Package org.spout.api.entity

Examples of org.spout.api.entity.Player


    }
  }

  @Override
  public void handleClient(ClientSession session, PlayerLookMessage message) {
    Player holder = session.getPlayer();

    holder.getPhysics().setRotation(Quaternionf.fromAxesAnglesDeg(message.getPitch(), message.getYaw(), 0));
    Human human = holder.get(Human.class);
    if (human != null) {
      human.setOnGround(message.isOnGround());
      human.getHead().setOrientation(message.getRotation());
    }
  }
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import org.spout.vanilla.protocol.msg.player.pos.PlayerSpawnPositionMessage;

public final class PlayerSpawnPositionHandler extends MessageHandler<PlayerSpawnPositionMessage> {
  @Override
  public void handleClient(ClientSession session, PlayerSpawnPositionMessage message) {
    Player player = session.getPlayer();

    World world = player.getWorld();
    player.getPhysics().setPosition(new Point(world, message.getX(), message.getY(), message.getZ()));
    System.out.println(message.toString());
  }
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    }
  }

  @Override
  public void handleServer(ServerSession session, PlayerBlockPlacementMessage message) {
    Player player = session.getPlayer();
    RepositionManager rm = player.getNetwork().getRepositionManager();
    RepositionManager rmInverse = rm.getInverse();
    message = message.convert(rmInverse);

    World world = player.getWorld();
    Slot currentSlot = PlayerUtil.getHeldSlot(player);
    if (currentSlot == null) {
      return;
    }
    ItemStack holding = currentSlot.get();
    Material holdingMat = holding == null ? null : holding.getMaterial();

    /*
     * The notch client's packet sending is weird. Here's how it works: If the client is clicking a block not in range, sends a packet with x=-1,y=255,z=-1 If the client is clicking a block in
     * range with an item in hand (id > 255) Sends both the normal block placement packet and a (-1,255,-1) one If the client is placing a block in range with a block in hand, only one normal
     * packet is sent That is how it usually happens. Sometimes it doesn't happen like that. Therefore, a hacky workaround.
     */
    final BlockFace clickedFace = message.getDirection();
    Hunger hunger = player.add(Hunger.class);
    if ((holdingMat instanceof Food && hunger.getHunger() != VanillaData.HUNGER.getDefaultValue()) || holdingMat instanceof Sword || (holdingMat instanceof PotionItem && !((PotionItem) holdingMat).isSplash())) {
      player.get(Living.class).setEatingBlocking(true);
      hunger.setEating(true, currentSlot);
      return;
    }
    if (clickedFace == BlockFace.THIS) {
      // Right clicked air with an item.
      PlayerInteractBlockEvent event = Spout.getEventManager().callEvent(new PlayerInteractBlockEvent(player, null, null, clickedFace, Action.RIGHT_CLICK));

      // May have been changed by the event
      holding = currentSlot.get();
      holdingMat = holding == null ? null : holding.getMaterial();

      if (holdingMat != null) {
        holdingMat.onInteract(player, Action.RIGHT_CLICK);
      }
    } else {
      // TODO: Validate the x/y/z coordinates of the message to check if it is in range of the player
      // This is an anti-hack requirement (else hackers can load far-away chunks and crash the server)

      // Get clicked block and validated face against it was placed
      final Block clickedBlock = world.getBlock(message.getX(), message.getY(), message.getZ());
      final BlockMaterial clickedMaterial = clickedBlock.getMaterial();

      // Perform interaction event
      PlayerInteractBlockEvent interactEvent = Spout.getEventManager().callEvent(new PlayerInteractBlockEvent(player, clickedBlock, clickedBlock.getPosition(), clickedFace, Action.RIGHT_CLICK));

      // May have been changed by the event
      holding = currentSlot.get();
      holdingMat = holding == null ? null : holding.getMaterial();

      // check if the interaction was cancelled by the event
      if (interactEvent.isCancelled()) {
        refreshClient(player, clickedBlock, clickedFace, rm);
        return;
      }
      if (holdingMat != null) {
        holdingMat.onInteract(player, clickedBlock, Action.RIGHT_CLICK, clickedFace);
      }
      clickedMaterial.onInteract(player, clickedBlock, Action.RIGHT_CLICK, clickedFace);

      // If the holding material can be placed, place it
      if (holdingMat instanceof Placeable) {
        Cause<?> cause = new PlayerClickBlockCause(player, clickedBlock);
        short placedData = holding.getData(); // TODO: shouldn't the sub-material deal with this?
        Placeable toPlace = (Placeable) holdingMat;

        final Block placedBlock;
        final BlockFace placedAgainst;
        final boolean placedIsClicked;
        // For snow, tall grass, and the like, place at the clicked block
        final BlockFace clickedAgainst;
        if (!clickedBlock.getMaterial().isPlacementObstacle() && BlockFaces.NESW.contains(clickedFace)) {
          clickedAgainst = BlockFace.BOTTOM;
        } else {
          clickedAgainst = clickedFace.getOpposite();
        }
        if (toPlace.canPlace(clickedBlock, placedData, clickedAgainst, message.getFace(), true, cause)) {
          placedBlock = clickedBlock;
          placedAgainst = clickedAgainst;
          placedIsClicked = true;
        } else {
          placedBlock = clickedBlock.translate(clickedFace);
          placedAgainst = clickedFace.getOpposite();
          placedIsClicked = false;
          if (!toPlace.canPlace(placedBlock, placedData, placedAgainst, message.getFace(), false, cause)) {
            refreshClient(player, clickedBlock, clickedFace, rm);
            return;
          }
        }

        // is the player not solid-colliding with the block?
        if (toPlace instanceof BlockMaterial) {
          BlockMaterial mat = (BlockMaterial) toPlace;
          if (mat.getShape() != null) {
            // TODO: Implement collision models to make this work
            // CollisionModel playerModel = player.getEntity().getCollision();
            // Vector3 offset = playerModel.resolve(mat.getCollisionModel());
            // Vector3 dist = player.getEntity().getPosition().subtract(target.getPosition());
            // if (dist.getX() < offset.getX() || dist.getY() < offset.getY() || dist.getZ() < offset.getZ()) {
            // undoPlacement(player, clickedBlock, alterBlock);
            // return;
            // }

            // For now: simple distance checking
            Point tpos = placedBlock.getPosition();
            if (player.getPhysics().getPosition().distance(tpos) < 0.6) {
              refreshClient(player, clickedBlock, clickedFace, rm);
              return;
            }
            EntityHead head = player.get(EntityHead.class);
            if (head != null && head.getPosition().distance(tpos) < 0.6) {
              refreshClient(player, clickedBlock, clickedFace, rm);
              return;
            }
          }
        }

        // Check if the player can place the block.
        Collection<Protection> protections = VanillaPlugin.getInstance().getEngine().getServiceManager().getRegistration(ProtectionService.class).getProvider().getAllProtections(placedBlock.getPosition());
        for (Protection p : protections) {
          if (p.contains(placedBlock.getPosition()) && !VanillaConfiguration.OPS.isOp(player.getName())) {
            refreshClient(player, clickedBlock, clickedFace, rm);
            player.sendMessage(ChatStyle.DARK_RED + "This area is a protected spawn point!");
            return;
          }
        }
        cause = new PlayerPlacementCause(player, (Material) toPlace, placedBlock);

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import org.spout.vanilla.protocol.msg.entity.pos.EntityRelativePositionMessage;

public class EntityRelativePositionHandler extends MessageHandler<EntityRelativePositionMessage> {
  @Override
  public void handleClient(ClientSession session, EntityRelativePositionMessage message) {
    Player player = session.getPlayer();
    World world = player.getWorld();
    Entity entity = world.getEntity(message.getEntityId());
    entity.getPhysics().translate(new Vector3f(message.getDeltaX(), message.getDeltaY(), message.getDeltaZ()));
  }
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import org.spout.vanilla.protocol.msg.entity.pos.EntityTeleportMessage;

public class EntityTeleportHandler extends MessageHandler<EntityTeleportMessage> {
  @Override
  public void handleClient(ClientSession session, EntityTeleportMessage message) {
    Player player = session.getPlayer();
    World world = player.getWorld();
    Entity entity = session.getPlayer();//world.getEntity(message.getEntityId());
    entity.getPhysics().setPosition(new Point(world, message.getX(), message.getY(), message.getZ()));
    entity.getPhysics().rotate(Quaternionf.fromAxesAnglesDeg(message.getPitch(), message.getRotation(), 0));
  }
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