// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using OpenTK; using OpenTK.Input; namespace ClassicalSharp.Entities { /// Entity component that performs input handling. public sealed class InputComponent { Entity entity; Game game; public HacksComponent Hacks; public CollisionsComponent collisions; public PhysicsComponent physics; public InputComponent( Game game, Entity entity ) { this.game = game; this.entity = entity; } internal bool Handles( Key key ) { LocalPlayer p = (LocalPlayer)entity; KeyMap keys = game.InputHandler.Keys; if( key == keys[KeyBind.Respawn] && Hacks.CanRespawn ) { DoRespawn(); } else if( key == keys[KeyBind.SetSpawn] && Hacks.CanRespawn ) { p.Spawn = entity.Position; p.Spawn.X = Utils.Floor( p.Spawn.X ) + 0.5f; p.Spawn.Z = Utils.Floor( p.Spawn.Z ) + 0.5f; p.SpawnYaw = entity.YawDegrees; p.SpawnPitch = entity.PitchDegrees; DoRespawn(); } else if( key == keys[KeyBind.Fly] && Hacks.CanFly && Hacks.Enabled ) { Hacks.Flying = !Hacks.Flying; } else if( key == keys[KeyBind.NoClip] && Hacks.CanNoclip && Hacks.Enabled ) { if( Hacks.Noclip ) entity.Velocity.Y = 0; Hacks.Noclip = !Hacks.Noclip; } else if( key == keys[KeyBind.Jump] && !entity.onGround && !(Hacks.Flying || Hacks.Noclip) ) { if( !physics.firstJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) { physics.DoNormalJump(); physics.firstJump = true; } else if( !physics.secondJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) { physics.DoNormalJump(); physics.secondJump = true; } } else { return false; } return true; } void DoRespawn() { LocalPlayer p = (LocalPlayer)entity; Vector3 spawn = p.Spawn; if( game.World.IsValidPos( Vector3I.Floor( spawn ) ) ) FindHighestFree( ref spawn ); spawn.Y += 2/16f; LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, p.SpawnYaw, p.SpawnPitch, false ); entity.SetLocation( update, false ); entity.Velocity = Vector3.Zero; // Update onGround, otherwise if 'respawn' then 'space' is pressed, you still jump into the air if onGround was true before AABB bb = entity.CollisionBounds; bb.Min.Y -= 0.01f; bb.Max.Y = bb.Min.Y; entity.onGround = entity.TouchesAny( bb, b => game.BlockInfo.Collide[b] == CollideType.Solid ); } void FindHighestFree( ref Vector3 spawn ) { BlockInfo info = game.BlockInfo; Vector3 size = entity.CollisionSize; AABB bb = AABB.Make( spawn, size ); Vector3I P = Vector3I.Floor( spawn ); int bbMax = Utils.Floor( size.Y ); int minX = Utils.Floor( P.X - size.X / 2 ), maxX = Utils.Floor( P.X + size.X / 2 ); int minZ = Utils.Floor( P.Z - size.Z / 2 ), maxZ = Utils.Floor( P.Z + size.Z / 2 ); // Spawn player at highest valid position. for( int y = P.Y; y <= game.World.Height; y++ ) { bool intersectAny = false; for( int yy = 0; yy <= bbMax; yy++ ) for( int z = minZ; z <= maxZ; z++ ) for ( int x = minX; x <= maxX; x++ ) { Vector3I coords = new Vector3I( x, y + yy, z ); byte block = collisions.GetPhysicsBlockId( coords.X, coords.Y, coords.Z ); Vector3 min = info.MinBB[block] + (Vector3)coords; Vector3 max = info.MaxBB[block] + (Vector3)coords; if( !bb.Intersects( new AABB( min, max ) ) ) continue; intersectAny |= info.Collide[block] == CollideType.Solid; } if( !intersectAny ) { byte block = collisions.GetPhysicsBlockId( P.X, y, P.Z ); float height = info.Collide[block] == CollideType.Solid ? info.MaxBB[block].Y : 0; spawn.Y = y + height + Entity.Adjustment; return; } bb.Min.Y += 1; bb.Max.Y += 1; } } } }