Geyser/connector/src/main/java/org/geysermc/connector/network/translators/bedrock/BedrockAnimateTranslator.java
Camotoy 59da87a10f
Merge entity mounts branch to master (#589)
* Initial support for entity mounts*

* This only works for viewing other players on mounts/vehicles. Currently, mounting on vehicles through Geyser with bedrock does not work at all, though, you can see other Java players on mounts just fine.

* Fix Bedrock player mounting; add minecart offset

* Remove debug code

* Fix boat animation

* Remove debug code

* Add notice of possible steering flip

* Add translator for PlayerInputPacket

* Upload WIP code for BoatEntity.java

* Add animation for rowing on Bedrock side

* Clean up debug code, start on boat movement

* Add notice about flying horses

* Rename BedrockPlayerInputPacket.java to BedrockPlayerInputTranslator.java

* Delete BedrockPlayerInputPacket.java

* Use Translator Annotation again; Thanks to LegacyGamerHD

* Upload ineffective mount-on-login code

* Upload current changes with no debug code

* Change case where applicable

* Change Integer[] to int[]; Change schedule() to execute()

* Don't use Thread.Sleep() and instead call itself again

* Fix players not being linked on login/chunk load

* Little changes

* Minor improvements/fixes to boats

* Remove empty file

* Fix horse flying.

* Various entity mounting fixes

* Add mounting offsets for skeleton and zombie horses

* Another round of entity mount-related fixes

- Add offsets for skeleton and zombie horses (Thanks to tester DirtNasty)
- Boats can now be placed in survival (Thanks again to tester DirtNasty)
- Boats and minecarts can now shake

* Add translating for ServerVehicleMovePacket

* Cleaning up

* More cleaning up

* Add interactive tag support for mountable entities

* Boats move far more nicely

* Add horse heart visuals

* Update interactive tags

Co-authored-by: RednedEpic <redned235@gmail.com>
2020-05-23 16:39:17 -05:00

75 lines
3.4 KiB
Java

/*
* Copyright (c) 2019-2020 GeyserMC. http://geysermc.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
* @author GeyserMC
* @link https://github.com/GeyserMC/Geyser
*/
package org.geysermc.connector.network.translators.bedrock;
import org.geysermc.connector.network.session.GeyserSession;
import org.geysermc.connector.network.translators.PacketTranslator;
import org.geysermc.connector.network.translators.Translator;
import com.github.steveice10.mc.protocol.data.game.entity.player.Hand;
import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerSwingArmPacket;
import com.github.steveice10.mc.protocol.packet.ingame.client.world.ClientSteerBoatPacket;
import com.nukkitx.protocol.bedrock.packet.AnimatePacket;
import java.util.concurrent.TimeUnit;
@Translator(packet = AnimatePacket.class)
public class BedrockAnimateTranslator extends PacketTranslator<AnimatePacket> {
private boolean isSteeringLeft;
private boolean isSteeringRight;
@Override
public void translate(AnimatePacket packet, GeyserSession session) {
// Stop the player sending animations before they have fully spawned into the server
if (!session.isSpawned()) {
return;
}
switch (packet.getAction()) {
case SWING_ARM:
// Delay so entity damage can be processed first
session.getConnector().getGeneralThreadPool().schedule(() ->
session.sendDownstreamPacket(new ClientPlayerSwingArmPacket(Hand.MAIN_HAND)),
25,
TimeUnit.MILLISECONDS
);
break;
// These two might need to be flipped, but my recommendation is getting moving working first
case ROW_LEFT:
// Packet value is a float of how long one has been rowing, so we convert that into a boolean
isSteeringLeft = packet.getRowingTime() > 0.0;
ClientSteerBoatPacket steerLeftPacket = new ClientSteerBoatPacket(isSteeringRight, isSteeringLeft);
session.sendDownstreamPacket(steerLeftPacket);
break;
case ROW_RIGHT:
isSteeringRight = packet.getRowingTime() > 0.0;
ClientSteerBoatPacket steerRightPacket = new ClientSteerBoatPacket(isSteeringRight, isSteeringLeft);
session.sendDownstreamPacket(steerRightPacket);
break;
}
}
}