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https://github.com/ClassiCube/ClassiCube.git
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162 lines
5.6 KiB
C#
162 lines
5.6 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Entities;
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using ClassicalSharp.Physics;
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using OpenTK;
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using OpenTK.Input;
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#if USE16_BIT
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using BlockID = System.UInt16;
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#else
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using BlockID = System.Byte;
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#endif
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namespace ClassicalSharp {
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public sealed class PickingHandler {
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Game game;
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InputHandler input;
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public PickingHandler(Game game, InputHandler input) {
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this.game = game;
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this.input = input;
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}
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internal DateTime lastClick = DateTime.MinValue;
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public void PickBlocks(bool cooldown, bool left, bool middle, bool right) {
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DateTime now = DateTime.UtcNow;
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double delta = (now - lastClick).TotalMilliseconds;
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if (cooldown && delta < 250) return; // 4 times per second
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lastClick = now;
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Inventory inv = game.Inventory;
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if (game.Server.UsingPlayerClick && !game.Gui.ActiveScreen.HandlesAllInput) {
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input.pickingId = -1;
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input.ButtonStateChanged(MouseButton.Left, left);
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input.ButtonStateChanged(MouseButton.Right, right);
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input.ButtonStateChanged(MouseButton.Middle, middle);
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}
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int btns = (left ? 1 : 0) + (right ? 1 : 0) + (middle ? 1 : 0);
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if (btns > 1 || game.Gui.ActiveScreen.HandlesAllInput || inv.Selected == Block.Invalid) return;
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// always play delete animations, even if we aren't picking a block.
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if (left) {
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game.HeldBlockRenderer.anim.SetClickAnim(true);
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byte id = game.Entities.GetClosetPlayer(game.LocalPlayer);
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if (id != EntityList.SelfID && game.Mode.PickEntity(id)) return;
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}
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if (!game.SelectedPos.Valid) return;
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if (middle) {
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Vector3I pos = game.SelectedPos.BlockPos;
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if (!game.World.IsValidPos(pos)) return;
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BlockID old = game.World.GetBlock(pos);
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game.Mode.PickMiddle(old);
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} else if (left) {
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Vector3I pos = game.SelectedPos.BlockPos;
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if (!game.World.IsValidPos(pos)) return;
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BlockID old = game.World.GetBlock(pos);
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if (game.BlockInfo.Draw[old] == DrawType.Gas || !inv.CanDelete[old]) return;
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game.Mode.PickLeft(old);
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} else if (right) {
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Vector3I pos = game.SelectedPos.TranslatedPos;
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if (!game.World.IsValidPos(pos)) return;
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BlockID old = game.World.GetBlock(pos);
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BlockID block = inv.Selected;
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if (game.autoRotate)
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block = AutoRotate.RotateBlock(game, block);
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if (game.CanPick(old) || !inv.CanPlace[block]) return;
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if (!PickingHandler.CheckIsFree(game, block)) return;
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game.Mode.PickRight(old, block);
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}
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}
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public static bool CheckIsFree(Game game, BlockID block) {
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Vector3 pos = (Vector3)game.SelectedPos.TranslatedPos;
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BlockInfo info = game.BlockInfo;
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LocalPlayer p = game.LocalPlayer;
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if (info.Collide[block] != CollideType.Solid) return true;
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if (IntersectsOtherPlayers(game, pos, block)) return false;
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AABB blockBB = new AABB(pos + info.MinBB[block], pos + info.MaxBB[block]);
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// NOTE: We need to also test against nextPos here, because otherwise
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// we can fall through the block as collision is performed against nextPos
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AABB localBB = AABB.Make(p.Position, p.Size);
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localBB.Min.Y = Math.Min(p.interp.next.Pos.Y, localBB.Min.Y);
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if (p.Hacks.Noclip || !localBB.Intersects(blockBB)) return true;
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if (p.Hacks.CanPushbackBlocks && p.Hacks.PushbackPlacing && p.Hacks.Enabled)
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return PushbackPlace(game, blockBB);
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localBB.Min.Y += 0.25f + Entity.Adjustment;
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if (localBB.Intersects(blockBB)) return false;
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// Push player up if they are jumping and trying to place a block underneath them.
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Vector3 next = game.LocalPlayer.interp.next.Pos;
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next.Y = pos.Y + game.BlockInfo.MaxBB[block].Y + Entity.Adjustment;
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LocationUpdate update = LocationUpdate.MakePos(next, false);
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game.LocalPlayer.SetLocation(update, false);
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return true;
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}
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static bool PushbackPlace(Game game, AABB blockBB) {
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Vector3 newP = game.LocalPlayer.Position;
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Vector3 oldP = game.LocalPlayer.Position;
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// Offset position by the closest face
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PickedPos selected = game.SelectedPos;
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if (selected.Face == BlockFace.XMax) {
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newP.X = blockBB.Max.X + 0.5f;
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} else if (selected.Face == BlockFace.ZMax) {
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newP.Z = blockBB.Max.Z + 0.5f;
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} else if (selected.Face == BlockFace.XMin) {
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newP.X = blockBB.Min.X - 0.5f;
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} else if (selected.Face == BlockFace.ZMin) {
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newP.Z = blockBB.Min.Z - 0.5f;
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} else if (selected.Face == BlockFace.YMax) {
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newP.Y = blockBB.Min.Y + 1 + Entity.Adjustment;
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} else if (selected.Face == BlockFace.YMin) {
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newP.Y = blockBB.Min.Y - game.LocalPlayer.Size.Y - Entity.Adjustment;
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}
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Vector3I newLoc = Vector3I.Floor(newP);
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bool validPos = newLoc.X >= 0 && newLoc.Y >= 0 && newLoc.Z >= 0 &&
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newLoc.X < game.World.Width && newP.Z < game.World.Length;
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if (!validPos) return false;
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game.LocalPlayer.Position = newP;
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if (!game.LocalPlayer.Hacks.Noclip
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&& game.LocalPlayer.TouchesAny(b => game.BlockInfo.Collide[b] == CollideType.Solid)) {
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game.LocalPlayer.Position = oldP;
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return false;
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}
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game.LocalPlayer.Position = oldP;
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LocationUpdate update = LocationUpdate.MakePos(newP, false);
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game.LocalPlayer.SetLocation(update, false);
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return true;
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}
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static bool IntersectsOtherPlayers(Game game, Vector3 pos, BlockID block) {
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AABB blockBB = new AABB(pos + game.BlockInfo.MinBB[block],
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pos + game.BlockInfo.MaxBB[block]);
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for (int id = 0; id < EntityList.SelfID; id++) {
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Entity entity = game.Entities[id];
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if (entity == null) continue;
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AABB bounds = entity.Bounds;
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bounds.Min.Y += 1/32f; // when player is exactly standing on top of ground
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if (bounds.Intersects(blockBB)) return true;
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}
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return false;
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}
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}
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} |