public final class DiggingHandler implements MessageHandler<GlowSession, DiggingMessage> {
@Override
public void handle(GlowSession session, DiggingMessage message) {
final GlowPlayer player = session.getPlayer();
GlowWorld world = player.getWorld();
GlowBlock block = world.getBlockAt(message.getX(), message.getY(), message.getZ());
BlockFace face = BlockPlacementHandler.convertFace(message.getFace());
ItemStack holding = player.getItemInHand();
boolean blockBroken = false;
boolean revert = false;
if (message.getState() == DiggingMessage.START_DIGGING) {
// call interact event
Action action = Action.LEFT_CLICK_BLOCK;
Block eventBlock = block;
if (player.getLocation().distanceSquared(block.getLocation()) > 36 || block.getTypeId() == 0) {
action = Action.LEFT_CLICK_AIR;
eventBlock = null;
}
PlayerInteractEvent interactEvent = EventFactory.onPlayerInteract(player, action, eventBlock, face);
// blocks don't get interacted with on left click, so ignore that
// attempt to use item in hand, that is, dig up the block
if (!BlockPlacementHandler.selectResult(interactEvent.useItemInHand(), true)) {
// the event was cancelled, get out of here
revert = true;
} else {
// emit damage event - cancel by default if holding a sword
boolean instaBreak = player.getGameMode() == GameMode.CREATIVE;
BlockDamageEvent damageEvent = new BlockDamageEvent(player, block, player.getItemInHand(), instaBreak);
if (player.getGameMode() == GameMode.CREATIVE && holding != null && EnchantmentTarget.WEAPON.includes(holding.getType())) {
damageEvent.setCancelled(true);
}
EventFactory.callEvent(damageEvent);
// follow orders
if (damageEvent.isCancelled()) {
revert = true;
} else {
// in creative, break even if denied in the event, or the block
// can never be broken (client does not send DONE_DIGGING).
blockBroken = damageEvent.getInstaBreak() || instaBreak;
}
}
} else if (message.getState() == DiggingMessage.FINISH_DIGGING) {
// shouldn't happen in creative mode
// todo: verification against malicious clients
// also, if the block dig was denied, this break might still happen
// because a player's digging status isn't yet tracked. this is bad.
blockBroken = true;
} else {
return;
}
if (blockBroken) {
// fire the block break event
BlockBreakEvent breakEvent = EventFactory.callEvent(new BlockBreakEvent(block, player));
if (breakEvent.isCancelled()) {
BlockPlacementHandler.revert(player, block);
return;
}
BlockType blockType = ItemTable.instance().getBlock(block.getType());
if (blockType != null) {
blockType.blockDestroy(player, block, face);
}
// destroy the block
if (!block.isEmpty() && !block.isLiquid() && player.getGameMode() != GameMode.CREATIVE) {
for (ItemStack drop : block.getDrops(holding)) {
player.getInventory().addItem(drop);
}
}
// STEP_SOUND actually is the block break particles
world.playEffectExceptTo(block.getLocation(), Effect.STEP_SOUND, block.getTypeId(), 64, player);
block.setType(Material.AIR);
} else if (revert) {
// replace the block that wasn't really dug
BlockPlacementHandler.revert(player, block);
}