ClassiCube/ClassicalSharp/Game/PickingHandler.cs
2018-03-25 15:43:11 +11:00

155 lines
5.5 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Entities;
using ClassicalSharp.Physics;
using OpenTK;
using OpenTK.Input;
using BlockID = System.UInt16;
namespace ClassicalSharp {
public sealed class PickingHandler {
Game game;
InputHandler input;
public PickingHandler(Game game, InputHandler input) {
this.game = game;
this.input = input;
}
internal DateTime lastClick = DateTime.MinValue;
public void PickBlocks(bool cooldown, bool left, bool middle, bool right) {
DateTime now = DateTime.UtcNow;
double delta = (now - lastClick).TotalMilliseconds;
if (cooldown && delta < 250) return; // 4 times per second
lastClick = now;
Inventory inv = game.Inventory;
if (game.Server.UsingPlayerClick && !game.Gui.ActiveScreen.HandlesAllInput) {
input.pickingId = -1;
input.ButtonStateChanged(MouseButton.Left, left);
input.ButtonStateChanged(MouseButton.Right, right);
input.ButtonStateChanged(MouseButton.Middle, middle);
}
if (game.Gui.ActiveScreen.HandlesAllInput || !inv.CanPick) return;
if (left) {
if (game.Mode.PickingLeft()) return;
Vector3I pos = game.SelectedPos.BlockPos;
if (!game.SelectedPos.Valid || !game.World.IsValidPos(pos)) return;
BlockID old = game.World.GetBlock(pos);
if (BlockInfo.Draw[old] == DrawType.Gas || !BlockInfo.CanDelete[old]) return;
game.Mode.PickLeft(old);
} else if (right) {
if (game.Mode.PickingRight()) return;
Vector3I pos = game.SelectedPos.TranslatedPos;
if (!game.SelectedPos.Valid || !game.World.IsValidPos(pos)) return;
BlockID old = game.World.GetBlock(pos);
BlockID block = inv.Selected;
if (game.AutoRotate)
block = AutoRotate.RotateBlock(game, block);
if (game.CanPick(old) || !BlockInfo.CanPlace[block]) return;
// air-ish blocks can only replace over other air-ish blocks
if (BlockInfo.Draw[block] == DrawType.Gas && BlockInfo.Draw[old] != DrawType.Gas) return;
if (!PickingHandler.CheckIsFree(game, block)) return;
game.Mode.PickRight(old, block);
} else if (middle) {
Vector3I pos = game.SelectedPos.BlockPos;
if (!game.SelectedPos.Valid || !game.World.IsValidPos(pos)) return;
BlockID old = game.World.GetBlock(pos);
game.Mode.PickMiddle(old);
}
}
static bool CheckIsFree(Game game, BlockID block) {
Vector3 pos = (Vector3)game.SelectedPos.TranslatedPos;
LocalPlayer p = game.LocalPlayer;
if (BlockInfo.Collide[block] != CollideType.Solid) return true;
if (IntersectsOtherPlayers(game, pos, block)) return false;
AABB blockBB = new AABB(pos + BlockInfo.MinBB[block], pos + BlockInfo.MaxBB[block]);
// NOTE: We need to also test against nextPos here, because otherwise
// we can fall through the block as collision is performed against nextPos
AABB localBB = AABB.Make(p.Position, p.Size);
localBB.Min.Y = Math.Min(p.interp.next.Pos.Y, localBB.Min.Y);
if (p.Hacks.Noclip || !localBB.Intersects(blockBB)) return true;
if (p.Hacks.CanPushbackBlocks && p.Hacks.PushbackPlacing && p.Hacks.Enabled)
return PushbackPlace(game, blockBB);
localBB.Min.Y += 0.25f + Entity.Adjustment;
if (localBB.Intersects(blockBB)) return false;
// Push player up if they are jumping and trying to place a block underneath them.
Vector3 next = game.LocalPlayer.interp.next.Pos;
next.Y = pos.Y + BlockInfo.MaxBB[block].Y + Entity.Adjustment;
LocationUpdate update = LocationUpdate.MakePos(next, false);
game.LocalPlayer.SetLocation(update, false);
return true;
}
static bool PushbackPlace(Game game, AABB blockBB) {
LocalPlayer p = game.LocalPlayer;
Vector3 curPos = p.Position, adjPos = p.Position;
// Offset position by the closest face
BlockFace closestFace = game.SelectedPos.Face;
if (closestFace == BlockFace.XMax) {
adjPos.X = blockBB.Max.X + 0.5f;
} else if (closestFace == BlockFace.ZMax) {
adjPos.Z = blockBB.Max.Z + 0.5f;
} else if (closestFace == BlockFace.XMin) {
adjPos.X = blockBB.Min.X - 0.5f;
} else if (closestFace == BlockFace.ZMin) {
adjPos.Z = blockBB.Min.Z - 0.5f;
} else if (closestFace == BlockFace.YMax) {
adjPos.Y = blockBB.Min.Y + 1 + Entity.Adjustment;
} else if (closestFace == BlockFace.YMin) {
adjPos.Y = blockBB.Min.Y - p.Size.Y - Entity.Adjustment;
}
// exclude exact map boundaries, otherwise player can get stuck outside map
bool validPos =
adjPos.X > 0 && adjPos.Y >= 0 && adjPos.Z > 0 &&
adjPos.X < game.World.Width && adjPos.Z < game.World.Length;
if (!validPos) return false;
p.Position = adjPos;
if (!p.Hacks.Noclip && p.TouchesAny(p.Bounds, touchesAnySolid)) {
p.Position = curPos;
return false;
}
p.Position = curPos;
LocationUpdate update = LocationUpdate.MakePos(adjPos, false);
p.SetLocation(update, false);
return true;
}
static Predicate<BlockID> touchesAnySolid = IsSolidCollide;
static bool IsSolidCollide(BlockID b) { return BlockInfo.Collide[b] == CollideType.Solid; }
static bool IntersectsOtherPlayers(Game game, Vector3 pos, BlockID block) {
AABB blockBB = new AABB(pos + BlockInfo.MinBB[block],
pos + BlockInfo.MaxBB[block]);
for (int id = 0; id < EntityList.SelfID; id++) {
Entity entity = game.Entities.List[id];
if (entity == null) continue;
AABB bounds = entity.Bounds;
bounds.Min.Y += 1/32f; // when player is exactly standing on top of ground
if (bounds.Intersects(blockBB)) return true;
}
return false;
}
}
}