Geyser/connector/src/main/java/org/geysermc/connector/network/translators/collision/translators/GrassPathCollision.java

50 lines
2.2 KiB
Java

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