/* * This file is part of Baritone. * * Baritone is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Baritone is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Baritone. If not, see . */ package baritone.api.utils; import baritone.api.cache.IWorldData; import net.minecraft.block.BlockSlab; import net.minecraft.client.entity.EntityPlayerSP; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.RayTraceResult; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; import java.util.Optional; /** * @author Brady * @since 11/12/2018 */ public interface IPlayerContext { EntityPlayerSP player(); IPlayerController playerController(); World world(); IWorldData worldData(); RayTraceResult objectMouseOver(); default BetterBlockPos playerFeet() { // TODO find a better way to deal with soul sand!!!!! BetterBlockPos feet = new BetterBlockPos(player().posX, player().posY + 0.1251, player().posZ); // sometimes when calling this from another thread or while world is null, it'll throw a NullPointerException // that causes the game to immediately crash // // so of course crashing on 2b is horribly bad due to queue times and logout spot // catch the NPE and ignore it if it does happen // // this does not impact performance at all since we're not null checking constantly // if there is an exception, the only overhead is Java generating the exception object... so we can ignore it try { if (world().getBlockState(feet).getBlock() instanceof BlockSlab) { return feet.up(); } } catch (NullPointerException ignored) {} return feet; } default Vec3d playerFeetAsVec() { return new Vec3d(player().posX, player().posY, player().posZ); } default Vec3d playerHead() { return new Vec3d(player().posX, player().posY + player().getEyeHeight(), player().posZ); } default Rotation playerRotations() { return new Rotation(player().rotationYaw, player().rotationPitch); } static double eyeHeight(boolean ifSneaking) { return ifSneaking ? 1.54 : 1.62; } /** * Returns the block that the crosshair is currently placed over. Updated once per tick. * * @return The position of the highlighted block */ default Optional getSelectedBlock() { RayTraceResult result = objectMouseOver(); if (result != null && result.typeOfHit == RayTraceResult.Type.BLOCK) { return Optional.of(result.getBlockPos()); } return Optional.empty(); } default boolean isLookingAt(BlockPos pos) { return getSelectedBlock().equals(Optional.of(pos)); } }