set the block to
* @return boolean
*/
@SuppressWarnings("empty-statement")
public boolean setTargetBlock(Material type)
{
this.reset();
while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId())));
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ());
blk.setType(type);
return true;
}
return false;
}
/**
* Sets the type of the block at the sight. Returns false if the block wasn't set.
* Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented
*
* @param type Name of type to set the block to
* @return boolean
*/
@SuppressWarnings("empty-statement")
public boolean setTargetBlock(String type)
{
Material mat = Material.valueOf(type);
if (mat != null)
{
this.reset();
while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId())));
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ());
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Returns the block attached to the face at the sight. Returns null if out of range or if no viable target was found
*
* @return Block
*/
@SuppressWarnings("empty-statement")
public Block getFaceBlock()
{
while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId())));
if (getCurrentBlock() != null)
{
return getPreviousBlock();
}
else
{
return null;
}
}
/**
* Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set.
*
* @param typeID
* @return boolean
*/
public boolean setFaceBlock(int typeID)
{
if (Material.getMaterial(typeID) != null)
{
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ());
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set.
*
* @param type
* @return boolean
*/
public boolean setFaceBlock(Material type)
{
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ());
blk.setType(type);
return true;
}
return false;
}
/**
* Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set.
* Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented
*
* @param type
* @return boolean
*/
public boolean setFaceBlock(String type)
{
Material mat = Material.valueOf(type);
if (mat != null)
{
if (getCurrentBlock() != null)
{
Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ());
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Get next block
*
* @return Block
*/
public Block getNextBlock()
{
prevPos = targetPos.clone();
do
{
curDistance += checkDistance;
targetPosDouble.setX(offset.getX() + targetPosDouble.getX());
targetPosDouble.setY(offset.getY() + targetPosDouble.getY());
targetPosDouble.setZ(offset.getZ() + targetPosDouble.getZ());
targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ());
}
while (curDistance <= maxDistance && targetPos.getBlockX() == prevPos.getBlockX() && targetPos.getBlockY() == prevPos.getBlockY() && targetPos.getBlockZ() == prevPos.getBlockZ());
if (curDistance > maxDistance)
{
return null;
}
return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(), this.targetPos.getBlockY(), this.targetPos.getBlockZ());
}
/**
* Returns the current block along the line of vision
*
* @return Block
*/
public Block getCurrentBlock()
{
if (curDistance > maxDistance)
{
return null;
}
else
{
return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(), this.targetPos.getBlockY(), this.targetPos.getBlockZ());
}
}
/**
* Sets current block type. Returns false if the block wasn't set.
*
* @param typeID
*/
public boolean setCurrentBlock(int typeID)
{
if (Material.getMaterial(typeID) != null)
{
Block blk = getCurrentBlock();
if (blk != null)
{
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets current block type. Returns false if the block wasn't set.
*
* @param type
*/
public boolean setCurrentBlock(Material type)
{
Block blk = getCurrentBlock();
if (blk != null)
{
blk.setType(type);
return true;
}
return false;
}
/**
* Sets current block type. Returns false if the block wasn't set.
* Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented
*
* @param type
*/
public boolean setCurrentBlock(String type)
{
Material mat = Material.valueOf(type);
if (mat != null)
{
Block blk = getCurrentBlock();
if (blk != null)
{
blk.setType(mat);
return true;
}
}
return false;
}
/**
* Returns the previous block in the aimed path
*
* @return Block
*/
public Block getPreviousBlock()
{
return this.loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ());
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
*
* @param typeID
*/
public boolean setPreviousBlock(int typeID)
{
if (Material.getMaterial(typeID) != null)
{
Block blk = getPreviousBlock();
if (blk != null)
{
blk.setTypeId(typeID);
return true;
}
}
return false;
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
*
* @param type
*/
public boolean setPreviousBlock(Material type)
{
Block blk = getPreviousBlock();
if (blk != null)
{
blk.setType(type);
return true;
}
return false;
}
/**
* Sets previous block type id. Returns false if the block wasn't set.
* Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented
*
* @param type
*/
public boolean setPreviousBlock(String type)
{
Material mat = Material.valueOf(type);
if (mat != null)
{
Block blk = getPreviousBlock();
if (blk != null)
{
blk.setType(mat);
return true;
}
}
return false;
}
private int[] convertStringArraytoIntArray(ArrayList<String> array)
{
if (array != null)
{
int intarray[] = new int[array.size()];
for (int i = 0; i < array.size(); i++)
{
try
{
intarray[i] = Integer.parseInt(array.get(i));
}
catch (NumberFormatException nfe)
{
intarray[i] = 0;
}
}
return intarray;
}
return null;
}
private boolean blockToIgnoreHasValue(int value)
{
if (this.blockToIgnore != null)
{
if (this.blockToIgnore.length > 0)
{
for (int i : this.blockToIgnore)
{
if (i == value)
return true;
}
}
}
return false;
}
}