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70 lines
3.4 KiB
Java
70 lines
3.4 KiB
Java
/*
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* Copyright (c) 2019-2021 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*/
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package org.geysermc.geyser.translator.protocol.bedrock;
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import com.github.steveice10.mc.protocol.data.game.entity.player.Hand;
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import com.github.steveice10.mc.protocol.packet.ingame.serverbound.level.ServerboundPaddleBoatPacket;
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import com.github.steveice10.mc.protocol.packet.ingame.serverbound.player.ServerboundSwingPacket;
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import com.nukkitx.protocol.bedrock.packet.AnimatePacket;
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import org.geysermc.geyser.session.GeyserSession;
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import org.geysermc.geyser.translator.protocol.PacketTranslator;
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import org.geysermc.geyser.translator.protocol.Translator;
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import java.util.concurrent.TimeUnit;
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@Translator(packet = AnimatePacket.class)
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public class BedrockAnimateTranslator extends PacketTranslator<AnimatePacket> {
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@Override
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public void translate(GeyserSession session, AnimatePacket packet) {
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// Stop the player sending animations before they have fully spawned into the server
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if (!session.isSpawned()) {
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return;
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}
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switch (packet.getAction()) {
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case SWING_ARM ->
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// Delay so entity damage can be processed first
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session.scheduleInEventLoop(() ->
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session.sendDownstreamPacket(new ServerboundSwingPacket(Hand.MAIN_HAND)),
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25,
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TimeUnit.MILLISECONDS
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);
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// These two might need to be flipped, but my recommendation is getting moving working first
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case ROW_LEFT -> {
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// Packet value is a float of how long one has been rowing, so we convert that into a boolean
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session.setSteeringLeft(packet.getRowingTime() > 0.0);
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ServerboundPaddleBoatPacket steerLeftPacket = new ServerboundPaddleBoatPacket(session.isSteeringLeft(), session.isSteeringRight());
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session.sendDownstreamPacket(steerLeftPacket);
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}
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case ROW_RIGHT -> {
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session.setSteeringRight(packet.getRowingTime() > 0.0);
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ServerboundPaddleBoatPacket steerRightPacket = new ServerboundPaddleBoatPacket(session.isSteeringLeft(), session.isSteeringRight());
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session.sendDownstreamPacket(steerRightPacket);
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}
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}
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}
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}
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