use of org.lanternpowered.server.block.property.SolidSideProperty in project LanternServer by LanternPowered.
the class HandlerPlayInPlayerAbilities method handle.
@Override
public void handle(NetworkContext context, MessagePlayInPlayerAbilities message) {
final boolean flying = message.isFlying();
final LanternPlayer player = context.getSession().getPlayer();
if (!flying || player.get(Keys.CAN_FLY).orElse(false)) {
player.offer(Keys.IS_FLYING, flying);
} else {
// TODO: Just set velocity once it's implemented
if (player.get(LanternKeys.SUPER_STEVE).orElse(false)) {
context.getSession().send(new MessagePlayOutEntityVelocity(player.getNetworkId(), 0, 1.0, 0));
player.offer(LanternKeys.IS_ELYTRA_FLYING, true);
} else if (player.get(LanternKeys.CAN_WALL_JUMP).orElse(false)) {
final Location<World> location = player.getLocation();
// Get the horizontal direction the player is looking
final Direction direction = player.getHorizontalDirection(Direction.Division.CARDINAL);
// Get the block location the player may step against
final Location<World> location1 = location.add(direction.asOffset().mul(0.6, 0, 0.6));
SolidSideProperty solidSideProperty = location1.getExtent().getProperty(location1.getBlockPosition(), direction.getOpposite(), SolidSideProperty.class).orElse(null);
// noinspection ConstantConditions
if (solidSideProperty != null && solidSideProperty.getValue()) {
// Push the player a bit back in the other direction,
// to give a more realistic feeling when pushing off
// against a wall
final Vector3d pushBack = direction.asBlockOffset().toDouble().mul(-0.1);
// Push the player up
context.getSession().send(new MessagePlayOutEntityVelocity(player.getNetworkId(), pushBack.getX(), 0.8, pushBack.getZ()));
} else {
// Now we try if the player can jump away from the wall
// Get the block location the player may step against
final Location<World> location2 = location.add(direction.asOffset().mul(-0.6, 0, -0.6));
solidSideProperty = location2.getExtent().getProperty(location2.getBlockPosition(), direction, SolidSideProperty.class).orElse(null);
// noinspection ConstantConditions
if (solidSideProperty != null && solidSideProperty.getValue()) {
// Combine the vectors in the direction of the block face
// and the direction the player is looking
final Vector3d vector = direction.asBlockOffset().toDouble().mul(0.25).mul(1, 0, 1).add(0, 0.65, 0).add(player.getDirectionVector().mul(0.4, 0.25, 0.4));
// Push the player forward and up
context.getSession().send(new MessagePlayOutEntityVelocity(player.getNetworkId(), vector.getX(), vector.getY(), vector.getZ()));
}
}
}
player.triggerEvent(RefreshAbilitiesPlayerEvent.of());
}
}
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