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72 lines
3.1 KiB
Java
72 lines
3.1 KiB
Java
/*
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* Copyright (c) 2019-2022 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.collision;
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import lombok.EqualsAndHashCode;
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import org.geysermc.geyser.level.physics.BoundingBox;
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import org.geysermc.geyser.session.GeyserSession;
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/**
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* In order for scaffolding to work on Bedrock, entity flags need to be sent to the player
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*/
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@EqualsAndHashCode(callSuper = true)
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@CollisionRemapper(regex = "^scaffolding$", usesParams = true, passDefaultBoxes = true)
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public class ScaffoldingCollision extends BlockCollision {
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public ScaffoldingCollision(String params, BoundingBox[] defaultBoxes) {
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super(defaultBoxes);
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}
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@Override
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public boolean correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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// Hack to not check below the player
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playerCollision.setSizeY(playerCollision.getSizeY() - 0.001);
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playerCollision.setMiddleY(playerCollision.getMiddleY() + 0.002);
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boolean intersected = this.checkIntersection(x, y, z, playerCollision);
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playerCollision.setSizeY(playerCollision.getSizeY() + 0.001);
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playerCollision.setMiddleY(playerCollision.getMiddleY() - 0.002);
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if (intersected) {
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session.getCollisionManager().setTouchingScaffolding(true);
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session.getCollisionManager().setOnScaffolding(true);
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} else {
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// Hack to check slightly below the player
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playerCollision.setSizeY(playerCollision.getSizeY() + 0.001);
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playerCollision.setMiddleY(playerCollision.getMiddleY() - 0.002);
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if (this.checkIntersection(x, y, z, playerCollision)) {
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session.getCollisionManager().setOnScaffolding(true);
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}
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playerCollision.setSizeY(playerCollision.getSizeY() - 0.001);
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playerCollision.setMiddleY(playerCollision.getMiddleY() + 0.002);
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}
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// Normal move correction isn't really needed for scaffolding
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return true;
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}
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}
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