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