mirror of https://github.com/cabaletta/baritone
92 lines
2.8 KiB
Java
92 lines
2.8 KiB
Java
/*
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* This file is part of Baritone.
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*
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* Baritone is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Baritone is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Baritone. If not, see <https://www.gnu.org/licenses/>.
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*/
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package baritone.api.utils;
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import baritone.api.cache.IWorldData;
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import net.minecraft.block.BlockSlab;
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import net.minecraft.client.entity.EntityPlayerSP;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import java.util.Optional;
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/**
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* @author Brady
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* @since 11/12/2018
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*/
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public interface IPlayerContext {
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EntityPlayerSP player();
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IPlayerController playerController();
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World world();
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IWorldData worldData();
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RayTraceResult objectMouseOver();
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default BetterBlockPos playerFeet() {
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// TODO find a better way to deal with soul sand!!!!!
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BetterBlockPos feet = new BetterBlockPos(player().posX, player().posY + 0.1251, player().posZ);
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if (world().getBlockState(feet).getBlock() instanceof BlockSlab) {
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return feet.up();
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}
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return feet;
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}
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default Vec3d playerFeetAsVec() {
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return new Vec3d(player().posX, player().posY, player().posZ);
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}
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default Vec3d playerHead() {
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return new Vec3d(player().posX, player().posY + player().getEyeHeight(), player().posZ);
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}
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default Rotation playerRotations() {
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return new Rotation(player().rotationYaw, player().rotationPitch);
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}
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/**
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* Returns the block that the crosshair is currently placed over. Updated once per tick.
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*
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* @return The position of the highlighted block
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*/
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default Optional<BlockPos> getSelectedBlock() {
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if (objectMouseOver() != null && objectMouseOver().typeOfHit == RayTraceResult.Type.BLOCK) {
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return Optional.of(objectMouseOver().getBlockPos());
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}
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return Optional.empty();
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}
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/**
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* Returns the entity that the crosshair is currently placed over. Updated once per tick.
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*
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* @return The entity
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*/
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default Optional<Entity> getSelectedEntity() {
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if (objectMouseOver() != null && objectMouseOver().typeOfHit == RayTraceResult.Type.ENTITY) {
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return Optional.of(objectMouseOver().entityHit);
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}
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return Optional.empty();
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}
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}
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