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Add heuristic InteractRayTracing.
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package fr.neatmonster.nocheatplus.utilities;
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import org.bukkit.Location;
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/**
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* Rough ray-tracing for interaction with something.
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* @author mc_dev
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*
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*/
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public class InteractRayTracing extends RayTracing {
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private static final int[][] incr = new int[][]{
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{1, 0, 0},
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{0, 1, 0},
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{0, 0, 1},
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{-1, 0, 0},
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{0, -1, 0},
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{0, 0, -1},
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};
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protected BlockCache blockCache = null;
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protected boolean collides = false;
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protected boolean strict = false;
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protected int lastBx, lastBy, lastBz;
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protected int targetBx, targetBy, targetBz;
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public InteractRayTracing(){
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super();
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}
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public InteractRayTracing(boolean strict){
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super();
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this.strict = strict;
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}
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public BlockCache getBlockCache() {
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return blockCache;
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}
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public void setBlockCache(BlockCache blockCache) {
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this.blockCache = blockCache;
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}
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/* (non-Javadoc)
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* @see fr.neatmonster.nocheatplus.utilities.RayTracing#set(double, double, double, double, double, double)
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*/
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@Override
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public void set(double x0, double y0, double z0, double x1, double y1, double z1) {
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super.set(x0, y0, z0, x1, y1, z1);
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collides = false;
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lastBx = blockX;
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lastBy = blockY;
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lastBz = blockZ;
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targetBx = Location.locToBlock(x1);
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targetBy = Location.locToBlock(y1);
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targetBz = Location.locToBlock(z1);
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}
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public boolean collides(){
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return collides;
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}
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/**
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* Remove reference to BlockCache.
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*/
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public void cleanup(){
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if (blockCache != null){
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blockCache = null;
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}
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}
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/**
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* Simplistic collision check (can interact through this block).
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* @param blockX
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* @param blockY
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* @param blockZ
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* @return
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*/
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private final boolean doesCollide(int blockX, int blockY, int blockZ){
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final int id = blockCache.getTypeId(blockX, blockY, blockZ);
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final long flags = BlockProperties.getBlockFlags(id);
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if ((flags & BlockProperties.F_SOLID) == 0){
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// Ignore non solid blocks anyway.
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return false;
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}
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if ((flags & (BlockProperties.F_LIQUID | BlockProperties.F_IGN_PASSABLE | BlockProperties.F_STAIRS | BlockProperties.F_VARIABLE)) != 0){
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// Special cases.
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// TODO: F_VARIABLE: Bounding boxes are roughly right ?
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return false;
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}
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if (!blockCache.isFullBounds(blockX, blockY, blockZ)) return false;
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return true;
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}
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/**
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* Check if the block may be interacted through by use of some workaround.
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* @param blockX
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* @param blockY
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* @param blockZ
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* @return
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*/
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private final boolean allowsWorkaround(final int blockX, final int blockY, final int blockZ) {
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// TODO: This allows some bypasses for "strange" setups.
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for (int i = 0; i < 6; i++){
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final int[] dir = incr[i];
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final int rX = lastBx + dir[0];
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if (Math.abs(blockX - rX) > 1) continue;
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final int rY = lastBy + dir[1];
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if (Math.abs(blockY - rY) > 1) continue;
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final int rZ = lastBz + dir[2];
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if (Math.abs(blockZ - rZ) > 1) continue;
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if (!doesCollide(rX, rY, rZ)){
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// NOTE: Don't check "rX == targetBx && rZ == targetBz && rY == targetBy".
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return true;
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}
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}
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return false;
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}
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@Override
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protected boolean step(int blockX, int blockY, int blockZ, double oX, double oY, double oZ, double dT) {
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// TODO: Make an optional, more precise check (like passable) ?
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if (blockX == targetBx && blockZ == targetBz && blockY == targetBy || !doesCollide(blockX, blockY, blockZ)){
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lastBx = blockX;
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lastBy = blockY;
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lastBz = blockZ;
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return true;
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}
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if (strict || blockX == lastBx && blockZ == lastBz && blockY == lastBy){
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collides = true;
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return false;
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}
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// Check workarounds...
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if (allowsWorkaround(blockX, blockY, blockZ)){
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lastBx = blockX;
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lastBy = blockY;
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lastBz = blockZ;
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return true;
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}
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// No workaround found.
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collides = true;
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return false;
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}
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}
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