#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include #include "Player.h" #include "../Mobs/Wolf.h" #include "../Mobs/Horse.h" #include "../BoundingBox.h" #include "../ChatColor.h" #include "../Server.h" #include "../UI/InventoryWindow.h" #include "../UI/WindowOwner.h" #include "../Bindings/PluginManager.h" #include "../BlockEntities/BlockEntity.h" #include "../BlockEntities/EnderChestEntity.h" #include "../Root.h" #include "../Chunk.h" #include "../Items/ItemHandler.h" #include "../FastRandom.h" #include "../ClientHandle.h" #include "../WorldStorage/StatSerializer.h" #include "../CompositeChat.h" #include "../Blocks/BlockHandler.h" #include "../Blocks/BlockSlab.h" #include "../Blocks/ChunkInterface.h" #include "../IniFile.h" #include "../JsonUtils.h" #include "json/json.h" // 6000 ticks or 5 minutes #define PLAYER_INVENTORY_SAVE_INTERVAL 6000 // 1000 = once per second #define PLAYER_LIST_TIME_MS std::chrono::milliseconds(1000) namespace { /** Returns the old Offline UUID generated before becoming vanilla compliant. */ cUUID GetOldStyleOfflineUUID(const AString & a_PlayerName) { // Use lowercase username auto BaseUUID = cUUID::GenerateVersion3(StrToLower(a_PlayerName)).ToRaw(); // Clobber a full nibble around the variant bits BaseUUID[8] = (BaseUUID[8] & 0x0f) | 0x80; cUUID Ret; Ret.FromRaw(BaseUUID); return Ret; } /** Returns the folder for the player data based on the UUID given. This can be used both for online and offline UUIDs. */ AString GetUUIDFolderName(const cUUID & a_Uuid) { AString UUID = a_Uuid.ToShortString(); AString res("players/"); res.append(UUID, 0, 2); res.push_back('/'); return res; } } // namespace (anonymous) const int cPlayer::MAX_HEALTH = 20; const int cPlayer::MAX_FOOD_LEVEL = 20; /** Number of ticks it takes to eat an item */ const int cPlayer::EATING_TICKS = 30; cPlayer::cPlayer(const cClientHandlePtr & a_Client, const AString & a_PlayerName) : Super(etPlayer, 0.6, 1.8), m_bVisible(true), m_FoodLevel(MAX_FOOD_LEVEL), m_FoodSaturationLevel(5.0), m_FoodTickTimer(0), m_FoodExhaustionLevel(0.0), m_Stance(0.0), m_Inventory(*this), m_EnderChestContents(9, 3), m_CurrentWindow(nullptr), m_InventoryWindow(nullptr), m_GameMode(eGameMode_NotSet), m_IP(""), m_ClientHandle(a_Client), m_IsFrozen(false), m_NormalMaxSpeed(1.0), m_SprintingMaxSpeed(1.3), m_FlyingMaxSpeed(1.0), m_IsCrouched(false), m_IsSprinting(false), m_IsFlying(false), m_IsFishing(false), m_CanFly(false), m_EatingFinishTick(-1), m_LifetimeTotalXp(0), m_CurrentXp(0), m_bDirtyExperience(false), m_IsChargingBow(false), m_BowCharge(0), m_FloaterID(cEntity::INVALID_ID), m_Team(nullptr), m_bIsInBed(false), m_TicksUntilNextSave(PLAYER_INVENTORY_SAVE_INTERVAL), m_bIsTeleporting(false), m_UUID((a_Client != nullptr) ? a_Client->GetUUID() : cUUID{}), m_CustomName(""), m_SkinParts(0), m_MainHand(mhRight) { ASSERT(a_PlayerName.length() <= 16); // Otherwise this player could crash many clients... m_InventoryWindow = new cInventoryWindow(*this); m_CurrentWindow = m_InventoryWindow; m_InventoryWindow->OpenedByPlayer(*this); SetMaxHealth(MAX_HEALTH); m_Health = MAX_HEALTH; m_LastPlayerListTime = std::chrono::steady_clock::now(); m_PlayerName = a_PlayerName; cWorld * World = nullptr; if (!LoadFromDisk(World)) { m_Inventory.Clear(); SetPosX(World->GetSpawnX()); SetPosY(World->GetSpawnY()); SetPosZ(World->GetSpawnZ()); // This is a new player. Set the player spawn point to the spawn point of the default world SetBedPos(Vector3i(static_cast(World->GetSpawnX()), static_cast(World->GetSpawnY()), static_cast(World->GetSpawnZ())), World); SetWorld(World); // Use default world FLOGD("Player \"{0}\" is connecting for the first time, spawning at default world spawn {1:.2f}", a_PlayerName, GetPosition() ); } m_LastGroundHeight = static_cast(GetPosY()); m_Stance = GetPosY() + 1.62; if (m_GameMode == gmNotSet) { if (World->IsGameModeCreative()) { m_CanFly = true; } if (World->IsGameModeSpectator()) // Otherwise Player will fall out of the world on join { m_CanFly = true; m_IsFlying = true; } } if (m_GameMode == gmSpectator) // If player is reconnecting to the server in spectator mode { m_CanFly = true; m_IsFlying = true; m_bVisible = false; } } bool cPlayer::Initialize(OwnedEntity a_Self, cWorld & a_World) { UNUSED(a_World); ASSERT(GetWorld() != nullptr); ASSERT(GetParentChunk() == nullptr); GetWorld()->AddPlayer(std::unique_ptr(static_cast(a_Self.release()))); cPluginManager::Get()->CallHookSpawnedEntity(*GetWorld(), *this); return true; } cPlayer::~cPlayer(void) { if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this)) { cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str())); LOGINFO("Player %s has left the game", GetName().c_str()); } LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), static_cast(this), GetUniqueID()); SaveToDisk(); m_ClientHandle = nullptr; delete m_InventoryWindow; m_InventoryWindow = nullptr; LOGD("Player %p deleted", static_cast(this)); } void cPlayer::Destroyed() { CloseWindow(false); Super::Destroyed(); } void cPlayer::SpawnOn(cClientHandle & a_Client) { if (!m_bVisible || (m_ClientHandle.get() == (&a_Client))) { return; } LOGD("Spawing %s on %s", GetName().c_str(), a_Client.GetUsername().c_str()); a_Client.SendPlayerSpawn(*this); a_Client.SendEntityHeadLook(*this); a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem()); a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots()); a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings()); a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate()); a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet()); } void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_ClientHandle != nullptr) { if (m_ClientHandle->IsDestroyed()) { // This should not happen, because destroying a client will remove it from the world, but just in case ASSERT(!"Player ticked whilst in the process of destruction!"); m_ClientHandle = nullptr; return; } if (!m_ClientHandle->IsPlaying()) { // We're not yet in the game, ignore everything return; } } else { ASSERT(!"Player ticked whilst in the process of destruction!"); } m_Stats.AddValue(statMinutesPlayed, 1); // Handle the player detach, when the player is in spectator mode if ( (IsGameModeSpectator()) && (m_AttachedTo != nullptr) && ( (m_AttachedTo->IsDestroyed()) || // Watching entity destruction (m_AttachedTo->GetHealth() <= 0) || // Watching entity dead (IsCrouched()) // Or the player wants to be detached ) ) { Detach(); } // Handle a frozen player TickFreezeCode(); if (m_IsFrozen) { return; } ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid())); ASSERT(a_Chunk.IsValid()); Super::Tick(a_Dt, a_Chunk); // Handle charging the bow: if (m_IsChargingBow) { m_BowCharge += 1; } // Handle updating experience if (m_bDirtyExperience) { SendExperience(); } BroadcastMovementUpdate(m_ClientHandle.get()); if (m_Health > 0) // make sure player is alive { m_World->CollectPickupsByPlayer(*this); if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge())) { FinishEating(); } HandleFood(); } if (m_IsFishing) { HandleFloater(); } // Update items (e.g. Maps) m_Inventory.UpdateItems(); // Send Player List (Once per m_LastPlayerListTime/1000 ms) if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now()) { m_World->BroadcastPlayerListUpdatePing(*this); m_LastPlayerListTime = std::chrono::steady_clock::now(); } if (m_TicksUntilNextSave == 0) { SaveToDisk(); m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL; } else { m_TicksUntilNextSave--; } } void cPlayer::TickFreezeCode() { if (m_IsFrozen) { if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent())) { // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent Unfreeze(); // Pull the player out of any solids that might have loaded on them. PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk())); if (RelSuccess) { int NewY = Rel.y; if (NewY < 0) { NewY = 0; } while (NewY < cChunkDef::Height - 2) { // If we find a position with enough space for the player if ( !cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) && !cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z)) ) { // If the found position is not the same as the original if (NewY != Rel.y) { SetPosition(GetPosition().x, NewY, GetPosition().z); GetClientHandle()->SendPlayerPosition(); } break; } ++NewY; } } } else if (GetWorld()->GetWorldAge() % 100 == 0) { // Despite the client side freeze, the player may be able to move a little by // Jumping or canceling flight. Re-freeze every now and then FreezeInternal(GetPosition(), m_IsManuallyFrozen); } } else { if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid())) { FreezeInternal(GetPosition(), false); } } } int cPlayer::CalcLevelFromXp(int a_XpTotal) { // level 0 to 15 if (a_XpTotal <= XP_TO_LEVEL15) { return a_XpTotal / XP_PER_LEVEL_TO15; } // level 30+ if (a_XpTotal > XP_TO_LEVEL30) { return static_cast((151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7); } // level 16 to 30 return static_cast((29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal)))) / 3); } int cPlayer::XpForLevel(int a_Level) { // level 0 to 15 if (a_Level <= 15) { return a_Level * XP_PER_LEVEL_TO15; } // level 30+ if (a_Level >= 31) { return static_cast((3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220); } // level 16 to 30 return static_cast((1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360); } int cPlayer::GetXpLevel() { return CalcLevelFromXp(m_CurrentXp); } float cPlayer::GetXpPercentage() { int currentLevel = CalcLevelFromXp(m_CurrentXp); int currentLevel_XpBase = XpForLevel(currentLevel); return static_cast(m_CurrentXp - currentLevel_XpBase) / static_cast(XpForLevel(1 + currentLevel) - currentLevel_XpBase); } bool cPlayer::SetCurrentExperience(int a_CurrentXp) { if (!(a_CurrentXp >= 0) || (a_CurrentXp > (std::numeric_limits::max() - m_LifetimeTotalXp))) { LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_CurrentXp); return false; // oops, they gave us a dodgey number } m_CurrentXp = a_CurrentXp; // Set experience to be updated m_bDirtyExperience = true; return true; } int cPlayer::DeltaExperience(int a_Xp_delta) { if (a_Xp_delta > (std::numeric_limits().max() - m_CurrentXp)) { // Value was bad, abort and report LOGWARNING("Attempt was made to increment Xp by %d, which overflowed the int datatype. Ignoring.", a_Xp_delta); return -1; // Should we instead just return the current Xp? } m_CurrentXp += a_Xp_delta; // Make sure they didn't subtract too much m_CurrentXp = std::max(m_CurrentXp, 0); // Update total for score calculation if (a_Xp_delta > 0) { m_LifetimeTotalXp += a_Xp_delta; } LOGD("Player \"%s\" gained / lost %d experience, total is now: %d", GetName().c_str(), a_Xp_delta, m_CurrentXp); // Set experience to be updated m_bDirtyExperience = true; return m_CurrentXp; } void cPlayer::StartChargingBow(void) { LOGD("Player \"%s\" started charging their bow", GetName().c_str()); m_IsChargingBow = true; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } int cPlayer::FinishChargingBow(void) { LOGD("Player \"%s\" finished charging their bow at a charge of %d", GetName().c_str(), m_BowCharge); int res = m_BowCharge; m_IsChargingBow = false; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); return res; } void cPlayer::CancelChargingBow(void) { LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", GetName().c_str(), m_BowCharge); m_IsChargingBow = false; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } void cPlayer::SetTouchGround(bool a_bTouchGround) { if (IsGameModeSpectator()) // You can fly through the ground in Spectator { return; } UNUSED(a_bTouchGround); /* Unfortunately whatever the reason, there are still desyncs in on-ground status between the client and server. For example: 1. Walking off a ledge (whatever height) 2. Initial login Thus, it is too risky to compare their value against ours and kick them for hacking */ } void cPlayer::Heal(int a_Health) { Super::Heal(a_Health); SendHealth(); } void cPlayer::SetFoodLevel(int a_FoodLevel) { int FoodLevel = Clamp(a_FoodLevel, 0, MAX_FOOD_LEVEL); if (cRoot::Get()->GetPluginManager()->CallHookPlayerFoodLevelChange(*this, FoodLevel)) { m_FoodSaturationLevel = 5.0; return; } m_FoodLevel = FoodLevel; SendHealth(); } void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel) { m_FoodSaturationLevel = Clamp(a_FoodSaturationLevel, 0.0, static_cast(m_FoodLevel)); } void cPlayer::SetFoodTickTimer(int a_FoodTickTimer) { m_FoodTickTimer = a_FoodTickTimer; } void cPlayer::SetFoodExhaustionLevel(double a_FoodExhaustionLevel) { m_FoodExhaustionLevel = Clamp(a_FoodExhaustionLevel, 0.0, 40.0); } bool cPlayer::Feed(int a_Food, double a_Saturation) { if (IsSatiated()) { return false; } SetFoodSaturationLevel(m_FoodSaturationLevel + a_Saturation); SetFoodLevel(m_FoodLevel + a_Food); return true; } void cPlayer::AddFoodExhaustion(double a_Exhaustion) { if (!(IsGameModeCreative() || IsGameModeSpectator())) { m_FoodExhaustionLevel = std::min(m_FoodExhaustionLevel + a_Exhaustion, 40.0); } } void cPlayer::TossItems(const cItems & a_Items) { if (IsGameModeSpectator()) // Players can't toss items in spectator { return; } m_Stats.AddValue(statItemsDropped, static_cast(a_Items.Size())); const auto Speed = (GetLookVector() + Vector3d(0, 0.2, 0)) * 6; // A dash of height and a dollop of speed const auto Position = GetEyePosition() - Vector3d(0, 0.2, 0); // Correct for eye-height weirdness m_World->SpawnItemPickups(a_Items, Position, Speed, true); // 'true' because created by player } void cPlayer::StartEating(void) { // Set the timer: m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS; // Send the packets: m_World->BroadcastEntityAnimation(*this, 3); m_World->BroadcastEntityMetadata(*this); } void cPlayer::FinishEating(void) { // Reset the timer: m_EatingFinishTick = -1; // Send the packets: m_ClientHandle->SendEntityStatus(*this, esPlayerEatingAccepted); m_World->BroadcastEntityMetadata(*this); // consume the item: cItem Item(GetEquippedItem()); Item.m_ItemCount = 1; cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Item.m_ItemType); if (!ItemHandler->EatItem(this, &Item)) { return; } ItemHandler->OnFoodEaten(m_World, this, &Item); } void cPlayer::AbortEating(void) { m_EatingFinishTick = -1; m_World->BroadcastEntityMetadata(*this); } void cPlayer::SendHealth(void) { if (m_ClientHandle != nullptr) { m_ClientHandle->SendHealth(); } } void cPlayer::SendHotbarActiveSlot(void) { if (m_ClientHandle != nullptr) { m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum()); } } void cPlayer::SendExperience(void) { if (m_ClientHandle != nullptr) { m_ClientHandle->SendExperience(); m_bDirtyExperience = false; } } void cPlayer::ClearInventoryPaintSlots(void) { // Clear the list of slots that are being inventory-painted. Used by cWindow only m_InventoryPaintSlots.clear(); } void cPlayer::AddInventoryPaintSlot(int a_SlotNum) { // Add a slot to the list for inventory painting. Used by cWindow only m_InventoryPaintSlots.push_back(a_SlotNum); } const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const { // Return the list of slots currently stored for inventory painting. Used by cWindow only return m_InventoryPaintSlots; } double cPlayer::GetMaxSpeed(void) const { if (m_IsFlying) { return m_FlyingMaxSpeed; } else if (m_IsSprinting) { return m_SprintingMaxSpeed; } else { return m_NormalMaxSpeed; } } void cPlayer::SetNormalMaxSpeed(double a_Speed) { m_NormalMaxSpeed = a_Speed; if (!m_IsSprinting && !m_IsFlying && !m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerMaxSpeed(); } } void cPlayer::SetSprintingMaxSpeed(double a_Speed) { m_SprintingMaxSpeed = a_Speed; if (m_IsSprinting && !m_IsFlying && !m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerMaxSpeed(); } } void cPlayer::SetFlyingMaxSpeed(double a_Speed) { m_FlyingMaxSpeed = a_Speed; // Update the flying speed, always: if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerAbilities(); } } void cPlayer::SetCrouch(bool a_IsCrouched) { // Set the crouch status, broadcast to all visible players if (a_IsCrouched == m_IsCrouched) { // No change return; } if (a_IsCrouched) { cRoot::Get()->GetPluginManager()->CallHookPlayerCrouched(*this); } m_IsCrouched = a_IsCrouched; m_World->BroadcastEntityMetadata(*this); } void cPlayer::SetSprint(bool a_IsSprinting) { if (a_IsSprinting == m_IsSprinting) { // No change return; } m_IsSprinting = a_IsSprinting; m_ClientHandle->SendPlayerMaxSpeed(); } void cPlayer::SetCanFly(bool a_CanFly) { if (a_CanFly == m_CanFly) { return; } m_CanFly = a_CanFly; m_ClientHandle->SendPlayerAbilities(); } void cPlayer::SetCustomName(const AString & a_CustomName) { if (m_CustomName == a_CustomName) { return; } m_World->BroadcastPlayerListRemovePlayer(*this); m_CustomName = a_CustomName; if (m_CustomName.length() > 16) { m_CustomName = m_CustomName.substr(0, 16); } m_World->BroadcastPlayerListAddPlayer(*this); m_World->BroadcastSpawnEntity(*this, GetClientHandle()); } void cPlayer::SetBedPos(const Vector3i & a_Pos) { m_LastBedPos = a_Pos; m_SpawnWorld = m_World; } void cPlayer::SetBedPos(const Vector3i & a_Pos, cWorld * a_World) { m_LastBedPos = a_Pos; ASSERT(a_World != nullptr); m_SpawnWorld = a_World; } cWorld * cPlayer::GetBedWorld() { return m_SpawnWorld; } void cPlayer::SetFlying(bool a_IsFlying) { if (a_IsFlying == m_IsFlying) { return; } m_IsFlying = a_IsFlying; if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerAbilities(); } } void cPlayer::ApplyArmorDamage(int a_DamageBlocked) { short ArmorDamage = static_cast(std::max(a_DamageBlocked / 4, 1)); for (int i = 0; i < 4; i++) { UseItem(cInventory::invArmorOffset + i, ArmorDamage); } } bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI) { if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin)) { if (IsGameModeCreative() || IsGameModeSpectator()) { // No damage / health in creative or spectator mode if not void or plugin damage return false; } } if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer())) { cPlayer * Attacker = static_cast(a_TDI.Attacker); if ((m_Team != nullptr) && (m_Team == Attacker->m_Team)) { if (!m_Team->AllowsFriendlyFire()) { // Friendly fire is disabled return false; } } } if (Super::DoTakeDamage(a_TDI)) { // Any kind of damage adds food exhaustion AddFoodExhaustion(0.3f); SendHealth(); // Tell the wolves if (a_TDI.Attacker != nullptr) { if (a_TDI.Attacker->IsPawn()) { NotifyNearbyWolves(static_cast(a_TDI.Attacker), true); } } m_Stats.AddValue(statDamageTaken, FloorC(a_TDI.FinalDamage * 10 + 0.5)); return true; } return false; } void cPlayer::NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved) { ASSERT(a_Opponent != nullptr); m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 16), [&] (cEntity & a_Entity) { if (a_Entity.IsMob()) { auto & Mob = static_cast(a_Entity); if (Mob.GetMobType() == mtWolf) { auto & Wolf = static_cast(Mob); Wolf.ReceiveNearbyFightInfo(GetUUID(), a_Opponent, a_IsPlayerInvolved); } } return false; } ); } void cPlayer::KilledBy(TakeDamageInfo & a_TDI) { Super::KilledBy(a_TDI); if (m_Health > 0) { return; // not dead yet =] } m_bVisible = false; // So new clients don't see the player // Detach player from object / entity. If the player dies, the server still says // that the player is attached to the entity / object Detach(); // Puke out all the items cItems Pickups; m_Inventory.CopyToItems(Pickups); m_Inventory.Clear(); if (GetName() == "Notch") { Pickups.Add(cItem(E_ITEM_RED_APPLE)); } m_Stats.AddValue(statItemsDropped, static_cast(Pickups.Size())); m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10); SaveToDisk(); // Save it, yeah the world is a tough place ! cPluginManager * PluginManager = cRoot::Get()->GetPluginManager(); if ((a_TDI.Attacker == nullptr) && m_World->ShouldBroadcastDeathMessages()) { const AString DamageText = [&] { switch (a_TDI.DamageType) { case dtRangedAttack: return "was shot"; case dtLightning: return "was plasmified by lightining"; case dtFalling: return GetRandomProvider().RandBool() ? "fell to death" : "hit the ground too hard"; case dtDrowning: return "drowned"; case dtSuffocating: return GetRandomProvider().RandBool() ? "git merge'd into a block" : "fused with a block"; case dtStarving: return "forgot the importance of food"; case dtCactusContact: return "was impaled on a cactus"; case dtLavaContact: return "was melted by lava"; case dtPoisoning: return "died from septicaemia"; case dtWithering: return "is a husk of their former selves"; case dtOnFire: return "forgot to stop, drop, and roll"; case dtFireContact: return "burnt themselves to death"; case dtInVoid: return "somehow fell out of the world"; case dtPotionOfHarming: return "was magicked to death"; case dtEnderPearl: return "misused an ender pearl"; case dtAdmin: return "was administrator'd"; case dtExplosion: return "blew up"; case dtAttack: return "was attacked by thin air"; } UNREACHABLE("Unsupported damage type"); }(); AString DeathMessage = Printf("%s %s", GetName().c_str(), DamageText.c_str()); PluginManager->CallHookKilled(*this, a_TDI, DeathMessage); if (DeathMessage != AString("")) { GetWorld()->BroadcastChatDeath(DeathMessage); } } else if (a_TDI.Attacker == nullptr) // && !m_World->ShouldBroadcastDeathMessages() by fallthrough { // no-op } else if (a_TDI.Attacker->IsPlayer()) { cPlayer * Killer = static_cast(a_TDI.Attacker); AString DeathMessage = Printf("%s was killed by %s", GetName().c_str(), Killer->GetName().c_str()); PluginManager->CallHookKilled(*this, a_TDI, DeathMessage); if (DeathMessage != AString("")) { GetWorld()->BroadcastChatDeath(DeathMessage); } } else { AString KillerClass = a_TDI.Attacker->GetClass(); KillerClass.erase(KillerClass.begin()); // Erase the 'c' of the class (e.g. "cWitch" -> "Witch") AString DeathMessage = Printf("%s was killed by a %s", GetName().c_str(), KillerClass.c_str()); PluginManager->CallHookKilled(*this, a_TDI, DeathMessage); if (DeathMessage != AString("")) { GetWorld()->BroadcastChatDeath(DeathMessage); } } m_Stats.AddValue(statDeaths); m_World->GetScoreBoard().AddPlayerScore(GetName(), cObjective::otDeathCount, 1); } void cPlayer::Killed(cEntity * a_Victim) { cScoreboard & ScoreBoard = m_World->GetScoreBoard(); if (a_Victim->IsPlayer()) { m_Stats.AddValue(statPlayerKills); ScoreBoard.AddPlayerScore(GetName(), cObjective::otPlayerKillCount, 1); } else if (a_Victim->IsMob()) { if (static_cast(a_Victim)->GetMobFamily() == cMonster::mfHostile) { AwardAchievement(achKillMonster); } m_Stats.AddValue(statMobKills); } ScoreBoard.AddPlayerScore(GetName(), cObjective::otTotalKillCount, 1); } void cPlayer::Respawn(void) { ASSERT(m_World != nullptr); m_Health = GetMaxHealth(); SetInvulnerableTicks(20); // Reset food level: m_FoodLevel = MAX_FOOD_LEVEL; m_FoodSaturationLevel = 5.0; m_FoodExhaustionLevel = 0.0; // Reset Experience m_CurrentXp = 0; m_LifetimeTotalXp = 0; // ToDo: send score to client? How? m_ClientHandle->SendRespawn(m_SpawnWorld->GetDimension(), true); // Extinguish the fire: StopBurning(); if (GetWorld() != m_SpawnWorld) { MoveToWorld(*m_SpawnWorld, GetLastBedPos(), false, false); } else { TeleportToCoords(GetLastBedPos().x, GetLastBedPos().y, GetLastBedPos().z); } SetVisible(true); } double cPlayer::GetEyeHeight(void) const { return m_Stance; } Vector3d cPlayer::GetEyePosition(void) const { return Vector3d( GetPosX(), m_Stance, GetPosZ()); } bool cPlayer::IsGameModeCreative(void) const { return (GetEffectiveGameMode() == gmCreative); } bool cPlayer::IsGameModeSurvival(void) const { return (GetEffectiveGameMode() == gmSurvival); } bool cPlayer::IsGameModeAdventure(void) const { return (GetEffectiveGameMode() == gmAdventure); } bool cPlayer::IsGameModeSpectator(void) const { return (GetEffectiveGameMode() == gmSpectator); } bool cPlayer::CanMobsTarget(void) const { return (IsGameModeSurvival() || IsGameModeAdventure()) && (m_Health > 0); } void cPlayer::SetTeam(cTeam * a_Team) { if (m_Team == a_Team) { return; } if (m_Team) { m_Team->RemovePlayer(GetName()); } m_Team = a_Team; if (m_Team) { m_Team->AddPlayer(GetName()); } } cTeam * cPlayer::UpdateTeam(void) { if (m_World == nullptr) { SetTeam(nullptr); } else { cScoreboard & Scoreboard = m_World->GetScoreBoard(); SetTeam(Scoreboard.QueryPlayerTeam(GetName())); } return m_Team; } void cPlayer::OpenWindow(cWindow & a_Window) { if (cRoot::Get()->GetPluginManager()->CallHookPlayerOpeningWindow(*this, a_Window)) { return; } if (&a_Window != m_CurrentWindow) { CloseWindow(false); } a_Window.OpenedByPlayer(*this); m_CurrentWindow = &a_Window; a_Window.SendWholeWindow(*GetClientHandle()); } void cPlayer::CloseWindow(bool a_CanRefuse) { if (m_CurrentWindow == nullptr) { m_CurrentWindow = m_InventoryWindow; return; } if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse) { // Close accepted, go back to inventory window (the default): m_CurrentWindow = m_InventoryWindow; } else { // Re-open the window m_CurrentWindow->OpenedByPlayer(*this); m_CurrentWindow->SendWholeWindow(*GetClientHandle()); } } void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse) { if ((m_CurrentWindow == nullptr) || (m_CurrentWindow->GetWindowID() != a_WindowID)) { return; } CloseWindow(); } void cPlayer::SendMessage(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtCustom); } void cPlayer::SendMessageInfo(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); } void cPlayer::SendMessageFailure(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); } void cPlayer::SendMessageSuccess(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); } void cPlayer::SendMessageWarning(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); } void cPlayer::SendMessageFatal(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); } void cPlayer::SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); } void cPlayer::SendMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChat(a_Message); } void cPlayer::SendMessageRaw(const AString & a_MessageRaw, eChatType a_Type) { m_ClientHandle->SendChatRaw(a_MessageRaw, a_Type); } void cPlayer::SendSystemMessage(const AString & a_Message) { m_ClientHandle->SendChatSystem(a_Message, mtCustom); } void cPlayer::SendAboveActionBarMessage(const AString & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message, mtCustom); } void cPlayer::SendSystemMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChatSystem(a_Message); } void cPlayer::SendAboveActionBarMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message); } void cPlayer::SetGameMode(eGameMode a_GameMode) { if ((a_GameMode < gmMin) || (a_GameMode >= gmMax)) { LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode); return; } if (m_GameMode == a_GameMode) { // Gamemode already set return; } // Detach, if the player is switching from or to the spectator mode if ((m_GameMode == gmSpectator) || (a_GameMode == gmSpectator)) { Detach(); } m_GameMode = a_GameMode; m_ClientHandle->SendGameMode(a_GameMode); SetCapabilities(); m_World->BroadcastPlayerListUpdateGameMode(*this); } void cPlayer::SetCapabilities() { // Fly ability if (IsGameModeCreative() || IsGameModeSpectator()) { SetCanFly(true); } else { SetFlying(false); SetCanFly(false); } // Visible if (IsGameModeSpectator()) { SetVisible(false); } else { SetVisible(true); } // Set for spectator if (IsGameModeSpectator()) { // Clear the current dragging item of the player if (GetWindow() != nullptr) { m_DraggingItem.Empty(); GetClientHandle()->SendInventorySlot(-1, -1, m_DraggingItem); } } } void cPlayer::SetIP(const AString & a_IP) { m_IP = a_IP; } unsigned int cPlayer::AwardAchievement(const eStatistic a_Ach) { eStatistic Prerequisite = cStatInfo::GetPrerequisite(a_Ach); // Check if the prerequisites are met if (Prerequisite != statInvalid) { if (m_Stats.GetValue(Prerequisite) == 0) { return 0; } } StatValue Old = m_Stats.GetValue(a_Ach); if (Old > 0) { return static_cast(m_Stats.AddValue(a_Ach)); } else { if (m_World->ShouldBroadcastAchievementMessages()) { cCompositeChat Msg; Msg.SetMessageType(mtSuccess); Msg.AddShowAchievementPart(GetName(), cStatInfo::GetName(a_Ach)); m_World->BroadcastChat(Msg); } // Increment the statistic StatValue New = m_Stats.AddValue(a_Ach); // Achievement Get! m_ClientHandle->SendStatistics(m_Stats); return static_cast(New); } } void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) { // ask plugins to allow teleport to the new position. if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ))) { SetPosition({a_PosX, a_PosY, a_PosZ}); FreezeInternal(GetPosition(), false); m_bIsTeleporting = true; m_ClientHandle->SendPlayerMoveLook(); } } void cPlayer::Freeze(const Vector3d & a_Location) { FreezeInternal(a_Location, true); } bool cPlayer::IsFrozen() { return m_IsFrozen; } void cPlayer::Unfreeze() { GetClientHandle()->SendPlayerAbilities(); GetClientHandle()->SendPlayerMaxSpeed(); m_IsFrozen = false; BroadcastMovementUpdate(GetClientHandle()); GetClientHandle()->SendPlayerPosition(); } void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees) { SetYaw(a_YawDegrees); SetPitch(a_PitchDegrees); m_ClientHandle->SendPlayerMoveLook(); } void cPlayer::SpectateEntity(cEntity * a_Target) { if ((a_Target == nullptr) || (static_cast(this) == a_Target)) { GetClientHandle()->SendCameraSetTo(*this); m_AttachedTo = nullptr; return; } m_AttachedTo = a_Target; GetClientHandle()->SendCameraSetTo(*m_AttachedTo); } Vector3d cPlayer::GetThrowStartPos(void) const { Vector3d res = GetEyePosition(); // Adjust the position to be just outside the player's bounding box: res.x += 0.16 * cos(GetPitch()); res.y += -0.1; res.z += 0.16 * sin(GetPitch()); return res; } Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const { Vector3d res = GetLookVector(); res.Normalize(); // TODO: Add a slight random change (+-0.0075 in each direction) return res * a_SpeedCoeff; } void cPlayer::ForceSetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed); } void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ) { if (m_IsFrozen) { // Do not set speed to a frozen client return; } Super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ); // Send the speed to the client so he actualy moves m_ClientHandle->SendEntityVelocity(*this); } void cPlayer::SetVisible(bool a_bVisible) { // Need to Check if the player or other players are in gamemode spectator, but will break compatibility if (a_bVisible && !m_bVisible) // Make visible { m_bVisible = true; m_World->BroadcastSpawnEntity(*this); } if (!a_bVisible && m_bVisible) { m_bVisible = false; m_World->BroadcastDestroyEntity(*this, m_ClientHandle.get()); // Destroy on all clients } } bool cPlayer::HasPermission(const AString & a_Permission) { if (a_Permission.empty()) { // Empty permission request is always granted return true; } AStringVector Split = StringSplit(a_Permission, "."); // Iterate over all restrictions; if any matches, then return failure: for (auto & Restriction: m_SplitRestrictions) { if (PermissionMatches(Split, Restriction)) { return false; } } // for Restriction - m_SplitRestrictions[] // Iterate over all granted permissions; if any matches, then return success: for (auto & Permission: m_SplitPermissions) { if (PermissionMatches(Split, Permission)) { return true; } } // for Permission - m_SplitPermissions[] // No granted permission matches return false; } bool cPlayer::PermissionMatches(const AStringVector & a_Permission, const AStringVector & a_Template) { // Check the sub-items if they are the same or there's a wildcard: size_t lenP = a_Permission.size(); size_t lenT = a_Template.size(); size_t minLen = std::min(lenP, lenT); for (size_t i = 0; i < minLen; i++) { if (a_Template[i] == "*") { // Has matched so far and now there's a wildcard in the template, so the permission matches: return true; } if (a_Permission[i] != a_Template[i]) { // Found a mismatch return false; } } // So far all the sub-items have matched // If the sub-item count is the same, then the permission matches return (lenP == lenT); } AString cPlayer::GetColor(void) const { if (m_MsgNameColorCode.empty() || (m_MsgNameColorCode == "-")) { // Color has not been assigned, return an empty string: return AString(); } // Return the color, including the delimiter: return cChatColor::Delimiter + m_MsgNameColorCode; } AString cPlayer::GetPrefix(void) const { return m_MsgPrefix; } AString cPlayer::GetSuffix(void) const { return m_MsgSuffix; } AString cPlayer::GetPlayerListName(void) const { const AString & Color = GetColor(); if (HasCustomName()) { return m_CustomName; } else if ((GetName().length() <= 14) && !Color.empty()) { return Printf("%s%s", Color.c_str(), GetName().c_str()); } else { return GetName(); } } void cPlayer::SetDraggingItem(const cItem & a_Item) { if (GetWindow() != nullptr) { m_DraggingItem = a_Item; GetClientHandle()->SendInventorySlot(-1, -1, m_DraggingItem); } } void cPlayer::TossEquippedItem(char a_Amount) { cItems Drops; cItem DroppedItem(GetInventory().GetEquippedItem()); if (!DroppedItem.IsEmpty()) { char NewAmount = a_Amount; if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount) { NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there } GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount); DroppedItem.m_ItemCount = NewAmount; Drops.push_back(DroppedItem); } TossItems(Drops); } void cPlayer::ReplaceOneEquippedItemTossRest(const cItem & a_Item) { auto PlacedCount = GetInventory().ReplaceOneEquippedItem(a_Item); char ItemCountToToss = a_Item.m_ItemCount - static_cast(PlacedCount); if (ItemCountToToss == 0) { return; } cItem Pickup = a_Item; Pickup.m_ItemCount = ItemCountToToss; TossPickup(Pickup); } void cPlayer::TossHeldItem(char a_Amount) { cItems Drops; cItem & Item = GetDraggingItem(); if (!Item.IsEmpty()) { char OriginalItemAmount = Item.m_ItemCount; Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount); Drops.push_back(Item); if (OriginalItemAmount > a_Amount) { Item.m_ItemCount = OriginalItemAmount - a_Amount; } else { Item.Empty(); } } TossItems(Drops); } void cPlayer::TossPickup(const cItem & a_Item) { cItems Drops; Drops.push_back(a_Item); TossItems(Drops); } void cPlayer::DoMoveToWorld(const cEntity::sWorldChangeInfo & a_WorldChangeInfo) { ASSERT(a_WorldChangeInfo.m_NewWorld != nullptr); // Reset portal cooldown if (a_WorldChangeInfo.m_SetPortalCooldown) { m_PortalCooldownData.m_TicksDelayed = 0; m_PortalCooldownData.m_ShouldPreventTeleportation = true; } if (m_World == a_WorldChangeInfo.m_NewWorld) { // Moving to same world, don't need to remove from world SetPosition(a_WorldChangeInfo.m_NewPosition); return; } LOGD("Warping player \"%s\" from world \"%s\" to \"%s\". Source chunk: (%d, %d) ", GetName(), GetWorld()->GetName(), a_WorldChangeInfo.m_NewWorld->GetName(), GetChunkX(), GetChunkZ() ); // Stop all mobs from targeting this player StopEveryoneFromTargetingMe(); // If player is attached to entity, detach, to prevent client side effects Detach(); // Prevent further ticking in this world SetIsTicking(false); // Remove from the old world auto & OldWorld = *GetWorld(); auto Self = OldWorld.RemovePlayer(*this); ResetPosition(a_WorldChangeInfo.m_NewPosition); FreezeInternal(a_WorldChangeInfo.m_NewPosition, false); SetWorld(a_WorldChangeInfo.m_NewWorld); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value // Set capabilities based on new world SetCapabilities(); cClientHandle * ch = GetClientHandle(); if (ch != nullptr) { // The clienthandle caches the coords of the chunk we're standing at. Invalidate this. ch->InvalidateCachedSentChunk(); // Send the respawn packet: if (a_WorldChangeInfo.m_SendRespawn) { ch->SendRespawn(a_WorldChangeInfo.m_NewWorld->GetDimension()); } // Update the view distance. ch->SetViewDistance(ch->GetRequestedViewDistance()); // Send current weather of target world to player if (a_WorldChangeInfo.m_NewWorld->GetDimension() == dimOverworld) { ch->SendWeather(a_WorldChangeInfo.m_NewWorld->GetWeather()); } } // New world will take over and announce client at its next tick a_WorldChangeInfo.m_NewWorld->AddPlayer(std::move(Self), &OldWorld); } bool cPlayer::LoadFromDisk(cWorldPtr & a_World) { LoadRank(); // Load from the UUID file: if (LoadFromFile(GetUUIDFileName(m_UUID), a_World)) { return true; } // Check for old offline UUID filename, if it exists migrate to new filename cUUID OfflineUUID = cClientHandle::GenerateOfflineUUID(GetName()); auto OldFilename = GetUUIDFileName(GetOldStyleOfflineUUID(GetName())); auto NewFilename = GetUUIDFileName(m_UUID); // Only move if there isn't already a new file if (!cFile::IsFile(NewFilename) && cFile::IsFile(OldFilename)) { cFile::CreateFolderRecursive(GetUUIDFolderName(m_UUID)); // Ensure folder exists to move to if ( cFile::Rename(OldFilename, NewFilename) && (m_UUID == OfflineUUID) && LoadFromFile(NewFilename, a_World) ) { return true; } } // Load from the offline UUID file, if allowed: const char * OfflineUsage = " (unused)"; if (cRoot::Get()->GetServer()->ShouldLoadOfflinePlayerData()) { OfflineUsage = ""; if (LoadFromFile(GetUUIDFileName(OfflineUUID), a_World)) { return true; } } // Load from the old-style name-based file, if allowed: if (cRoot::Get()->GetServer()->ShouldLoadNamedPlayerData()) { AString OldStyleFileName = Printf("players/%s.json", GetName().c_str()); if (LoadFromFile(OldStyleFileName, a_World)) { // Save in new format and remove the old file if (SaveToDisk()) { cFile::Delete(OldStyleFileName); } return true; } } // None of the files loaded successfully LOG("Player data file not found for %s (%s, offline %s%s), will be reset to defaults.", GetName().c_str(), m_UUID.ToShortString().c_str(), OfflineUUID.ToShortString().c_str(), OfflineUsage ); if (a_World == nullptr) { a_World = cRoot::Get()->GetDefaultWorld(); } return false; } bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World) { // Load the data from the file: cFile f; if (!f.Open(a_FileName, cFile::fmRead)) { // This is a new player whom we haven't seen yet, bail out, let them have the defaults return false; } AString buffer; if (f.ReadRestOfFile(buffer) != f.GetSize()) { LOGWARNING("Cannot read player data from file \"%s\"", a_FileName.c_str()); return false; } f.Close(); // Parse the JSON format: Json::Value root; AString ParseError; if (!JsonUtils::ParseString(buffer, root, &ParseError)) { FLOGWARNING( "Cannot parse player data in file \"{0}\":\n {1}", a_FileName, ParseError ); return false; } // Load the player data: Json::Value & JSON_PlayerPosition = root["position"]; if (JSON_PlayerPosition.size() == 3) { SetPosX(JSON_PlayerPosition[0].asDouble()); SetPosY(JSON_PlayerPosition[1].asDouble()); SetPosZ(JSON_PlayerPosition[2].asDouble()); m_LastPosition = GetPosition(); } Json::Value & JSON_PlayerRotation = root["rotation"]; if (JSON_PlayerRotation.size() == 3) { SetYaw (static_cast(JSON_PlayerRotation[0].asDouble())); SetPitch (static_cast(JSON_PlayerRotation[1].asDouble())); SetRoll (static_cast(JSON_PlayerRotation[2].asDouble())); } m_Health = root.get("health", 0).asFloat(); m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt(); m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt(); m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble(); m_FoodTickTimer = root.get("foodTickTimer", 0).asInt(); m_FoodExhaustionLevel = root.get("foodExhaustion", 0).asDouble(); m_LifetimeTotalXp = root.get("xpTotal", 0).asInt(); m_CurrentXp = root.get("xpCurrent", 0).asInt(); m_IsFlying = root.get("isflying", 0).asBool(); m_GameMode = static_cast(root.get("gamemode", eGameMode_NotSet).asInt()); if (m_GameMode == eGameMode_Creative) { m_CanFly = true; } m_Inventory.LoadFromJson(root["inventory"]); int equippedSlotNum = root.get("equippedItemSlot", 0).asInt(); m_Inventory.SetEquippedSlotNum(equippedSlotNum); cEnderChestEntity::LoadFromJson(root["enderchestinventory"], m_EnderChestContents); m_LoadedWorldName = root.get("world", "world").asString(); a_World = cRoot::Get()->GetWorld(GetLoadedWorldName()); if (a_World == nullptr) { a_World = cRoot::Get()->GetDefaultWorld(); } m_LastBedPos.x = root.get("SpawnX", a_World->GetSpawnX()).asInt(); m_LastBedPos.y = root.get("SpawnY", a_World->GetSpawnY()).asInt(); m_LastBedPos.z = root.get("SpawnZ", a_World->GetSpawnZ()).asInt(); AString SpawnWorldName = root.get("SpawnWorld", cRoot::Get()->GetDefaultWorld()->GetName()).asString(); m_SpawnWorld = cRoot::Get()->GetWorld(SpawnWorldName); if (m_SpawnWorld == nullptr) { m_SpawnWorld = cRoot::Get()->GetDefaultWorld(); } // Load the player stats. // We use the default world name (like bukkit) because stats are shared between dimensions / worlds. cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetDataPath(), GetName(), GetUUID().ToLongString(), &m_Stats); StatSerializer.Load(); FLOGD("Player {0} was read from file \"{1}\", spawning at {2:.2f} in world \"{3}\"", GetName(), a_FileName, GetPosition(), a_World->GetName() ); return true; } void cPlayer::OpenHorseInventory() { if ( (m_AttachedTo == nullptr) || !m_AttachedTo->IsMob() ) { return; } auto & Mob = static_cast(*m_AttachedTo); if (Mob.GetMobType() != mtHorse) { return; } auto & Horse = static_cast(Mob); // The client sends requests for untame horses as well but shouldn't actually open if (Horse.IsTame()) { Horse.PlayerOpenWindow(*this); } } bool cPlayer::SaveToDisk() { cFile::CreateFolderRecursive(GetUUIDFolderName(m_UUID)); // create the JSON data Json::Value JSON_PlayerPosition; JSON_PlayerPosition.append(Json::Value(GetPosX())); JSON_PlayerPosition.append(Json::Value(GetPosY())); JSON_PlayerPosition.append(Json::Value(GetPosZ())); Json::Value JSON_PlayerRotation; JSON_PlayerRotation.append(Json::Value(GetYaw())); JSON_PlayerRotation.append(Json::Value(GetPitch())); JSON_PlayerRotation.append(Json::Value(GetRoll())); Json::Value JSON_Inventory; m_Inventory.SaveToJson(JSON_Inventory); Json::Value JSON_EnderChestInventory; cEnderChestEntity::SaveToJson(JSON_EnderChestInventory, m_EnderChestContents); Json::Value root; root["position"] = JSON_PlayerPosition; root["rotation"] = JSON_PlayerRotation; root["inventory"] = JSON_Inventory; root["equippedItemSlot"] = m_Inventory.GetEquippedSlotNum(); root["enderchestinventory"] = JSON_EnderChestInventory; root["health"] = m_Health; root["xpTotal"] = m_LifetimeTotalXp; root["xpCurrent"] = m_CurrentXp; root["air"] = m_AirLevel; root["food"] = m_FoodLevel; root["foodSaturation"] = m_FoodSaturationLevel; root["foodTickTimer"] = m_FoodTickTimer; root["foodExhaustion"] = m_FoodExhaustionLevel; root["isflying"] = IsFlying(); root["lastknownname"] = GetName(); root["SpawnX"] = GetLastBedPos().x; root["SpawnY"] = GetLastBedPos().y; root["SpawnZ"] = GetLastBedPos().z; root["SpawnWorld"] = m_SpawnWorld->GetName(); if (m_World != nullptr) { root["world"] = m_World->GetName(); if (m_GameMode == m_World->GetGameMode()) { root["gamemode"] = static_cast(eGameMode_NotSet); } else { root["gamemode"] = static_cast(m_GameMode); } } else { // This happens if the player is saved to new format after loading from the old format root["world"] = m_LoadedWorldName; root["gamemode"] = static_cast(eGameMode_NotSet); } auto JsonData = JsonUtils::WriteStyledString(root); AString SourceFile = GetUUIDFileName(m_UUID); cFile f; if (!f.Open(SourceFile, cFile::fmWrite)) { LOGWARNING("Error writing player \"%s\" to file \"%s\" - cannot open file. Player will lose their progress.", GetName().c_str(), SourceFile.c_str() ); return false; } if (f.Write(JsonData.c_str(), JsonData.size()) != static_cast(JsonData.size())) { LOGWARNING("Error writing player \"%s\" to file \"%s\" - cannot save data. Player will lose their progress. ", GetName().c_str(), SourceFile.c_str() ); return false; } // Save the player stats. // We use the default world name (like bukkit) because stats are shared between dimensions / worlds. cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetDataPath(), GetName(), GetUUID().ToLongString(), &m_Stats); if (!StatSerializer.Save()) { LOGWARNING("Could not save stats for player %s", GetName().c_str()); return false; } return true; } void cPlayer::UseEquippedItem(short a_Damage) { // No durability loss in creative or spectator modes: if (IsGameModeCreative() || IsGameModeSpectator()) { return; } UseItem(cInventory::invHotbarOffset + m_Inventory.GetEquippedSlotNum(), a_Damage); } void cPlayer::UseEquippedItem(cItemHandler::eDurabilityLostAction a_Action) { // Get item being used: cItem Item = GetEquippedItem(); // Get base damage for action type: short Dmg = cItemHandler::GetItemHandler(Item)->GetDurabilityLossByAction(a_Action); UseEquippedItem(Dmg); } void cPlayer::UseItem(int a_SlotNumber, short a_Damage) { const cItem & Item = m_Inventory.GetSlot(a_SlotNumber); if (Item.IsEmpty()) { return; } // Ref: https://minecraft.gamepedia.com/Enchanting#Unbreaking unsigned int UnbreakingLevel = Item.m_Enchantments.GetLevel(cEnchantments::enchUnbreaking); double chance = ItemCategory::IsArmor(Item.m_ItemType) ? (0.6 + (0.4 / (UnbreakingLevel + 1))) : (1.0 / (UnbreakingLevel + 1)); // When durability is reduced by multiple points // Unbreaking is applied for each point of reduction. std::binomial_distribution Dist(a_Damage, chance); short ReducedDamage = Dist(GetRandomProvider().Engine()); if (m_Inventory.DamageItem(a_SlotNumber, ReducedDamage)) { m_World->BroadcastSoundEffect("entity.item.break", GetPosition(), 0.5f, static_cast(0.75 + (static_cast((GetUniqueID() * 23) % 32)) / 64)); } } void cPlayer::HandleFood(void) { // Ref.: https://minecraft.gamepedia.com/Hunger if (IsGameModeCreative() || IsGameModeSpectator()) { // Hunger is disabled for Creative and Spectator return; } // Apply food exhaustion that has accumulated: if (m_FoodExhaustionLevel > 4.0) { m_FoodExhaustionLevel -= 4.0; if (m_FoodSaturationLevel > 0.0) { m_FoodSaturationLevel = std::max(m_FoodSaturationLevel - 1.0, 0.0); } else { SetFoodLevel(m_FoodLevel - 1); } } // Heal or damage, based on the food level, using the m_FoodTickTimer: if ((m_FoodLevel >= 18) || (m_FoodLevel <= 0)) { m_FoodTickTimer++; if (m_FoodTickTimer >= 80) { m_FoodTickTimer = 0; if ((m_FoodLevel >= 18) && (GetHealth() < GetMaxHealth())) { // Regenerate health from food, incur 3 pts of food exhaustion: Heal(1); AddFoodExhaustion(3.0); } else if ((m_FoodLevel <= 0) && (m_Health > 1)) { // Damage from starving TakeDamage(dtStarving, nullptr, 1, 1, 0); } } } else { m_FoodTickTimer = 0; } } void cPlayer::HandleFloater() { if (GetEquippedItem().m_ItemType == E_ITEM_FISHING_ROD) { return; } m_World->DoWithEntityByID(m_FloaterID, [](cEntity & a_Entity) { a_Entity.Destroy(); return true; } ); SetIsFishing(false); } bool cPlayer::IsClimbing(void) const { int PosX = POSX_TOINT; int PosY = POSY_TOINT; int PosZ = POSZ_TOINT; if ((PosY < 0) || (PosY >= cChunkDef::Height)) { return false; } BLOCKTYPE Block = m_World->GetBlock(PosX, PosY, PosZ); switch (Block) { case E_BLOCK_LADDER: case E_BLOCK_VINES: { return true; } default: return false; } } void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround) { if (m_bIsTeleporting) { m_bIsTeleporting = false; return; } StatValue Value = FloorC(a_DeltaPos.Length() * 100 + 0.5); if (m_AttachedTo == nullptr) { if (IsFlying()) { m_Stats.AddValue(statDistFlown, Value); // May be flying and doing any of the following: } if (IsClimbing()) { if (a_DeltaPos.y > 0.0) // Going up { m_Stats.AddValue(statDistClimbed, FloorC(a_DeltaPos.y * 100 + 0.5)); } } else if (IsInWater()) { m_Stats.AddValue(statDistSwum, Value); AddFoodExhaustion(0.00015 * static_cast(Value)); } else if (IsOnGround()) { m_Stats.AddValue(statDistWalked, Value); AddFoodExhaustion((IsSprinting() ? 0.001 : 0.0001) * static_cast(Value)); } else { // If a jump just started, process food exhaustion: if ((a_DeltaPos.y > 0.0) && a_PreviousIsOnGround) { m_Stats.AddValue(statJumps, 1); AddFoodExhaustion((IsSprinting() ? 0.008 : 0.002) * static_cast(Value)); } else if (a_DeltaPos.y < 0.0) { // Increment statistic m_Stats.AddValue(statDistFallen, static_cast(std::abs(a_DeltaPos.y) * 100 + 0.5)); } // TODO: good opportunity to detect illegal flight (check for falling tho) } } else { switch (m_AttachedTo->GetEntityType()) { case cEntity::etMinecart: m_Stats.AddValue(statDistMinecart, Value); break; case cEntity::etBoat: m_Stats.AddValue(statDistBoat, Value); break; case cEntity::etMonster: { cMonster * Monster = static_cast(m_AttachedTo); switch (Monster->GetMobType()) { case mtPig: m_Stats.AddValue(statDistPig, Value); break; case mtHorse: m_Stats.AddValue(statDistHorse, Value); break; default: break; } break; } default: break; } } } void cPlayer::LoadRank(void) { // Load the values from cRankManager: cRankManager * RankMgr = cRoot::Get()->GetRankManager(); m_Rank = RankMgr->GetPlayerRankName(m_UUID); if (m_Rank.empty()) { m_Rank = RankMgr->GetDefaultRank(); } else { // Update the name: RankMgr->UpdatePlayerName(m_UUID, m_PlayerName); } m_Permissions = RankMgr->GetPlayerPermissions(m_UUID); m_Restrictions = RankMgr->GetPlayerRestrictions(m_UUID); RankMgr->GetRankVisuals(m_Rank, m_MsgPrefix, m_MsgSuffix, m_MsgNameColorCode); // Break up the individual permissions on each dot, into m_SplitPermissions: m_SplitPermissions.clear(); m_SplitPermissions.reserve(m_Permissions.size()); for (auto & Permission: m_Permissions) { m_SplitPermissions.push_back(StringSplit(Permission, ".")); } // for Permission - m_Permissions[] // Break up the individual restrictions on each dot, into m_SplitRestrictions: m_SplitRestrictions.clear(); m_SplitRestrictions.reserve(m_Restrictions.size()); for (auto & Restriction: m_Restrictions) { m_SplitRestrictions.push_back(StringSplit(Restriction, ".")); } // for itr - m_Restrictions[] } bool cPlayer::PlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { sSetBlockVector blk{{a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta}}; return PlaceBlocks(blk); } void cPlayer::SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Range) { // Collect the coords of all the blocks to send: sSetBlockVector blks; for (int y = a_BlockY - a_Range + 1; y < a_BlockY + a_Range; y++) { for (int z = a_BlockZ - a_Range + 1; z < a_BlockZ + a_Range; z++) { for (int x = a_BlockX - a_Range + 1; x < a_BlockX + a_Range; x++) { blks.emplace_back(x, y, z, E_BLOCK_AIR, 0); // Use fake blocktype, it will get set later on. } } } // for y // Get the values of all the blocks: if (!m_World->GetBlocks(blks, false)) { LOGD("%s: Cannot query all blocks, not sending an update", __FUNCTION__); return; } // Divide the block changes by their respective chunks: std::unordered_map Changes; for (const auto & blk: blks) { Changes[cChunkCoords(blk.m_ChunkX, blk.m_ChunkZ)].push_back(blk); } // for blk - blks[] blks.clear(); // Send the blocks for each affected chunk: for (auto itr = Changes.cbegin(), end = Changes.cend(); itr != end; ++itr) { m_ClientHandle->SendBlockChanges(itr->first.m_ChunkX, itr->first.m_ChunkZ, itr->second); } } bool cPlayer::DoesPlacingBlocksIntersectEntity(const sSetBlockVector & a_Blocks) { // Compute the bounding box for each block to be placed std::vector PlacementBoxes; cBoundingBox PlacingBounds(0, 0, 0, 0, 0, 0); bool HasInitializedBounds = false; for (auto blk: a_Blocks) { cBlockHandler * BlockHandler = cBlockInfo::GetHandler(blk.m_BlockType); int x = blk.GetX(); int y = blk.GetY(); int z = blk.GetZ(); cBoundingBox BlockBox = BlockHandler->GetPlacementCollisionBox( m_World->GetBlock(x - 1, y, z), m_World->GetBlock(x + 1, y, z), (y == 0) ? E_BLOCK_AIR : m_World->GetBlock(x, y - 1, z), (y == cChunkDef::Height - 1) ? E_BLOCK_AIR : m_World->GetBlock(x, y + 1, z), m_World->GetBlock(x, y, z - 1), m_World->GetBlock(x, y, z + 1) ); BlockBox.Move(x, y, z); PlacementBoxes.push_back(BlockBox); if (HasInitializedBounds) { PlacingBounds = PlacingBounds.Union(BlockBox); } else { PlacingBounds = BlockBox; HasInitializedBounds = true; } } cWorld * World = GetWorld(); // Check to see if any entity intersects any block being placed return !World->ForEachEntityInBox(PlacingBounds, [&](cEntity & a_Entity) { // The distance inside the block the entity can still be. const double EPSILON = 0.0005; if (!a_Entity.DoesPreventBlockPlacement()) { return false; } auto EntBox = a_Entity.GetBoundingBox(); for (auto BlockBox : PlacementBoxes) { // Put in a little bit of wiggle room BlockBox.Expand(-EPSILON, -EPSILON, -EPSILON); if (EntBox.DoesIntersect(BlockBox)) { 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) { if (pm->CallHookPlayerPlacingBlock(*this, blk)) { // 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; } } // for blk - a_Blocks[] // Set the blocks: m_World->SetBlocks(a_Blocks); // Notify the blockhandlers: cChunkInterface ChunkInterface(m_World->GetChunkMap()); for (auto blk: a_Blocks) { cBlockHandler * newBlock = BlockHandler(blk.m_BlockType); newBlock->OnPlacedByPlayer(ChunkInterface, *m_World, *this, blk); } // Call the "placed" hooks: for (auto blk: a_Blocks) { pm->CallHookPlayerPlacedBlock(*this, blk); } return true; } void cPlayer::SetSkinParts(int a_Parts) { m_SkinParts = a_Parts & spMask; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } void cPlayer::SetMainHand(eMainHand a_Hand) { m_MainHand = a_Hand; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } void cPlayer::AttachTo(cEntity * a_AttachTo) { // Different attach, if this is a spectator if (IsGameModeSpectator()) { SpectateEntity(a_AttachTo); return; } Super::AttachTo(a_AttachTo); } void cPlayer::Detach() { if (m_AttachedTo == nullptr) { // The player is not attached to anything. Bail out. return; } // Different detach, if this is a spectator if (IsGameModeSpectator()) { GetClientHandle()->SendCameraSetTo(*this); TeleportToEntity(*m_AttachedTo); m_AttachedTo = nullptr; return; } Super::Detach(); int PosX = POSX_TOINT; int PosY = POSY_TOINT; int PosZ = POSZ_TOINT; // Search for a position within an area to teleport player after detachment // Position must be solid land with two air blocks above. // If nothing found, player remains where they are for (int x = PosX - 1; x <= (PosX + 1); ++x) { for (int y = PosY; y <= (PosY + 3); ++y) { for (int z = PosZ - 1; z <= (PosZ + 1); ++z) { if ( (m_World->GetBlock(x, y, z) == E_BLOCK_AIR) && (m_World->GetBlock(x, y + 1, z) == E_BLOCK_AIR) && cBlockInfo::IsSolid(m_World->GetBlock(x, y - 1, z)) ) { TeleportToCoords(x + 0.5, y, z + 0.5); return; } } } } } void cPlayer::RemoveClientHandle(void) { ASSERT(m_ClientHandle != nullptr); m_ClientHandle.reset(); } AString cPlayer::GetUUIDFileName(const cUUID & a_UUID) { AString UUID = a_UUID.ToLongString(); AString res("players/"); res.append(UUID, 0, 2); res.push_back('/'); res.append(UUID, 2, AString::npos); res.append(".json"); return res; } void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen) { SetSpeed(0, 0, 0); SetPosition(a_Location); m_IsFrozen = true; m_IsManuallyFrozen = a_ManuallyFrozen; double NormalMaxSpeed = GetNormalMaxSpeed(); double SprintMaxSpeed = GetSprintingMaxSpeed(); double FlyingMaxpeed = GetFlyingMaxSpeed(); bool IsFlying = m_IsFlying; // Set the client-side speed to 0 m_NormalMaxSpeed = 0; m_SprintingMaxSpeed = 0; m_FlyingMaxSpeed = 0; m_IsFlying = true; // Send the client its fake speed and max speed of 0 GetClientHandle()->SendPlayerMoveLook(); GetClientHandle()->SendPlayerAbilities(); GetClientHandle()->SendPlayerMaxSpeed(); GetClientHandle()->SendEntityVelocity(*this); // Keep the server side speed variables as they were in the first place m_NormalMaxSpeed = NormalMaxSpeed; m_SprintingMaxSpeed = SprintMaxSpeed; m_FlyingMaxSpeed = FlyingMaxpeed; m_IsFlying = IsFlying; } float cPlayer::GetLiquidHeightPercent(NIBBLETYPE a_Meta) { if (a_Meta >= 8) { a_Meta = 0; } return static_cast(a_Meta + 1) / 9.0f; } bool cPlayer::IsInsideWater() { BLOCKTYPE Block = m_World->GetBlock(FloorC(GetPosX()), FloorC(m_Stance), FloorC(GetPosZ())); if ((Block != E_BLOCK_WATER) && (Block != E_BLOCK_STATIONARY_WATER)) { return false; } NIBBLETYPE Meta = GetWorld()->GetBlockMeta(FloorC(GetPosX()), FloorC(m_Stance), FloorC(GetPosZ())); float f = GetLiquidHeightPercent(Meta) - 0.11111111f; float f1 = static_cast(m_Stance + 1) - f; bool flag = (m_Stance < f1); return flag; } float cPlayer::GetDigSpeed(BLOCKTYPE a_Block) { float f = GetEquippedItem().GetHandler()->GetBlockBreakingStrength(a_Block); if (f > 1.0f) { unsigned int efficiencyModifier = GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::eEnchantment::enchEfficiency); if (efficiencyModifier > 0) { f += (efficiencyModifier * efficiencyModifier) + 1; } } auto Haste = GetEntityEffect(cEntityEffect::effHaste); if (Haste != nullptr) { int intensity = Haste->GetIntensity() + 1; f *= 1.0f + (intensity * 0.2f); } auto MiningFatigue = GetEntityEffect(cEntityEffect::effMiningFatigue); if (MiningFatigue != nullptr) { int intensity = MiningFatigue->GetIntensity(); switch (intensity) { case 0: f *= 0.3f; break; case 1: f *= 0.09f; break; case 2: f *= 0.0027f; break; default: f *= 0.00081f; break; } } if (IsInsideWater() && !(GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::eEnchantment::enchAquaAffinity) > 0)) { f /= 5.0f; } if (!IsOnGround()) { f /= 5.0f; } return f; } float cPlayer::GetPlayerRelativeBlockHardness(BLOCKTYPE a_Block) { float blockHardness = cBlockInfo::GetHardness(a_Block); float digSpeed = GetDigSpeed(a_Block); float canHarvestBlockDivisor = GetEquippedItem().GetHandler()->CanHarvestBlock(a_Block) ? 30.0f : 100.0f; // LOGD("blockHardness: %f, digSpeed: %f, canHarvestBlockDivisor: %f\n", blockHardness, digSpeed, canHarvestBlockDivisor); return (blockHardness < 0) ? 0 : ((digSpeed / blockHardness) / canHarvestBlockDivisor); } float cPlayer::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower) { if ( IsGameModeSpectator() || (IsGameModeCreative() && !IsOnGround()) ) { return 0; // No impact from explosion } return Super::GetExplosionExposureRate(a_ExplosionPosition, a_ExlosionPower) / 30.0f; }