Geyser/core/src/main/java/org/geysermc/geyser/entity/type/player/SkullPlayerEntity.java

159 lines
6.3 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.player;
import com.nukkitx.math.vector.Vector3f;
import com.nukkitx.math.vector.Vector3i;
import com.nukkitx.protocol.bedrock.data.GameType;
import com.nukkitx.protocol.bedrock.data.PlayerPermission;
import com.nukkitx.protocol.bedrock.data.command.CommandPermission;
import com.nukkitx.protocol.bedrock.data.entity.EntityData;
import com.nukkitx.protocol.bedrock.data.entity.EntityFlag;
import com.nukkitx.protocol.bedrock.packet.AddPlayerPacket;
import lombok.Getter;
import org.geysermc.geyser.level.block.BlockStateValues;
import org.geysermc.geyser.session.GeyserSession;
import org.geysermc.geyser.session.cache.SkullCache;
import org.geysermc.geyser.skin.SkullSkinManager;
import java.util.Objects;
import java.util.UUID;
import java.util.concurrent.TimeUnit;
/**
* A wrapper to handle skulls more effectively - skulls have to be treated as entities since there are no
* custom player skulls in Bedrock.
*/
public class SkullPlayerEntity extends PlayerEntity {
@Getter
private UUID skullUUID;
@Getter
private Vector3i skullPosition;
public SkullPlayerEntity(GeyserSession session, long geyserId) {
super(session, 0, geyserId, UUID.randomUUID(), Vector3f.ZERO, Vector3f.ZERO, 0, 0, 0, "", null);
}
@Override
protected void initializeMetadata() {
// Deliberately do not call super
// Set bounding box to almost nothing so the skull is able to be broken and not cause entity to cast a shadow
dirtyMetadata.put(EntityData.SCALE, 1.08f);
dirtyMetadata.put(EntityData.BOUNDING_BOX_HEIGHT, 0.001f);
dirtyMetadata.put(EntityData.BOUNDING_BOX_WIDTH, 0.001f);
setFlag(EntityFlag.CAN_SHOW_NAME, false);
setFlag(EntityFlag.INVISIBLE, true); // Until the skin is loaded
}
/**
* Overwritten so each entity doesn't check for a linked entity
*/
@Override
public void spawnEntity() {
AddPlayerPacket addPlayerPacket = new AddPlayerPacket();
addPlayerPacket.setUuid(getUuid());
addPlayerPacket.setUsername(getUsername());
addPlayerPacket.setRuntimeEntityId(geyserId);
addPlayerPacket.setUniqueEntityId(geyserId);
addPlayerPacket.setPosition(position.sub(0, definition.offset(), 0));
addPlayerPacket.setRotation(getBedrockRotation());
addPlayerPacket.setMotion(motion);
addPlayerPacket.setHand(hand);
addPlayerPacket.getAdventureSettings().setCommandPermission(CommandPermission.NORMAL);
addPlayerPacket.getAdventureSettings().setPlayerPermission(PlayerPermission.MEMBER);
addPlayerPacket.setDeviceId("");
addPlayerPacket.setPlatformChatId("");
addPlayerPacket.setGameType(GameType.SURVIVAL);
addPlayerPacket.setAbilityLayers(BASE_ABILITY_LAYER);
addPlayerPacket.getMetadata().putFlags(flags);
dirtyMetadata.apply(addPlayerPacket.getMetadata());
setFlagsDirty(false);
valid = true;
session.sendUpstreamPacket(addPlayerPacket);
}
/**
* Hide the player entity so that it can be reused for a different skull.
*/
public void free() {
setFlag(EntityFlag.INVISIBLE, true);
updateBedrockMetadata();
// Move skull entity out of the way
moveAbsolute(session.getPlayerEntity().getPosition().up(128), 0, 0, 0, false, true);
}
public void updateSkull(SkullCache.Skull skull) {
skullPosition = skull.getPosition();
if (!Objects.equals(skull.getTexturesProperty(), getTexturesProperty()) || !Objects.equals(skullUUID, skull.getUuid())) {
// Make skull invisible as we change skins
setFlag(EntityFlag.INVISIBLE, true);
updateBedrockMetadata();
skullUUID = skull.getUuid();
setTexturesProperty(skull.getTexturesProperty());
SkullSkinManager.requestAndHandleSkin(this, session, (skin -> session.scheduleInEventLoop(() -> {
// Delay to minimize split-second "player" pop-in
setFlag(EntityFlag.INVISIBLE, false);
updateBedrockMetadata();
}, 250, TimeUnit.MILLISECONDS)));
} else {
// Just a rotation/position change
setFlag(EntityFlag.INVISIBLE, false);
updateBedrockMetadata();
}
float x = skull.getPosition().getX() + .5f;
float y = skull.getPosition().getY() - .01f;
float z = skull.getPosition().getZ() + .5f;
float rotation;
int blockState = skull.getBlockState();
byte floorRotation = BlockStateValues.getSkullRotation(blockState);
if (floorRotation == -1) {
// Wall skull
y += 0.25f;
rotation = BlockStateValues.getSkullWallDirections().get(blockState);
switch ((int) rotation) {
case 180 -> z += 0.24f; // North
case 0 -> z -= 0.24f; // South
case 90 -> x += 0.24f; // West
case 270 -> x -= 0.24f; // East
}
} else {
rotation = (180f + (floorRotation * 22.5f)) % 360;
}
moveAbsolute(Vector3f.from(x, y, z), rotation, 0, rotation, true, true);
}
}