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author | snowleo <snowleo@e251c2fe-e539-e718-e476-b85c1f46cddb> | 2011-06-06 12:01:23 +0000 |
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committer | snowleo <snowleo@e251c2fe-e539-e718-e476-b85c1f46cddb> | 2011-06-06 12:01:23 +0000 |
commit | 4bbc2aa8d538df2211466bae41220b8ee39a0aa9 (patch) | |
tree | 24557fb40ad753e293ba92c86fb6dc22f7e2bb3c | |
parent | c038751c0b3e1630f935372aab33007bbf55b340 (diff) | |
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Rewrote TargetBlock
git-svn-id: https://svn.java.net/svn/essentials~svn/trunk@1589 e251c2fe-e539-e718-e476-b85c1f46cddb
-rw-r--r-- | Essentials/src/com/earth2me/essentials/TargetBlock.java | 1105 |
1 files changed, 516 insertions, 589 deletions
diff --git a/Essentials/src/com/earth2me/essentials/TargetBlock.java b/Essentials/src/com/earth2me/essentials/TargetBlock.java index ec9cd796e..d1f2e5cbb 100644 --- a/Essentials/src/com/earth2me/essentials/TargetBlock.java +++ b/Essentials/src/com/earth2me/essentials/TargetBlock.java @@ -1,599 +1,526 @@ package com.earth2me.essentials; -import java.util.ArrayList; +import java.util.List; import org.bukkit.block.Block; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.entity.Player; -import org.bukkit.util.Vector; + + /** - * @author toi - * Thanks to Raphfrk for optimization of this class. + * Original authors: toi & Raphfrk */ -public class TargetBlock { - - private Location loc; - private double viewHeight; - private int maxDistance; - private int[] blockToIgnore; - private double checkDistance, curDistance; - private double xRotation, yRotation; - private Vector targetPos = new Vector(); - private Vector targetPosDouble = new Vector(); - private Vector prevPos = new Vector(); - private final Vector offset = new Vector(); - - /** - * Constructor requiring a player, uses default values - * - * @param player Player to work with - */ - public TargetBlock(Player player) - { - this.setValues(player.getLocation(), 300, 1.65, 0.2, null); - } - - /** - * Constructor requiring a location, uses default values - * - * @param loc Location to work with - */ - public TargetBlock(Location loc) - { - this.setValues(loc, 300, 0, 0.2, null); - } - - /** - * Constructor requiring a player, max distance and a checking distance - * - * @param player Player to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - */ - public TargetBlock(Player player, int maxDistance, double checkDistance) - { - this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, null); - } - - /** - * Constructor requiring a location, max distance and a checking distance - * - * @param loc What location to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - */ - public TargetBlock(Location loc, int maxDistance, double checkDistance) { - this.setValues(loc, maxDistance, 0, checkDistance, null); - } - - /** - * Constructor requiring a player, max distance, checking distance and an array of blocks to ignore - * - * @param player What player to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - * @param blocksToIgnore Integer array of what block ids to ignore while checking for viable targets - */ - public TargetBlock (Player player, int maxDistance, double checkDistance, int[] blocksToIgnore) - { - this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, blocksToIgnore); - } - - /** - * Constructor requiring a location, max distance, checking distance and an array of blocks to ignore - * - * @param loc What location to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - * @param blocksToIgnore Array of what block ids to ignore while checking for viable targets - */ - public TargetBlock (Location loc, int maxDistance, double checkDistance, int[] blocksToIgnore) - { - this.setValues(loc, maxDistance, 0, checkDistance, blocksToIgnore); - } - - /** - * Constructor requiring a player, max distance, checking distance and an array of blocks to ignore - * - * @param player What player to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - * @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets - */ - public TargetBlock (Player player, int maxDistance, double checkDistance, ArrayList<String> blocksToIgnore) - { - int[] bti = this.convertStringArraytoIntArray(blocksToIgnore); - this.setValues(player.getLocation(), maxDistance, 1.65, checkDistance, bti); - } - - /** - * Constructor requiring a location, max distance, checking distance and an array of blocks to ignore - * - * @param loc What location to work with - * @param maxDistance How far it checks for blocks - * @param checkDistance How often to check for blocks, the smaller the more precise - * @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets - */ - public TargetBlock (Location loc, int maxDistance, double checkDistance, ArrayList<String> blocksToIgnore) - { - int[] bti = this.convertStringArraytoIntArray(blocksToIgnore); - this.setValues(loc, maxDistance, 0, checkDistance, bti); - } - - /** - * Set the values, all constructors uses this function - * - * @param loc Location of the view - * @param maxDistance How far it checks for blocks - * @param viewPos Where the view is positioned in y-axis - * @param checkDistance How often to check for blocks, the smaller the more precise - * @param blocksToIgnore Ids of blocks to ignore while checking for viable targets - */ - private void setValues(Location loc, int maxDistance, double viewHeight, double checkDistance, int[] blocksToIgnore) - { - this.loc = loc; - this.maxDistance = maxDistance; - this.viewHeight = viewHeight; - this.checkDistance = checkDistance; - this.blockToIgnore = blocksToIgnore; - this.curDistance = 0; - xRotation = (loc.getYaw() + 90) % 360; - yRotation = loc.getPitch() * -1; - - double h = (checkDistance * Math.cos(Math.toRadians(yRotation))); - offset.setY((checkDistance * Math.sin(Math.toRadians(yRotation)))); - offset.setX((h * Math.cos(Math.toRadians(xRotation)))); - offset.setZ((h * Math.sin(Math.toRadians(xRotation)))); - - targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight, loc.getZ()); - targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ()); - prevPos = targetPos.clone(); - } - - /** - * Call this to reset checking position to allow you to check for a new target with the same TargetBlock instance. - */ - public void reset() - { - targetPosDouble = new Vector(loc.getX(), loc.getY() + viewHeight, loc.getZ()); - targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ()); - prevPos = targetPos.clone(); - this.curDistance = 0; - } - - /** - * Gets the distance to a block. Measures from the block underneath the player to the targetblock - * Should only be used when passing player as an constructor parameter - * - * @return double - */ - public double getDistanceToBlock() - { - Vector blockUnderPlayer = new Vector( - (int) Math.floor(loc.getX() + 0.5), - (int) Math.floor(loc.getY() - 0.5), - (int) Math.floor(loc.getZ() + 0.5)); - - Block blk = getTargetBlock(); - double x = blk.getX() - blockUnderPlayer.getBlockX(); - double y = blk.getY() - blockUnderPlayer.getBlockY(); - double z = blk.getZ() - blockUnderPlayer.getBlockZ(); - - return Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2))); - } - - /** - * Gets the rounded distance to a block. Measures from the block underneath the player to the targetblock - * Should only be used when passing player as an constructor parameter - * - * @return int - */ - public int getDistanceToBlockRounded() - { - Vector blockUnderPlayer = new Vector( - (int) Math.floor(loc.getX() + 0.5), - (int) Math.floor(loc.getY() - 0.5), - (int) Math.floor(loc.getZ() + 0.5)); - - Block blk = getTargetBlock(); - double x = blk.getX() - blockUnderPlayer.getBlockX(); - double y = blk.getY() - blockUnderPlayer.getBlockY(); - double z = blk.getZ() - blockUnderPlayer.getBlockZ(); - - return (int) Math.round((Math.sqrt((Math.pow(x, 2) + Math.pow(y, 2) + Math.pow(z, 2))))); - } - - /** - * Gets the floored x distance to a block. - * - * @return int - */ - public int getXDistanceToBlock() - { - this.reset(); - return (int) Math.floor(getTargetBlock().getX() - loc.getBlockX() + 0.5); - } - - /** - * Gets the floored y distance to a block - * - * @return int - */ - public int getYDistanceToBlock() - { - this.reset(); - return (int) Math.floor(getTargetBlock().getY() - loc.getBlockY() + viewHeight); - } - - /** - * Gets the floored z distance to a block - * - * @return int - */ - public int getZDistanceToBlock() - { - this.reset(); - return (int) Math.floor(getTargetBlock().getZ() - loc.getBlockZ() + 0.5); - } - - /** - * Returns the block at the sight. Returns null if out of range or if no viable target was found - * - * @return Block - */ - @SuppressWarnings("empty-statement") - public Block getTargetBlock() - { - this.reset(); - while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId()))); - return getCurrentBlock(); - } - - /** - * Sets the type of the block at the sight. Returns false if the block wasn't set. - * - * @param typeID ID of type to set the block to - * @return boolean - */ - @SuppressWarnings("empty-statement") - public boolean setTargetBlock(int typeID) - { - if (Material.getMaterial(typeID) != null) - { - this.reset(); - while (getNextBlock() != null && getCurrentBlock().getTypeId() == 0); - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ()); - blk.setTypeId(typeID); - return true; - } - } - return false; - } - - /** - * Sets the type of the block at the sight. Returns false if the block wasn't set. - * - * @param type Material to set the block to - * @return boolean - */ - @SuppressWarnings("empty-statement") - public boolean setTargetBlock(Material type) - { - this.reset(); - while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId()))); - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ()); - blk.setType(type); - return true; - } - return false; - } - - /** - * Sets the type of the block at the sight. Returns false if the block wasn't set. - * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented - * - * @param type Name of type to set the block to - * @return boolean - */ - @SuppressWarnings("empty-statement") - public boolean setTargetBlock(String type) - { - Material mat = Material.valueOf(type); - if (mat != null) - { - this.reset(); - while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId()))); - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(targetPos.getBlockX(), targetPos.getBlockY(), targetPos.getBlockZ()); - blk.setType(mat); - return true; - } - } - return false; - } - - /** - * Returns the block attached to the face at the sight. Returns null if out of range or if no viable target was found - * - * @return Block - */ +public class TargetBlock +{ + private transient final Location location; + private transient final double viewHeight; + private transient final int maxDistance; + private transient final int[] blockToIgnore; + private transient final double checkDistance; + private transient double curDistance; + private transient double targetPositionX; + private transient double targetPositionY; + private transient double targetPositionZ; + private transient int itargetPositionX; + private transient int itargetPositionY; + private transient int itargetPositionZ; + private transient int prevPositionX; + private transient int prevPositionY; + private transient int prevPositionZ; + private transient final double offsetX; + private transient final double offsetY; + private transient final double offsetZ; + + /** + * Constructor requiring a player, uses default values + * + * @param player Player to work with + */ + public TargetBlock(final Player player) + { + this(player.getLocation(), 300, 1.65, 0.2, null); + } + + /** + * Constructor requiring a location, uses default values + * + * @param loc Location to work with + */ + public TargetBlock(final Location loc) + { + this(loc, 300, 0, 0.2, null); + } + + /** + * Constructor requiring a player, max distance and a checking distance + * + * @param player Player to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + */ + public TargetBlock(final Player player, final int maxDistance, final double checkDistance) + { + this(player.getLocation(), maxDistance, 1.65, checkDistance, null); + } + + /** + * Constructor requiring a location, max distance and a checking distance + * + * @param loc What location to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + */ + public TargetBlock(final Location loc, final int maxDistance, final double checkDistance) + { + this(loc, maxDistance, 0, checkDistance, null); + } + + /** + * Constructor requiring a player, max distance, checking distance and an array of blocks to ignore + * + * @param player What player to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + * @param blocksToIgnore Integer array of what block ids to ignore while checking for viable targets + */ + public TargetBlock(final Player player, final int maxDistance, final double checkDistance, final int[] blocksToIgnore) + { + this(player.getLocation(), maxDistance, 1.65, checkDistance, blocksToIgnore); + } + + /** + * Constructor requiring a location, max distance, checking distance and an array of blocks to ignore + * + * @param loc What location to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + * @param blocksToIgnore Array of what block ids to ignore while checking for viable targets + */ + public TargetBlock(final Location loc, final int maxDistance, final double checkDistance, final int[] blocksToIgnore) + { + this(loc, maxDistance, 0, checkDistance, blocksToIgnore); + } + + /** + * Constructor requiring a player, max distance, checking distance and an array of blocks to ignore + * + * @param player What player to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + * @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets + */ + public TargetBlock(final Player player, final int maxDistance, final double checkDistance, final List<String> blocksToIgnore) + { + this(player.getLocation(), maxDistance, 1.65, checkDistance, TargetBlock.convertStringArraytoIntArray(blocksToIgnore)); + } + + /** + * Constructor requiring a location, max distance, checking distance and an array of blocks to ignore + * + * @param loc What location to work with + * @param maxDistance How far it checks for blocks + * @param checkDistance How often to check for blocks, the smaller the more precise + * @param blocksToIgnore String ArrayList of what block ids to ignore while checking for viable targets + */ + public TargetBlock(final Location loc, final int maxDistance, final double checkDistance, final List<String> blocksToIgnore) + { + this(loc, maxDistance, 0, checkDistance, TargetBlock.convertStringArraytoIntArray(blocksToIgnore)); + } + + /** + * Set the values, all constructors uses this function + * + * @param loc Location of the view + * @param maxDistance How far it checks for blocks + * @param viewPos Where the view is positioned in y-axis + * @param checkDistance How often to check for blocks, the smaller the more precise + * @param blocksToIgnore Ids of blocks to ignore while checking for viable targets + */ + private TargetBlock(final Location loc, final int maxDistance, final double viewHeight, final double checkDistance, final int[] blocksToIgnore) + { + this.location = loc; + this.maxDistance = maxDistance; + this.viewHeight = viewHeight; + this.checkDistance = checkDistance; + if (blocksToIgnore == null || blocksToIgnore.length == 0) + { + this.blockToIgnore = new int[0]; + } + else + { + this.blockToIgnore = new int[blocksToIgnore.length]; + System.arraycopy(blocksToIgnore, 0, this.blockToIgnore, 0, this.blockToIgnore.length); + } + + final double xRotation = (loc.getYaw() + 90) % 360; + final double yRotation = loc.getPitch() * -1; + + final double hypotenuse = (checkDistance * Math.cos(Math.toRadians(yRotation))); + offsetX = hypotenuse * Math.cos(Math.toRadians(xRotation)); + offsetY = checkDistance * Math.sin(Math.toRadians(yRotation)); + offsetZ = hypotenuse * Math.sin(Math.toRadians(xRotation)); + + reset(); + } + + /** + * Call this to reset checking position to allow you to check for a new target with the same TargetBlock instance. + */ + public final void reset() + { + targetPositionX = location.getX(); + targetPositionY = location.getY() + viewHeight; + targetPositionZ = location.getZ(); + itargetPositionX = (int)Math.floor(targetPositionX); + itargetPositionY = (int)Math.floor(targetPositionY); + itargetPositionZ = (int)Math.floor(targetPositionZ); + prevPositionX = itargetPositionX; + prevPositionY = itargetPositionY; + prevPositionZ = itargetPositionZ; + this.curDistance = 0; + } + + /** + * Gets the distance to a block. Measures from the block underneath the player to the targetblock + * Should only be used when passing player as an constructor parameter + * + * @return double + */ + public double getDistanceToBlock() + { + final double blockUnderPlayerX = Math.floor(location.getX() + 0.5); + final double blockUnderPlayerY = Math.floor(location.getY() - 0.5); + final double blockUnderPlayerZ = Math.floor(location.getZ() + 0.5); + + final Block block = getTargetBlock(); + final double distX = block.getX() - blockUnderPlayerX; + final double distY = block.getY() - blockUnderPlayerY; + final double distZ = block.getZ() - blockUnderPlayerZ; + + return Math.sqrt(distX*distX + distY*distY + distZ*distZ); + } + + /** + * Gets the rounded distance to a block. Measures from the block underneath the player to the targetblock + * Should only be used when passing player as an constructor parameter + * + * @return int + */ + public int getDistanceToBlockRounded() + { + return (int)Math.round(getDistanceToBlock()); + } + + /** + * Gets the floored x distance to a block. + * + * @return int + */ + public int getXDistanceToBlock() + { + return (int)Math.floor(getTargetBlock().getX() - location.getBlockX() + 0.5); + } + + /** + * Gets the floored y distance to a block + * + * @return int + */ + public int getYDistanceToBlock() + { + return (int)Math.floor(getTargetBlock().getY() - location.getBlockY() + viewHeight); + } + + /** + * Gets the floored z distance to a block + * + * @return int + */ + public int getZDistanceToBlock() + { + return (int)Math.floor(getTargetBlock().getZ() - location.getBlockZ() + 0.5); + } + + /** + * Returns the block at the sight. Returns null if out of range or if no viable target was found + * + * @return Block + */ + public Block getTargetBlock() + { + this.reset(); + Block block; + do + { + block = getNextBlock(); + } + while (block != null && ((block.getTypeId() == 0) || this.blockIsIgnored(block.getTypeId()))); + + return block; + } + + /** + * Sets the type of the block at the sight. Returns false if the block wasn't set. + * + * @param typeID ID of type to set the block to + * @return boolean + */ + public boolean setTargetBlock(final int typeID) + { + return setTargetBlock(Material.getMaterial(typeID)); + } + + /** + * Sets the type of the block at the sight. Returns false if the block wasn't set. + * + * @param type Material to set the block to + * @return boolean + */ @SuppressWarnings("empty-statement") - public Block getFaceBlock() - { - while ((getNextBlock() != null) && ((getCurrentBlock().getTypeId() == 0) || this.blockToIgnoreHasValue(getCurrentBlock().getTypeId()))); - if (getCurrentBlock() != null) - { - return getPreviousBlock(); - } - else - { - return null; - } - } - - /** - * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. - * - * @param typeID - * @return boolean - */ - public boolean setFaceBlock(int typeID) - { - if (Material.getMaterial(typeID) != null) - { - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ()); - blk.setTypeId(typeID); - return true; - } - } - return false; - } - - /** - * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. - * - * @param type - * @return boolean - */ - public boolean setFaceBlock(Material type) - { - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ()); - blk.setType(type); - return true; - } - return false; - } - - /** - * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. - * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented - * - * @param type - * @return boolean - */ - public boolean setFaceBlock(String type) - { - Material mat = Material.valueOf(type); - if (mat != null) - { - if (getCurrentBlock() != null) - { - Block blk = loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ()); - blk.setType(mat); - return true; - } - } - return false; - } - - /** - * Get next block - * - * @return Block - */ - public Block getNextBlock() - { - prevPos = targetPos.clone(); - do - { - curDistance += checkDistance; - - targetPosDouble.setX(offset.getX() + targetPosDouble.getX()); - targetPosDouble.setY(offset.getY() + targetPosDouble.getY()); - targetPosDouble.setZ(offset.getZ() + targetPosDouble.getZ()); - targetPos = new Vector( targetPosDouble.getBlockX(), targetPosDouble.getBlockY(), targetPosDouble.getBlockZ()); - } - while (curDistance <= maxDistance && targetPos.getBlockX() == prevPos.getBlockX() && targetPos.getBlockY() == prevPos.getBlockY() && targetPos.getBlockZ() == prevPos.getBlockZ()); - if (curDistance > maxDistance) - { - return null; - } - - return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(), this.targetPos.getBlockY(), this.targetPos.getBlockZ()); - } - - /** - * Returns the current block along the line of vision - * - * @return Block - */ - public Block getCurrentBlock() - { - if (curDistance > maxDistance) - { - return null; - } - else - { - return this.loc.getWorld().getBlockAt(this.targetPos.getBlockX(), this.targetPos.getBlockY(), this.targetPos.getBlockZ()); - } - } - - /** - * Sets current block type. Returns false if the block wasn't set. - * - * @param typeID - */ - public boolean setCurrentBlock(int typeID) - { - if (Material.getMaterial(typeID) != null) - { - Block blk = getCurrentBlock(); - if (blk != null) - { - blk.setTypeId(typeID); - return true; - } - } - return false; - } - - /** - * Sets current block type. Returns false if the block wasn't set. - * - * @param type - */ - public boolean setCurrentBlock(Material type) - { - Block blk = getCurrentBlock(); - if (blk != null) - { - blk.setType(type); - return true; - } - return false; - } - - /** - * Sets current block type. Returns false if the block wasn't set. - * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented - * - * @param type - */ - public boolean setCurrentBlock(String type) - { - Material mat = Material.valueOf(type); - if (mat != null) - { - Block blk = getCurrentBlock(); - if (blk != null) - { - blk.setType(mat); - return true; - } - } - return false; - } - - /** - * Returns the previous block in the aimed path - * - * @return Block - */ - public Block getPreviousBlock() - { - return this.loc.getWorld().getBlockAt(prevPos.getBlockX(), prevPos.getBlockY(), prevPos.getBlockZ()); - } - - /** - * Sets previous block type id. Returns false if the block wasn't set. - * - * @param typeID - */ - public boolean setPreviousBlock(int typeID) - { - if (Material.getMaterial(typeID) != null) - { - Block blk = getPreviousBlock(); - if (blk != null) - { - blk.setTypeId(typeID); - return true; - } - } - return false; - } - - /** - * Sets previous block type id. Returns false if the block wasn't set. - * - * @param type - */ - public boolean setPreviousBlock(Material type) - { - Block blk = getPreviousBlock(); - if (blk != null) - { - blk.setType(type); - return true; - } - return false; - } - - /** - * Sets previous block type id. Returns false if the block wasn't set. - * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented - * - * @param type - */ - public boolean setPreviousBlock(String type) - { - Material mat = Material.valueOf(type); - if (mat != null) - { - Block blk = getPreviousBlock(); - if (blk != null) - { - blk.setType(mat); - return true; - } - } - return false; - } - - private int[] convertStringArraytoIntArray(ArrayList<String> array) - { - if (array != null) - { - int intarray[] = new int[array.size()]; - for (int i = 0; i < array.size(); i++) - { - try - { - intarray[i] = Integer.parseInt(array.get(i)); - } - catch (NumberFormatException nfe) - { - intarray[i] = 0; - } - } - return intarray; - } - return null; - } - - private boolean blockToIgnoreHasValue(int value) - { - if (this.blockToIgnore != null) - { - if (this.blockToIgnore.length > 0) - { - for (int i : this.blockToIgnore) - { - if (i == value) - return true; - } - } - } - return false; - } + public boolean setTargetBlock(final Material type) + { + if (type == null) + { + return false; + } + final Block block = getTargetBlock(); + if (block != null) + { + block.setType(type); + return true; + } + return false; + } + + /** + * Sets the type of the block at the sight. Returns false if the block wasn't set. + * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented + * + * @param type Name of type to set the block to + * @return boolean + */ + public boolean setTargetBlock(final String type) + { + return setTargetBlock(Material.valueOf(type)); + } + + /** + * Returns the block attached to the face at the sight. Returns null if out of range or if no viable target was found + * + * @return Block + */ + public Block getFaceBlock() + { + final Block block = getTargetBlock(); + if (block == null) + { + return null; + } + return getPreviousBlock(); + } + + /** + * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. + * + * @param typeID + * @return boolean + */ + public boolean setFaceBlock(final int typeID) + { + return setFaceBlock(Material.getMaterial(typeID)); + } + + /** + * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. + * + * @param type + * @return boolean + */ + public boolean setFaceBlock(final Material type) + { + if (type == null) + { + return false; + } + if (getCurrentBlock() != null) + { + final Block blk = location.getWorld().getBlockAt(prevPositionX, prevPositionY, prevPositionZ); + blk.setType(type); + return true; + } + return false; + } + + /** + * Sets the type of the block attached to the face at the sight. Returns false if the block wasn't set. + * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented + * + * @param type + * @return boolean + */ + public boolean setFaceBlock(final String type) + { + return setFaceBlock(Material.valueOf(type)); + } + + /** + * Get next block + * + * @return Block + */ + public Block getNextBlock() + { + prevPositionX = itargetPositionX; + prevPositionY = itargetPositionY; + prevPositionZ = itargetPositionZ; + do + { + curDistance += checkDistance; + + targetPositionX += offsetX; + targetPositionY += offsetY; + targetPositionZ += offsetZ; + itargetPositionX = (int)Math.floor(targetPositionX); + itargetPositionY = (int)Math.floor(targetPositionY); + itargetPositionZ = (int)Math.floor(targetPositionZ); + } + while (curDistance <= maxDistance && itargetPositionX == prevPositionX && itargetPositionY == prevPositionY && itargetPositionZ == prevPositionZ); + if (curDistance > maxDistance) + { + return null; + } + + return this.location.getWorld().getBlockAt(itargetPositionX, itargetPositionY, itargetPositionZ); + } + + /** + * Returns the current block along the line of vision + * + * @return Block + */ + public Block getCurrentBlock() + { + Block block; + if (curDistance <= maxDistance) + { + block = this.location.getWorld().getBlockAt(itargetPositionX, itargetPositionY, itargetPositionZ); + } + else + { + block = null; + } + return block; + } + + /** + * Sets current block type. Returns false if the block wasn't set. + * + * @param typeID + */ + public boolean setCurrentBlock(final int typeID) + { + return setCurrentBlock(Material.getMaterial(typeID)); + } + + /** + * Sets current block type. Returns false if the block wasn't set. + * + * @param type + */ + public boolean setCurrentBlock(final Material type) + { + final Block blk = getCurrentBlock(); + if (blk != null && type != null) + { + blk.setType(type); + return true; + } + return false; + } + + /** + * Sets current block type. Returns false if the block wasn't set. + * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented + * + * @param type + */ + public boolean setCurrentBlock(final String type) + { + return setCurrentBlock(Material.valueOf(type)); + } + + /** + * Returns the previous block in the aimed path + * + * @return Block + */ + public Block getPreviousBlock() + { + return this.location.getWorld().getBlockAt(prevPositionX, prevPositionY, prevPositionZ); + } + + /** + * Sets previous block type id. Returns false if the block wasn't set. + * + * @param typeID + */ + public boolean setPreviousBlock(final int typeID) + { + return setPreviousBlock(Material.getMaterial(typeID)); + } + + /** + * Sets previous block type id. Returns false if the block wasn't set. + * + * @param type + */ + public boolean setPreviousBlock(final Material type) + { + final Block blk = getPreviousBlock(); + if (blk != null && type != null) + { + blk.setType(type); + return true; + } + return false; + } + + /** + * Sets previous block type id. Returns false if the block wasn't set. + * Observe! At the moment this function is using the built-in enumerator function .valueOf(String) but would preferably be changed to smarter function, when implemented + * + * @param type + */ + public boolean setPreviousBlock(final String type) + { + return setPreviousBlock(Material.valueOf(type)); + } + + private static int[] convertStringArraytoIntArray(final List<String> array) + { + final int intarray[] = new int[array == null ? 0 : array.size()]; + for (int i = 0; i < intarray.length; i++) + { + try + { + intarray[i] = Integer.parseInt(array.get(i)); + } + catch (NumberFormatException nfe) + { + } + } + return intarray; + } + + private boolean blockIsIgnored(final int value) + { + for (int i : this.blockToIgnore) + { + if (i == value) + { + return true; + } + } + return false; + } }
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