Geyser/core/src/main/java/org/geysermc/geyser/entity/type/living/ArmorStandEntity.java

437 lines
18 KiB
Java

/*
* Copyright (c) 2019-2022 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.geyser.entity.type.living;
import com.github.steveice10.mc.protocol.data.game.entity.metadata.EntityMetadata;
import com.github.steveice10.mc.protocol.data.game.entity.metadata.type.BooleanEntityMetadata;
import com.github.steveice10.mc.protocol.data.game.entity.metadata.type.ByteEntityMetadata;
import com.github.steveice10.mc.protocol.data.game.entity.player.Hand;
import lombok.Getter;
import net.kyori.adventure.text.Component;
import org.cloudburstmc.math.vector.Vector3f;
import org.cloudburstmc.protocol.bedrock.data.entity.EntityDataType;
import org.cloudburstmc.protocol.bedrock.data.entity.EntityDataTypes;
import org.cloudburstmc.protocol.bedrock.data.entity.EntityFlag;
import org.cloudburstmc.protocol.bedrock.data.inventory.ItemData;
import org.geysermc.geyser.entity.EntityDefinition;
import org.geysermc.geyser.entity.EntityDefinitions;
import org.geysermc.geyser.entity.type.LivingEntity;
import org.geysermc.geyser.item.Items;
import org.geysermc.geyser.session.GeyserSession;
import org.geysermc.geyser.util.InteractionResult;
import org.geysermc.geyser.util.MathUtils;
import java.util.Optional;
import java.util.UUID;
public class ArmorStandEntity extends LivingEntity {
// These are used to store the state of the armour stand for use when handling invisibility
@Getter
private boolean isMarker = false;
private boolean isInvisible = false;
@Getter
private boolean isSmall = false;
private boolean isNameTagVisible = false;
/**
* On Java Edition, armor stands always show their name. Invisibility hides the name on Bedrock.
* By having a second entity, we can allow an invisible entity with the name tag.
* (This lets armor on armor stands still show)
*/
private ArmorStandEntity secondEntity = null;
/**
* Whether this is the primary armor stand that holds the armor and not the name tag.
*/
private boolean primaryEntity = true;
/**
* Whether the entity's position must be updated to included the offset.
* <p>
* This should be true when the Java server marks the armor stand as invisible, but we shrink the entity
* to allow the nametag to appear. Basically:
* - Is visible: this is irrelevant (false)
* - Has armor, no name: false
* - Has armor, has name: false, with a second entity
* - No armor, no name: false
* - No armor, yes name: true
*/
private boolean positionRequiresOffset = false;
/**
* Whether we should update the position of this armor stand after metadata updates.
*/
private boolean positionUpdateRequired = false;
public ArmorStandEntity(GeyserSession session, int entityId, long geyserId, UUID uuid, EntityDefinition<?> definition, Vector3f position, Vector3f motion, float yaw, float pitch, float headYaw) {
super(session, entityId, geyserId, uuid, definition, position, motion, yaw, pitch, headYaw);
}
@Override
public void spawnEntity() {
Vector3f javaPosition = position;
// Apply the offset if we're the second entity
position = position.up(getYOffset());
super.spawnEntity();
position = javaPosition;
}
@Override
public void despawnEntity() {
if (secondEntity != null) {
secondEntity.despawnEntity();
}
super.despawnEntity();
}
@Override
public void moveRelative(double relX, double relY, double relZ, float yaw, float pitch, float headYaw, boolean isOnGround) {
moveAbsolute(position.add(relX, relY, relZ), yaw, pitch, headYaw, onGround, false);
}
@Override
public void moveAbsolute(Vector3f position, float yaw, float pitch, float headYaw, boolean isOnGround, boolean teleported) {
if (secondEntity != null) {
secondEntity.moveAbsolute(position, yaw, pitch, headYaw, isOnGround, teleported);
}
// Fake the height to be above where it is so the nametag appears in the right location
float yOffset = getYOffset();
super.moveAbsolute(yOffset != 0 ? position.up(yOffset) : position , yaw, yaw, yaw, isOnGround, teleported);
this.position = position;
}
@Override
public void setDisplayName(EntityMetadata<Optional<Component>, ?> entityMetadata) {
super.setDisplayName(entityMetadata);
updateSecondEntityStatus(false);
}
public void setArmorStandFlags(ByteEntityMetadata entityMetadata) {
byte xd = entityMetadata.getPrimitiveValue();
boolean offsetChanged = false;
// isSmall
boolean newIsSmall = (xd & 0x01) == 0x01;
if (newIsSmall != isSmall) {
isSmall = newIsSmall;
offsetChanged = true;
// Update the passenger offset as the armor stand's height has changed
updatePassengerOffsets();
}
// setMarker
boolean oldIsMarker = isMarker;
isMarker = (xd & 0x10) == 0x10;
if (oldIsMarker != isMarker) {
if (isMarker) {
setBoundingBoxWidth(0.0f);
setBoundingBoxHeight(0.0f);
} else {
setBoundingBoxWidth(definition.width());
setBoundingBoxHeight(definition.height());
}
updateMountOffset();
offsetChanged = true;
}
if (offsetChanged) {
if (positionRequiresOffset) {
positionUpdateRequired = true;
} else if (secondEntity != null) {
secondEntity.positionUpdateRequired = true;
}
updateSecondEntityStatus(false);
}
// The following values don't do anything on normal Bedrock.
// But if given a resource pack, then we can use these values to control armor stand visual properties
setFlag(EntityFlag.ANGRY, (xd & 0x04) != 0x04); // Has arms
setFlag(EntityFlag.ADMIRING, (xd & 0x08) == 0x08); // Has no baseplate
setFlag(EntityFlag.BABY, isSmall); // Is small (for setting head scale)
}
public void setHeadRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.MARK_VARIANT, EntityFlag.INTERESTED, EntityFlag.CHARGED, EntityFlag.POWERED, entityMetadata.getValue());
}
public void setBodyRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.VARIANT, EntityFlag.IN_LOVE, EntityFlag.CELEBRATING, EntityFlag.CELEBRATING_SPECIAL, entityMetadata.getValue());
}
public void setLeftArmRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.TRADE_TIER, EntityFlag.CHARGING, EntityFlag.CRITICAL, EntityFlag.DANCING, entityMetadata.getValue());
}
public void setRightArmRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.MAX_TRADE_TIER, EntityFlag.ELDER, EntityFlag.EMOTING, EntityFlag.IDLING, entityMetadata.getValue());
}
public void setLeftLegRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.SKIN_ID, EntityFlag.IS_ILLAGER_CAPTAIN, EntityFlag.IS_IN_UI, EntityFlag.LINGERING, entityMetadata.getValue());
}
public void setRightLegRotation(EntityMetadata<Vector3f, ?> entityMetadata) {
onRotationUpdate(EntityDataTypes.HURT_DIRECTION, EntityFlag.IS_PREGNANT, EntityFlag.SHEARED, EntityFlag.STALKING, entityMetadata.getValue());
}
/**
* Updates rotation on the armor stand by hijacking other unused Bedrock entity data/flags.
* Do note: as of recent Bedrock versions there is a custom entity data system that can be replaced with this,
* but at this time there is no need to implement this.
*
* @param dataLeech the entity data to "leech" off of that stores a compressed version of the rotation
* @param negativeXToggle the flag to set true if the X value of rotation is negative
* @param negativeYToggle the flag to set true if the Y value of rotation is negative
* @param negativeZToggle the flag to set true if the Z value of rotation is negative
* @param rotation the Java rotation value
*/
private void onRotationUpdate(EntityDataType<Integer> dataLeech, EntityFlag negativeXToggle, EntityFlag negativeYToggle, EntityFlag negativeZToggle, Vector3f rotation) {
// Indicate that rotation should be checked
setFlag(EntityFlag.BRIBED, true);
int rotationX = MathUtils.wrapDegreesToInt(rotation.getX());
int rotationY = MathUtils.wrapDegreesToInt(rotation.getY());
int rotationZ = MathUtils.wrapDegreesToInt(rotation.getZ());
// The top bit acts like binary and determines if each rotation goes above 100
// We don't do this for the negative values out of concerns of the number being too big
int topBit = (Math.abs(rotationX) >= 100 ? 4 : 0) + (Math.abs(rotationY) >= 100 ? 2 : 0) + (Math.abs(rotationZ) >= 100 ? 1 : 0);
int value = (topBit * 1000000) + ((Math.abs(rotationX) % 100) * 10000) + ((Math.abs(rotationY) % 100) * 100) + (Math.abs(rotationZ) % 100);
dirtyMetadata.put(dataLeech, value);
// Set the entity flags if a value is negative
setFlag(negativeXToggle, rotationX < 0);
setFlag(negativeYToggle, rotationY < 0);
setFlag(negativeZToggle, rotationZ < 0);
}
@Override
public void updateBedrockMetadata() {
if (secondEntity != null) {
secondEntity.updateBedrockMetadata();
}
super.updateBedrockMetadata();
if (positionUpdateRequired) {
positionUpdateRequired = false;
moveAbsolute(position, yaw, pitch, headYaw, onGround, true);
}
}
@Override
protected void setInvisible(boolean value) {
// Check if the armour stand is invisible and store accordingly
if (primaryEntity) {
isInvisible = value;
updateSecondEntityStatus(false);
}
}
@Override
public InteractionResult interactAt(Hand hand) {
if (!isMarker && session.getPlayerInventory().getItemInHand(hand).asItem() != Items.NAME_TAG) {
// Java Edition returns SUCCESS if in spectator mode, but this is overridden with an earlier check on the client
return InteractionResult.CONSUME;
} else {
return InteractionResult.PASS;
}
}
@Override
public void setHelmet(ItemData helmet) {
super.setHelmet(helmet);
updateSecondEntityStatus(true);
}
@Override
public void setChestplate(ItemData chestplate) {
super.setChestplate(chestplate);
updateSecondEntityStatus(true);
}
@Override
public void setLeggings(ItemData leggings) {
super.setLeggings(leggings);
updateSecondEntityStatus(true);
}
@Override
public void setBoots(ItemData boots) {
super.setBoots(boots);
updateSecondEntityStatus(true);
}
@Override
public void setHand(ItemData hand) {
super.setHand(hand);
updateSecondEntityStatus(true);
}
@Override
public void setOffHand(ItemData offHand) {
super.setOffHand(offHand);
updateSecondEntityStatus(true);
}
@Override
public void setDisplayNameVisible(BooleanEntityMetadata entityMetadata) {
super.setDisplayNameVisible(entityMetadata);
isNameTagVisible = entityMetadata.getPrimitiveValue();
updateSecondEntityStatus(false);
}
/**
* Determine if we need to load or unload the second entity.
*
* @param sendMetadata whether to send a metadata update after a change.
*/
private void updateSecondEntityStatus(boolean sendMetadata) {
// A secondary entity always has to have the offset applied, so it remains invisible and the nametag shows.
if (!primaryEntity) return;
if (!isInvisible) {
// The armor stand isn't invisible. We good.
setFlag(EntityFlag.INVISIBLE, false);
dirtyMetadata.put(EntityDataTypes.SCALE, getScale());
updateOffsetRequirement(false);
if (secondEntity != null) {
secondEntity.despawnEntity();
secondEntity = null;
}
if (sendMetadata) {
this.updateBedrockMetadata();
}
return;
}
boolean isNametagEmpty = nametag.isEmpty();
if (!isNametagEmpty && (!helmet.equals(ItemData.AIR) || !chestplate.equals(ItemData.AIR) || !leggings.equals(ItemData.AIR)
|| !boots.equals(ItemData.AIR) || !hand.equals(ItemData.AIR) || !offHand.equals(ItemData.AIR))) {
// Reset scale of the proper armor stand
this.dirtyMetadata.put(EntityDataTypes.SCALE, getScale());
// Set the proper armor stand to invisible to show armor
setFlag(EntityFlag.INVISIBLE, true);
// Update the position of the armor stand
updateOffsetRequirement(false);
if (secondEntity == null) {
// Create the second entity. It doesn't need to worry about the items, but it does need to worry about
// the metadata as it will hold the name tag.
secondEntity = new ArmorStandEntity(session, 0, session.getEntityCache().getNextEntityId().incrementAndGet(), null,
EntityDefinitions.ARMOR_STAND, position, motion, getYaw(), getPitch(), getHeadYaw());
secondEntity.primaryEntity = false;
}
// Copy metadata
secondEntity.isSmall = isSmall;
secondEntity.isMarker = isMarker;
secondEntity.positionRequiresOffset = true; // Offset should always be applied
secondEntity.getDirtyMetadata().put(EntityDataTypes.NAME, nametag);
secondEntity.getDirtyMetadata().put(EntityDataTypes.NAMETAG_ALWAYS_SHOW, isNameTagVisible ? (byte) 1 : (byte) 0);
secondEntity.flags.addAll(this.flags);
// Guarantee this copy is NOT invisible
secondEntity.setFlag(EntityFlag.INVISIBLE, false);
// Scale to 0 to show nametag
secondEntity.getDirtyMetadata().put(EntityDataTypes.SCALE, 0.0f);
// No bounding box as we don't want to interact with this entity
secondEntity.getDirtyMetadata().put(EntityDataTypes.WIDTH, 0.0f);
secondEntity.getDirtyMetadata().put(EntityDataTypes.HEIGHT, 0.0f);
if (!secondEntity.valid) { // Spawn the entity once
secondEntity.spawnEntity();
}
} else if (isNametagEmpty) {
// We can just make an invisible entity
// Reset scale of the proper armor stand
dirtyMetadata.put(EntityDataTypes.SCALE, getScale());
// Set the proper armor stand to invisible to show armor
setFlag(EntityFlag.INVISIBLE, true);
// Update offset
updateOffsetRequirement(false);
if (secondEntity != null) {
secondEntity.despawnEntity();
secondEntity = null;
}
} else {
// Nametag is not empty and there is no armor
// We don't need to make a new entity
setFlag(EntityFlag.INVISIBLE, false);
dirtyMetadata.put(EntityDataTypes.SCALE, 0.0f);
// As the above is applied, we need an offset
updateOffsetRequirement(!isMarker);
if (secondEntity != null) {
secondEntity.despawnEntity();
secondEntity = null;
}
}
if (sendMetadata) {
this.updateBedrockMetadata();
}
}
@Override
public float getBoundingBoxWidth() {
// For consistency with getBoundingBoxHeight()
return super.getBoundingBoxWidth() * getScale();
}
@Override
public float getBoundingBoxHeight() {
// This is required so that EntityUtils#updateMountOffset() calculates the correct offset for small
// armor stands. The bounding box height is not changed as the SCALE entity data handles that for us.
return super.getBoundingBoxHeight() * getScale();
}
/**
* @return the y offset required to position the name tag correctly
*/
public float getYOffset() {
if (!positionRequiresOffset || isMarker || secondEntity != null) {
return 0;
}
return definition.height() * getScale();
}
/**
* @return the scale according to Java
*/
private float getScale() {
return isSmall ? 0.5f : 1f;
}
/**
* Set the offset to a new value; if it changed, update the position, too.
*/
private void updateOffsetRequirement(boolean newValue) {
if (newValue != positionRequiresOffset) {
this.positionRequiresOffset = newValue;
this.positionUpdateRequired = true;
// Update the passenger offset as the armor stand's y offset has changed
updatePassengerOffsets();
}
}
@Override
public Vector3f getBedrockRotation() {
return Vector3f.from(getYaw(), getYaw(), getYaw());
}
}