Check for intersection between placed blocks and entities. (#3850)
* Check for intersection between placed blocks and entities. + Implemented GetPlacementCollisionBox, to permit custom placement collision boxes for blocks. * Factored block-entity placement checking into another function in cPlayer. - Removed vector min/max functions * Use GetWorld to get the world in DoesPlacingBlocksIntersectEntity. + Added block height checks, allow different cEntity subclasses to decide whether they will prevent block placement.
This commit is contained in:
parent
eb4432bb62
commit
5402b214b3
@ -3059,6 +3059,16 @@ local Hash = cCryptoHash.sha1HexString("DataToHash")
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},
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Notes = "Schedules the entity to be destroyed; if ShouldBroadcast is not present or set to true, broadcasts the DestroyEntity packet",
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},
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DoesPreventBlockPlacement =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if this entity doesn't allow blocks to be placed intersecting the entity.",
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},
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GetAirLevel =
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{
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Returns =
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@ -106,6 +106,16 @@ void cBlockDoorHandler::OnCancelRightClick(cChunkInterface & a_ChunkInterface, c
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cBoundingBox cBlockDoorHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP)
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{
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// Doors can be placed inside the player
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return cBoundingBox(0, 0, 0, 0, 0, 0);
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}
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NIBBLETYPE cBlockDoorHandler::MetaRotateCCW(NIBBLETYPE a_Meta)
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{
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if (a_Meta & 0x08)
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@ -52,6 +52,8 @@ public:
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return true;
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}
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virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) override;
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virtual void ConvertToPickups(cItems & a_Pickups, NIBBLETYPE a_BlockMeta) override
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{
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if ((a_BlockMeta & 0x08) != 0) // is top part of door
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80
src/Blocks/BlockFence.h
Normal file
80
src/Blocks/BlockFence.h
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@ -0,0 +1,80 @@
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#pragma once
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#include "BlockHandler.h"
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#include "BlockID.h"
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#include "../BoundingBox.h"
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class cBlockFenceHandler :
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public cBlockHandler
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{
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public:
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// These are the min and max coordinates (X and Z) for a straight fence.
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// 0.4 and 0.6 are really just guesses, but they seem pretty good.
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// (0.4 to 0.6 is a fence that's 0.2 wide, down the center of the block)
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const double MIN_COORD = 0.4;
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const double MAX_COORD = 0.6;
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cBlockFenceHandler(BLOCKTYPE a_BlockType)
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: cBlockHandler(a_BlockType)
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{
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}
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virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP) override
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{
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bool XMSolid = cBlockInfo::IsSolid(a_XM);
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bool XPSolid = cBlockInfo::IsSolid(a_XP);
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bool ZMSolid = cBlockInfo::IsSolid(a_ZM);
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bool ZPSolid = cBlockInfo::IsSolid(a_ZP);
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double FENCE_HEIGHT = cBlockInfo::GetBlockHeight(m_BlockType);
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// Entities can never be in the center
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cBoundingBox PlacementBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD);
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// For each solid neighbor, the hitbox extends that way
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if (XMSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD));
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}
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if (XPSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, MIN_COORD, MAX_COORD));
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}
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if (ZMSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.0, 0.5));
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}
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if (ZPSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(MIN_COORD, MAX_COORD, 0, FENCE_HEIGHT, 0.5, 1.0));
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}
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// For each corner, fill in the corner
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if (XMSolid && ZMSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0, 0.5));
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}
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if (XPSolid && ZMSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0, 0.5));
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}
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if (XPSolid && ZPSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0.5, 1.0, 0, FENCE_HEIGHT, 0.5, 1.0));
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}
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if (XMSolid && ZPSolid)
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{
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PlacementBox = PlacementBox.Union(cBoundingBox(0, 0.5, 0, FENCE_HEIGHT, 0.5, 1.0));
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}
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return PlacementBox;
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}
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};
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@ -29,6 +29,7 @@
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#include "BlockEnderchest.h"
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#include "BlockEntity.h"
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#include "BlockFarmland.h"
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#include "BlockFence.h"
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#include "BlockFenceGate.h"
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#include "BlockFire.h"
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#include "BlockFlower.h"
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@ -181,6 +182,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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{
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// Block handlers, alphabetically sorted:
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case E_BLOCK_ACACIA_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_ACACIA_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_ACACIA_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_ACACIA_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_ACTIVATOR_RAIL: return new cBlockRailHandler (a_BlockType);
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@ -190,6 +192,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_BEETROOTS: return new cBlockCropsHandler<3> (a_BlockType); // 4 stages of growth
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case E_BLOCK_BIG_FLOWER: return new cBlockBigFlowerHandler (a_BlockType);
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case E_BLOCK_BIRCH_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_BIRCH_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_BIRCH_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_BIRCH_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_BREWING_STAND: return new cBlockBrewingStandHandler (a_BlockType);
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@ -212,6 +215,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_COBWEB: return new cBlockCobWebHandler (a_BlockType);
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case E_BLOCK_CROPS: return new cBlockCropsHandler<7> (a_BlockType); // 8 stages of growth
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case E_BLOCK_DARK_OAK_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_DARK_OAK_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_DEAD_BUSH: return new cBlockDeadBushHandler (a_BlockType);
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@ -227,6 +231,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_ENCHANTMENT_TABLE: return new cBlockEnchantmentTableHandler(a_BlockType);
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case E_BLOCK_ENDER_CHEST: return new cBlockEnderchestHandler (a_BlockType);
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case E_BLOCK_FARMLAND: return new cBlockFarmlandHandler (a_BlockType);
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case E_BLOCK_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_FROSTED_ICE: return new cBlockIceHandler (a_BlockType);
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case E_BLOCK_FIRE: return new cBlockFireHandler (a_BlockType);
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case E_BLOCK_FLOWER_POT: return new cBlockFlowerPotHandler (a_BlockType);
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@ -249,6 +254,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_JACK_O_LANTERN: return new cBlockPumpkinHandler (a_BlockType);
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case E_BLOCK_JUKEBOX: return new cBlockEntityHandler (a_BlockType);
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case E_BLOCK_JUNGLE_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_JUNGLE_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_JUNGLE_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_JUNGLE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_LADDER: return new cBlockLadderHandler (a_BlockType);
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@ -264,6 +270,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_MELON_STEM: return new cBlockStemsHandler (a_BlockType);
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case E_BLOCK_MOB_SPAWNER: return new cBlockMobSpawnerHandler (a_BlockType);
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case E_BLOCK_MYCELIUM: return new cBlockMyceliumHandler (a_BlockType);
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case E_BLOCK_NETHER_BRICK_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_NETHER_BRICK_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_NETHER_PORTAL: return new cBlockPortalHandler (a_BlockType);
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case E_BLOCK_NETHER_WART: return new cBlockNetherWartHandler (a_BlockType);
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@ -308,6 +315,7 @@ cBlockHandler * cBlockHandler::CreateBlockHandler(BLOCKTYPE a_BlockType)
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case E_BLOCK_SNOW: return new cBlockSnowHandler (a_BlockType);
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case E_BLOCK_SLIME_BLOCK: return new cBlockSlimeHandler (a_BlockType);
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case E_BLOCK_SPRUCE_DOOR: return new cBlockDoorHandler (a_BlockType);
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case E_BLOCK_SPRUCE_FENCE: return new cBlockFenceHandler (a_BlockType);
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case E_BLOCK_SPRUCE_FENCE_GATE: return new cBlockFenceGateHandler (a_BlockType);
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case E_BLOCK_SPRUCE_WOOD_STAIRS: return new cBlockStairsHandler (a_BlockType);
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case E_BLOCK_STAINED_GLASS: return new cBlockGlassHandler (a_BlockType);
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@ -555,7 +563,6 @@ void cBlockHandler::DropBlock(cChunkInterface & a_ChunkInterface, cWorldInterfac
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bool cBlockHandler::CanBeAt(cChunkInterface & a_ChunkInterface, int a_BlockX, int a_BlockY, int a_BlockZ, const cChunk & a_Chunk)
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{
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return true;
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@ -611,6 +618,20 @@ bool cBlockHandler::IsInsideBlock(const Vector3d & a_Position, const BLOCKTYPE a
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cBoundingBox cBlockHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP)
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{
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if (!cBlockInfo::IsSolid(m_BlockType))
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{
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// Non-solid things can be placed within entities
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return cBoundingBox(0, 0, 0, 0, 0, 0);
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}
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return cBoundingBox(0, 1, 0, cBlockInfo::GetBlockHeight(m_BlockType), 0, 1);
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}
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void cBlockHandler::Check(cChunkInterface & a_ChunkInterface, cBlockPluginInterface & a_PluginInterface, int a_RelX, int a_RelY, int a_RelZ, cChunk & a_Chunk)
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{
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if (!CanBeAt(a_ChunkInterface, a_RelX, a_RelY, a_RelZ, a_Chunk))
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@ -3,6 +3,8 @@
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#include "../Defines.h"
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#include "../BoundingBox.h"
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@ -30,6 +32,11 @@ public:
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Note that the coords are chunk-relative! */
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virtual void OnUpdate(cChunkInterface & cChunkInterface, cWorldInterface & a_WorldInterface, cBlockPluginInterface & a_BlockPluginInterface, cChunk & a_Chunk, int a_RelX, int a_RelY, int a_RelZ);
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/** Returns the relative bounding box that must be entity-free in
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order for the block to be placed. a_XM, a_XP, etc. stand for the
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blocktype of the minus-X neighbor, the positive-X neighbor, etc. */
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virtual cBoundingBox GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP);
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/** Called before a block is placed into a world.
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The handler should return true to allow placement, false to refuse.
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Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
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@ -35,6 +35,7 @@ SET (HDRS
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BlockEnderchest.h
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BlockEntity.h
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BlockFarmland.h
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BlockFence.h
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BlockFenceGate.h
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BlockFire.h
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BlockFlower.h
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@ -60,6 +60,17 @@ cBoundingBox::cBoundingBox(const cBoundingBox & a_Orig) :
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cBoundingBox & cBoundingBox::operator=(const cBoundingBox & a_Other)
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{
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m_Min = a_Other.m_Min;
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m_Max = a_Other.m_Max;
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return *this;
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}
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void cBoundingBox::Move(double a_OffX, double a_OffY, double a_OffZ)
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{
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m_Min.x += a_OffX;
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@ -119,10 +130,10 @@ cBoundingBox cBoundingBox::Union(const cBoundingBox & a_Other)
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{
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return cBoundingBox(
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std::min(m_Min.x, a_Other.m_Min.x),
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std::min(m_Min.y, a_Other.m_Min.y),
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std::min(m_Min.z, a_Other.m_Min.z),
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std::max(m_Max.x, a_Other.m_Max.x),
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std::min(m_Min.y, a_Other.m_Min.y),
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std::max(m_Max.y, a_Other.m_Max.y),
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std::min(m_Min.z, a_Other.m_Min.z),
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std::max(m_Max.z, a_Other.m_Max.z)
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);
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}
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cBoundingBox(const Vector3d & a_Pos, double a_CubeLength);
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cBoundingBox(const cBoundingBox & a_Orig);
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cBoundingBox & operator=(const cBoundingBox & a_Other);
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/** Moves the entire boundingbox by the specified offset */
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void Move(double a_OffX, double a_OffY, double a_OffZ);
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@ -402,6 +402,9 @@ struct sSetBlock
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/** Returns the absolute Z coord of the stored block. */
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int GetZ(void) const { return m_RelZ + cChunkDef::Width * m_ChunkZ; }
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/** Returns the absolute position of the stored block. */
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Vector3i GetPos(void) const { return Vector3i(GetX(), GetY(), GetZ()); }
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};
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typedef std::list<sSetBlock> sSetBlockList;
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@ -191,6 +191,9 @@ public:
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/** Returns the topmost class's parent class name for the object. cEntity returns an empty string (no parent). */
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virtual const char * GetParentClass(void) const;
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/** Returns whether blocks can be placed intersecting this entities' hitbox */
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virtual bool DoesPreventBlockPlacement(void) const { return true; }
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cWorld * GetWorld(void) const { return m_World; }
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double GetHeadYaw (void) const { return m_HeadYaw; } // In degrees
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@ -36,6 +36,8 @@ public:
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual bool DoesPreventBlockPlacement(void) const override { return false; }
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/** Returns whether this pickup is allowed to combine with other similar pickups */
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bool CanCombine(void) const { return m_bCanCombine; } // tolua_export
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@ -2641,8 +2641,103 @@ void cPlayer::SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_R
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bool cPlayer::DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks)
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{
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// Compute the bounding box for each block to be placed
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std::vector<cBoundingBox> PlacementBoxes;
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cBoundingBox PlacingBounds(0, 0, 0, 0, 0, 0);
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bool HasInitializedBounds = false;
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for (auto blk: a_Blocks)
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{
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cBlockHandler * BlockHandler = cBlockInfo::GetHandler(blk.m_BlockType);
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int x = blk.GetX();
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int y = blk.GetY();
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int z = blk.GetZ();
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cBoundingBox BlockBox = BlockHandler->GetPlacementCollisionBox(
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m_World->GetBlock(x - 1, y, z),
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m_World->GetBlock(x + 1, y, z),
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(y == 0) ? E_BLOCK_AIR : m_World->GetBlock(x, y - 1, z),
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(y == cChunkDef::Height - 1) ? E_BLOCK_AIR : m_World->GetBlock(x, y + 1, z),
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m_World->GetBlock(x, y, z - 1),
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m_World->GetBlock(x, y, z + 1)
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);
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BlockBox.Move(x, y, z);
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PlacementBoxes.push_back(BlockBox);
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if (HasInitializedBounds)
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{
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PlacingBounds = PlacingBounds.Union(BlockBox);
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}
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else
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{
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PlacingBounds = BlockBox;
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HasInitializedBounds = true;
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}
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}
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cWorld * World = GetWorld();
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// Check to see if any entity intersects any block being placed
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class DoesIntersectBlock : public cEntityCallback
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{
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public:
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const std::vector<cBoundingBox> & m_BoundingBoxes;
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// The distance inside the block the entity can still be.
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const double EPSILON = 0.0005;
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DoesIntersectBlock(const std::vector<cBoundingBox> & a_BoundingBoxes) :
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m_BoundingBoxes(a_BoundingBoxes)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (!a_Entity->DoesPreventBlockPlacement())
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{
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return false;
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}
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cBoundingBox EntBox(a_Entity->GetPosition(), a_Entity->GetWidth() / 2, a_Entity->GetHeight());
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for (auto BlockBox: m_BoundingBoxes)
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{
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// Put in a little bit of wiggle room
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BlockBox.Expand(-EPSILON, -EPSILON, -EPSILON);
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if (EntBox.DoesIntersect(BlockBox))
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{
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return true;
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}
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}
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return false;
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}
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} Callback(PlacementBoxes);
|
||||
|
||||
// See if any entities in that bounding box collide with anyone
|
||||
if (!World->ForEachEntityInBox(PlacingBounds, Callback))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cPlayer::PlaceBlocks(const sSetBlockVector & a_Blocks)
|
||||
{
|
||||
if (DoesPlacingBlocksIntersectEntity(a_Blocks))
|
||||
{
|
||||
// Abort - re-send all the current blocks in the a_Blocks' coords to the client:
|
||||
for (auto blk2: a_Blocks)
|
||||
{
|
||||
m_World->SendBlockTo(blk2.GetX(), blk2.GetY(), blk2.GetZ(), this);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Call the "placing" hooks; if any fail, abort:
|
||||
cPluginManager * pm = cPluginManager::Get();
|
||||
for (auto blk: a_Blocks)
|
||||
|
@ -485,6 +485,9 @@ public:
|
||||
/** Update movement-related statistics. */
|
||||
void UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround);
|
||||
|
||||
/** Whether placing the given blocks would intersect any entitiy */
|
||||
bool DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks);
|
||||
|
||||
// tolua_begin
|
||||
|
||||
/** Returns wheter the player can fly or not. */
|
||||
|
@ -108,6 +108,13 @@ cBlockInfo::cBlockInfoArray::cBlockInfoArray()
|
||||
|
||||
|
||||
|
||||
cBoundingBox::cBoundingBox(double, double, double, double, double, double)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
|
||||
{
|
||||
@ -117,6 +124,15 @@ cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
|
||||
|
||||
|
||||
|
||||
cBoundingBox cBlockHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP)
|
||||
{
|
||||
return cBoundingBox(0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cBlockHandler::GetPlacementBlockTypeMeta(
|
||||
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
|
||||
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
|
||||
|
@ -109,6 +109,14 @@ cBlockInfo::cBlockInfoArray::cBlockInfoArray()
|
||||
|
||||
|
||||
|
||||
cBoundingBox::cBoundingBox(double, double, double, double, double, double)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
|
||||
{
|
||||
}
|
||||
@ -117,6 +125,15 @@ cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
|
||||
|
||||
|
||||
|
||||
cBoundingBox cBlockHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP)
|
||||
{
|
||||
return cBoundingBox(0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cBlockHandler::GetPlacementBlockTypeMeta(
|
||||
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
|
||||
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
|
||||
|
@ -34,6 +34,11 @@ cBlockInfo::cBlockInfoArray::cBlockInfoArray()
|
||||
}
|
||||
|
||||
|
||||
cBoundingBox::cBoundingBox(double, double, double, double, double, double)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@ -45,6 +50,15 @@ cBlockHandler::cBlockHandler(BLOCKTYPE a_BlockType)
|
||||
|
||||
|
||||
|
||||
cBoundingBox cBlockHandler::GetPlacementCollisionBox(BLOCKTYPE a_XM, BLOCKTYPE a_XP, BLOCKTYPE a_YM, BLOCKTYPE a_YP, BLOCKTYPE a_ZM, BLOCKTYPE a_ZP)
|
||||
{
|
||||
return cBoundingBox(0, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cBlockHandler::GetPlacementBlockTypeMeta(
|
||||
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
|
||||
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
|
||||
|
Loading…
Reference in New Issue
Block a user