forked from GeyserMC/Geyser
50 lines
2.2 KiB
Java
50 lines
2.2 KiB
Java
/*
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* Copyright (c) 2019-2020 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.connector.network.translators.collision.translators;
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import org.geysermc.connector.network.translators.collision.BoundingBox;
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import org.geysermc.connector.network.translators.collision.CollisionRemapper;
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@CollisionRemapper(regex = "^grass_path$", passDefaultBoxes = true)
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public class GrassPathCollision extends BlockCollision {
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public GrassPathCollision(String params, BoundingBox[] defaultBoxes) {
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super();
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boundingBoxes = defaultBoxes;
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}
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// Needs to run before the main correction code or it can move the player into blocks
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// This is counteracted by the main collision code pushing them out
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@Override
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public void beforeCorrectPosition(BoundingBox playerCollision) {
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// In Bedrock, grass paths are small blocks so the player must be pushed down
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double playerMinY = playerCollision.getMiddleY() - (playerCollision.getSizeY() / 2);
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// If the player is in the buggy area, push them down
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if (playerMinY == y + 1) {
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playerCollision.translate(0, -0.0625, 0);
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}
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}
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}
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