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https://github.com/smartcmd/MinecraftConsoles.git
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add missing funcs to Player, add Velocity and Vectors
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@ -48,7 +48,7 @@ PROJECT_NAME = FourKit
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# could be handy for archiving the generated documentation or if some version
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# control system is used.
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PROJECT_NUMBER = 1469f90c
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PROJECT_NUMBER = fac8269
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# for a project that appears at the top of each page and should give viewers a
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@ -1554,7 +1554,7 @@ HTML_COLORSTYLE_GAMMA = 80
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# The default value is: YES.
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# This tag requires that the tag GENERATE_HTML is set to YES.
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HTML_DYNAMIC_MENUS = YES
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HTML_DYNAMIC_MENUS = NO
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# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML
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# documentation will contain sections that can be hidden and shown after the
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@ -1,5 +1,7 @@
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namespace Minecraft.Server.FourKit.Entity;
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using Minecraft.Server.FourKit.Util;
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/// <summary>
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/// Represents a base entity in the world
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/// </summary>
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@ -11,6 +13,8 @@ public abstract class Entity
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private int _dimensionId;
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private int _entityId;
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private EntityType _entityType = EntityType.UNKNOWN;
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private bool _onGround;
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private double _velocityX, _velocityY, _velocityZ;
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/// <summary>
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/// Gets the entity's current position.
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@ -72,6 +76,31 @@ public abstract class Entity
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/// <returns>World containing this entity.</returns>
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public World getWorld() => FourKit.getWorld(_dimensionId);
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/// <summary>
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/// Returns true if the entity is supported by a block. This value is a
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/// state updated by the server and is not recalculated unless the entity moves.
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/// </summary>
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/// <returns>True if entity is on ground.</returns>
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public bool isOnGround() => _onGround;
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/// <summary>
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/// Gets this entity's current velocity.
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/// </summary>
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/// <returns>Current travelling velocity of this entity.</returns>
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public Vector getVelocity() => new Vector(_velocityX, _velocityY, _velocityZ);
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/// <summary>
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/// Sets this entity's velocity.
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/// </summary>
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/// <param name="velocity">New velocity to travel with.</param>
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public void setVelocity(Vector velocity)
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{
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_velocityX = velocity.getX();
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_velocityY = velocity.getY();
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_velocityZ = velocity.getZ();
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NativeBridge.SetVelocity?.Invoke(getEntityId(), velocity.getX(), velocity.getY(), velocity.getZ());
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}
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// INTERNAL
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internal void SetLocation(Location location)
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{
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@ -88,4 +117,11 @@ public abstract class Entity
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internal void SetDimensionInternal(int dimensionId) => _dimensionId = dimensionId;
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internal void SetEntityIdInternal(int entityId) => _entityId = entityId;
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internal void SetEntityTypeInternal(EntityType entityType) => _entityType = entityType;
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internal void SetOnGroundInternal(bool onGround) => _onGround = onGround;
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internal void SetVelocityInternal(double x, double y, double z)
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{
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_velocityX = x;
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_velocityY = y;
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_velocityZ = z;
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}
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}
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@ -14,6 +14,9 @@ public class Player : HumanEntity, OfflinePlayer, CommandSender
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private float _walkSpeed = 0.2f;
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private Guid _playerUniqueId;
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private string? _displayName;
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private bool _sneaking;
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private bool _sprinting;
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private bool _allowFlight;
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internal bool IsOnline { get; set; }
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@ -95,6 +98,36 @@ public class Player : HumanEntity, OfflinePlayer, CommandSender
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NativeBridge.SetWalkSpeed?.Invoke(getEntityId(), value);
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}
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/// <summary>
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/// Returns if the player is in sneak mode.
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/// </summary>
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/// <returns>True if player is in sneak mode.</returns>
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public bool isSneaking() => _sneaking;
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/// <summary>
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/// Gets whether the player is sprinting or not.
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/// </summary>
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/// <returns>True if player is sprinting.</returns>
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public bool isSprinting() => _sprinting;
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/// <summary>
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/// Determines if the Player is allowed to fly via jump key double-tap
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/// like in creative mode.
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/// </summary>
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/// <returns>True if the player is allowed to fly.</returns>
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public bool getAllowFlight() => _allowFlight;
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/// <summary>
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/// Sets if the Player is allowed to fly via jump key double-tap like
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/// in creative mode.
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/// </summary>
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/// <param name="flight">If flight should be allowed.</param>
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public void setAllowFlight(bool flight)
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{
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_allowFlight = flight;
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NativeBridge.SetAllowFlight?.Invoke(getEntityId(), flight ? 1 : 0);
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}
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/// <inheritdoc/>
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public void sendMessage(string message)
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{
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@ -206,4 +239,7 @@ public class Player : HumanEntity, OfflinePlayer, CommandSender
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internal void SetSaturationInternal(float saturation) => _saturation = saturation;
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internal void SetWalkSpeedInternal(float walkSpeed) => _walkSpeed = walkSpeed;
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internal void SetPlayerUniqueIdInternal(Guid id) => _playerUniqueId = id;
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internal void SetSneakingInternal(bool sneaking) => _sneaking = sneaking;
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internal void SetSprintingInternal(bool sprinting) => _sprinting = sprinting;
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internal void SetAllowFlightInternal(bool allowFlight) => _allowFlight = allowFlight;
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}
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@ -594,6 +594,21 @@ public static class FourKitHost
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}
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}
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[UnmanagedCallersOnly]
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public static void SetEntityCallbacks(IntPtr setSneaking, IntPtr setVelocity, IntPtr setAllowFlight)
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{
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// setsneaking and setallowflight here cuz i am lazy
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// should be under player stuff ill do that later
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try
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{
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NativeBridge.SetEntityCallbacks(setSneaking, setVelocity, setAllowFlight);
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}
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catch (Exception ex)
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{
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ServerLog.Error("fourkit", $"SetEntityCallbacks error: {ex}");
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}
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}
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[UnmanagedCallersOnly]
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public static long FirePlayerDropItem(int entityId, int itemId, int itemCount, int itemAux,
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IntPtr outItemIdPtr, IntPtr outItemCountPtr, IntPtr outItemAuxPtr)
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@ -948,12 +963,12 @@ public static class FourKitHost
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};
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}
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// double[13] = { x, y, z, health, maxHealth, fallDistance, gameMode, walkSpeed, yaw, pitch, dimension, isSleeping, sleepTimer }
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// double[20] = { x, y, z, health, maxHealth, fallDistance, gameMode, walkSpeed, yaw, pitch, dimension, isSleeping, sleepTimer, sneaking, sprinting, onGround, velocityX, velocityY, velocityZ, allowFlight }
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private static void SyncPlayerFromNative(Player player)
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{
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if (NativeBridge.GetPlayerSnapshot == null)
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return;
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double[] buf = new double[13];
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double[] buf = new double[20];
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var gh = GCHandle.Alloc(buf, GCHandleType.Pinned);
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try
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{
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@ -974,6 +989,11 @@ public static class FourKitHost
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player.SetWalkSpeedInternal((float)buf[7]);
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player.SetSleepingInternal(buf[11] != 0.0);
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player.SetSleepTicksInternal((int)buf[12]);
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player.SetSneakingInternal(buf[13] != 0.0);
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player.SetSprintingInternal(buf[14] != 0.0);
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player.SetOnGroundInternal(buf[15] != 0.0);
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player.SetVelocityInternal(buf[16], buf[17], buf[18]);
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player.SetAllowFlightInternal(buf[19] != 0.0);
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}
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private static void BroadcastNativeMessage(string message)
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@ -117,6 +117,15 @@ internal static class NativeBridge
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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internal delegate void NativeSetHeldItemSlotDelegate(int entityId, int slot);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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internal delegate void NativeSetSneakingDelegate(int entityId, int sneak);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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internal delegate void NativeSetVelocityDelegate(int entityId, double x, double y, double z);
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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internal delegate void NativeSetAllowFlightDelegate(int entityId, int allowFlight);
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internal static NativeDamageDelegate? DamagePlayer;
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internal static NativeSetHealthDelegate? SetPlayerHealth;
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@ -156,6 +165,9 @@ internal static class NativeBridge
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internal static NativeGetItemMetaDelegate? GetItemMeta;
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internal static NativeSetItemMetaDelegate? SetItemMeta;
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internal static NativeSetHeldItemSlotDelegate? SetHeldItemSlot;
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internal static NativeSetSneakingDelegate? SetSneaking;
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internal static NativeSetVelocityDelegate? SetVelocity;
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internal static NativeSetAllowFlightDelegate? SetAllowFlight;
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internal static void SetCallbacks(IntPtr damage, IntPtr setHealth, IntPtr teleport, IntPtr setGameMode, IntPtr broadcastMessage, IntPtr setFallDistance, IntPtr getPlayerSnapshot, IntPtr sendMessage, IntPtr setWalkSpeed, IntPtr teleportEntity)
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{
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@ -209,4 +221,11 @@ internal static class NativeBridge
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SetItemMeta = Marshal.GetDelegateForFunctionPointer<NativeSetItemMetaDelegate>(setItemMeta);
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SetHeldItemSlot = Marshal.GetDelegateForFunctionPointer<NativeSetHeldItemSlotDelegate>(setHeldItemSlot);
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}
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internal static void SetEntityCallbacks(IntPtr setSneaking, IntPtr setVelocity, IntPtr setAllowFlight)
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{
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SetSneaking = Marshal.GetDelegateForFunctionPointer<NativeSetSneakingDelegate>(setSneaking);
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SetVelocity = Marshal.GetDelegateForFunctionPointer<NativeSetVelocityDelegate>(setVelocity);
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SetAllowFlight = Marshal.GetDelegateForFunctionPointer<NativeSetAllowFlightDelegate>(setAllowFlight);
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}
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}
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579
Minecraft.Server.FourKit/Util/Vector.cs
Normal file
579
Minecraft.Server.FourKit/Util/Vector.cs
Normal file
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@ -0,0 +1,579 @@
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namespace Minecraft.Server.FourKit.Util;
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/// <summary>
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/// Represents a mutable vector. Because the components of Vectors are mutable,
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/// storing Vectors long term may be dangerous if passing code modifies the
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/// Vector later. If you want to keep around a Vector, it may be wise to call
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/// <see cref="clone"/> in order to get a copy.
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/// </summary>
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public class Vector
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{
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private static readonly double EPSILON = 0.000001;
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private static readonly Random _random = new();
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protected double x;
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protected double y;
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protected double z;
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public Vector()
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{
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x = 0;
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y = 0;
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z = 0;
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}
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/// <summary>
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/// Construct the vector with provided integer components.
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/// </summary>
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/// <param name="x">X component.</param>
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/// <param name="y">Y component.</param>
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/// <param name="z">Z component.</param>
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public Vector(int x, int y, int z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/// <summary>
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/// Construct the vector with provided double components.
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/// </summary>
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/// <param name="x">X component.</param>
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/// <param name="y">Y component.</param>
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/// <param name="z">Z component.</param>
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public Vector(double x, double y, double z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/// <summary>
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/// Construct the vector with provided float components.
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/// </summary>
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/// <param name="x">X component.</param>
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/// <param name="y">Y component.</param>
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/// <param name="z">Z component.</param>
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public Vector(float x, float y, float z)
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{
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this.x = x;
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this.y = y;
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this.z = z;
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}
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/// <summary>
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/// Adds a vector to this one.
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/// </summary>
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/// <param name="vec">The other vector.</param>
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/// <returns>The same vector.</returns>
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public Vector add(Vector vec)
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{
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x += vec.x;
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y += vec.y;
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z += vec.z;
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return this;
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}
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/// <summary>
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/// Subtracts a vector from this one.
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/// </summary>
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/// <param name="vec">The other vector.</param>
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/// <returns>The same vector.</returns>
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public Vector subtract(Vector vec)
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{
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x -= vec.x;
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y -= vec.y;
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z -= vec.z;
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return this;
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}
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/// <summary>
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/// Multiplies the vector by another.
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/// </summary>
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/// <param name="vec">The other vector.</param>
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/// <returns>The same vector.</returns>
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public Vector multiply(Vector vec)
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{
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x *= vec.x;
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y *= vec.y;
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z *= vec.z;
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return this;
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}
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/// <summary>
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/// Divides the vector by another.
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/// </summary>
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/// <param name="vec">The other vector.</param>
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/// <returns>The same vector.</returns>
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public Vector divide(Vector vec)
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{
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x /= vec.x;
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y /= vec.y;
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z /= vec.z;
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return this;
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}
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/// <summary>
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/// Copies another vector.
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/// </summary>
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/// <param name="vec">The other vector.</param>
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/// <returns>The same vector.</returns>
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public Vector copy(Vector vec)
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{
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x = vec.x;
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y = vec.y;
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z = vec.z;
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return this;
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}
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/// <summary>
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/// Gets the magnitude of the vector, defined as sqrt(x^2+y^2+z^2).
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/// The value of this method is not cached and uses a costly square-root
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/// function, so do not repeatedly call this method to get the vector's
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/// magnitude. NaN will be returned if the inner result of the sqrt()
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/// function overflows, which will be caused if the length is too long.
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/// </summary>
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/// <returns>The magnitude.</returns>
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public double length()
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{
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return Math.Sqrt(x * x + y * y + z * z);
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}
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/// <summary>
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/// Gets the magnitude of the vector squared.
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/// </summary>
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/// <returns>The magnitude squared.</returns>
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public double lengthSquared()
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{
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return x * x + y * y + z * z;
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}
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/// <summary>
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/// Get the distance between this vector and another. The value of this
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/// method is not cached and uses a costly square-root function, so do not
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/// repeatedly call this method to get the vector's magnitude. NaN will be
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/// returned if the inner result of the sqrt() function overflows, which
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/// will be caused if the distance is too long.
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/// </summary>
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/// <param name="o">The other vector.</param>
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/// <returns>The distance.</returns>
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public double distance(Vector o)
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{
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return Math.Sqrt(distanceSquared(o));
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}
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/// <summary>
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/// Get the squared distance between this vector and another.
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/// </summary>
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/// <param name="o">The other vector.</param>
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/// <returns>The distance squared.</returns>
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public double distanceSquared(Vector o)
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{
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double dx = x - o.x;
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double dy = y - o.y;
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double dz = z - o.z;
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return dx * dx + dy * dy + dz * dz;
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}
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/// <summary>
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/// Gets the angle between this vector and another in radians.
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/// </summary>
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/// <param name="other">The other vector.</param>
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/// <returns>Angle in radians.</returns>
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public float angle(Vector other)
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{
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double dot = this.dot(other) / (length() * other.length());
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return (float)Math.Acos(dot);
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}
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/// <summary>
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/// Sets this vector to the midpoint between this vector and another.
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/// </summary>
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/// <param name="other">The other vector.</param>
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/// <returns>This same vector (now a midpoint).</returns>
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public Vector midpoint(Vector other)
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{
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x = (x + other.x) / 2.0;
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y = (y + other.y) / 2.0;
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z = (z + other.z) / 2.0;
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return this;
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}
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/// <summary>
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/// Gets a new midpoint vector between this vector and another.
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/// </summary>
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/// <param name="other">The other vector.</param>
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/// <returns>A new midpoint vector.</returns>
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public Vector getMidpoint(Vector other)
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{
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double mx = (x + other.x) / 2.0;
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double my = (y + other.y) / 2.0;
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double mz = (z + other.z) / 2.0;
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return new Vector(mx, my, mz);
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}
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/// <summary>
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/// Performs scalar multiplication, multiplying all components with a scalar.
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/// </summary>
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/// <param name="m">The factor.</param>
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/// <returns>The same vector.</returns>
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public Vector multiply(int m)
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{
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x *= m;
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y *= m;
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z *= m;
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return this;
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}
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/// <summary>
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/// Performs scalar multiplication, multiplying all components with a scalar.
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/// </summary>
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/// <param name="m">The factor.</param>
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/// <returns>The same vector.</returns>
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public Vector multiply(double m)
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{
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x *= m;
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y *= m;
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z *= m;
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return this;
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}
|
||||
|
||||
/// <summary>
|
||||
/// Performs scalar multiplication, multiplying all components with a scalar.
|
||||
/// </summary>
|
||||
/// <param name="m">The factor.</param>
|
||||
/// <returns>The same vector.</returns>
|
||||
public Vector multiply(float m)
|
||||
{
|
||||
x *= m;
|
||||
y *= m;
|
||||
z *= m;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the dot product of this vector with another. The dot product
|
||||
/// is defined as x1*x2+y1*y2+z1*z2. The returned value is a scalar.
|
||||
/// </summary>
|
||||
/// <param name="other">The other vector.</param>
|
||||
/// <returns>Dot product.</returns>
|
||||
public double dot(Vector other)
|
||||
{
|
||||
return x * other.x + y * other.y + z * other.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the cross product of this vector with another.
|
||||
/// The cross product is defined as:
|
||||
/// <code>
|
||||
/// x = y1 * z2 - y2 * z1
|
||||
/// y = z1 * x2 - z2 * x1
|
||||
/// z = x1 * y2 - x2 * y1
|
||||
/// </code>
|
||||
/// </summary>
|
||||
/// <param name="o">The other vector.</param>
|
||||
/// <returns>The same vector.</returns>
|
||||
public Vector crossProduct(Vector o)
|
||||
{
|
||||
double newX = y * o.z - o.y * z;
|
||||
double newY = z * o.x - o.z * x;
|
||||
double newZ = x * o.y - o.x * y;
|
||||
x = newX;
|
||||
y = newY;
|
||||
z = newZ;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts this vector to a unit vector (a vector with length of 1).
|
||||
/// </summary>
|
||||
/// <returns>The same vector.</returns>
|
||||
public Vector normalize()
|
||||
{
|
||||
double mag = length();
|
||||
x /= mag;
|
||||
y /= mag;
|
||||
z /= mag;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Zero this vector's components.
|
||||
/// </summary>
|
||||
/// <returns>The same vector.</returns>
|
||||
public Vector zero()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether this vector is in an axis-aligned bounding box.
|
||||
/// The minimum and maximum vectors given must be truly the minimum and
|
||||
/// maximum X, Y and Z components.
|
||||
/// </summary>
|
||||
/// <param name="min">Minimum vector.</param>
|
||||
/// <param name="max">Maximum vector.</param>
|
||||
/// <returns>Whether this vector is in the AABB.</returns>
|
||||
public bool isInAABB(Vector min, Vector max)
|
||||
{
|
||||
return x >= min.x && x <= max.x &&
|
||||
y >= min.y && y <= max.y &&
|
||||
z >= min.z && z <= max.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether this vector is within a sphere.
|
||||
/// </summary>
|
||||
/// <param name="origin">Sphere origin.</param>
|
||||
/// <param name="radius">Sphere radius.</param>
|
||||
/// <returns>Whether this vector is in the sphere.</returns>
|
||||
public bool isInSphere(Vector origin, double radius)
|
||||
{
|
||||
return distanceSquared(origin) <= radius * radius;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the X component.
|
||||
/// </summary>
|
||||
/// <returns>The X component.</returns>
|
||||
public double getX()
|
||||
{
|
||||
return x;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the floored value of the X component, indicating the block that
|
||||
/// this vector is contained with.
|
||||
/// </summary>
|
||||
/// <returns>Block X.</returns>
|
||||
public int getBlockX()
|
||||
{
|
||||
return (int)Math.Floor(x);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Y component.
|
||||
/// </summary>
|
||||
/// <returns>The Y component.</returns>
|
||||
public double getY()
|
||||
{
|
||||
return y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the floored value of the Y component, indicating the block that
|
||||
/// this vector is contained with.
|
||||
/// </summary>
|
||||
/// <returns>Block Y.</returns>
|
||||
public int getBlockY()
|
||||
{
|
||||
return (int)Math.Floor(y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Z component.
|
||||
/// </summary>
|
||||
/// <returns>The Z component.</returns>
|
||||
public double getZ()
|
||||
{
|
||||
return z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the floored value of the Z component, indicating the block that
|
||||
/// this vector is contained with.
|
||||
/// </summary>
|
||||
/// <returns>Block Z.</returns>
|
||||
public int getBlockZ()
|
||||
{
|
||||
return (int)Math.Floor(z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the X component.
|
||||
/// </summary>
|
||||
/// <param name="x">The new X component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setX(int x)
|
||||
{
|
||||
this.x = x;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the X component.
|
||||
/// </summary>
|
||||
/// <param name="x">The new X component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setX(double x)
|
||||
{
|
||||
this.x = x;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the X component.
|
||||
/// </summary>
|
||||
/// <param name="x">The new X component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setX(float x)
|
||||
{
|
||||
this.x = x;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Y component.
|
||||
/// </summary>
|
||||
/// <param name="y">The new Y component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setY(int y)
|
||||
{
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Y component.
|
||||
/// </summary>
|
||||
/// <param name="y">The new Y component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setY(double y)
|
||||
{
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Y component.
|
||||
/// </summary>
|
||||
/// <param name="y">The new Y component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setY(float y)
|
||||
{
|
||||
this.y = y;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Z component.
|
||||
/// </summary>
|
||||
/// <param name="z">The new Z component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setZ(int z)
|
||||
{
|
||||
this.z = z;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Z component.
|
||||
/// </summary>
|
||||
/// <param name="z">The new Z component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setZ(double z)
|
||||
{
|
||||
this.z = z;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the Z component.
|
||||
/// </summary>
|
||||
/// <param name="z">The new Z component.</param>
|
||||
/// <returns>This vector.</returns>
|
||||
public Vector setZ(float z)
|
||||
{
|
||||
this.z = z;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a new vector.
|
||||
/// </summary>
|
||||
/// <returns>A clone of this vector.</returns>
|
||||
public Vector clone()
|
||||
{
|
||||
return new Vector(x, y, z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a Location version of this vector with yaw and pitch being 0.
|
||||
/// </summary>
|
||||
/// <param name="world">The world to link the location to.</param>
|
||||
/// <returns>The location.</returns>
|
||||
public Location toLocation(World world)
|
||||
{
|
||||
return new Location(world, x, y, z);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a Location version of this vector.
|
||||
/// </summary>
|
||||
/// <param name="world">The world to link the location to.</param>
|
||||
/// <param name="yaw">The desired yaw.</param>
|
||||
/// <param name="pitch">The desired pitch.</param>
|
||||
/// <returns>The location.</returns>
|
||||
public Location toLocation(World world, float yaw, float pitch)
|
||||
{
|
||||
return new Location(world, x, y, z, yaw, pitch);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the threshold used for equals().
|
||||
/// </summary>
|
||||
/// <returns>The epsilon.</returns>
|
||||
public static double getEpsilon()
|
||||
{
|
||||
return EPSILON;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the minimum components of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector.</param>
|
||||
/// <param name="v2">The second vector.</param>
|
||||
/// <returns>Minimum.</returns>
|
||||
public static Vector getMinimum(Vector v1, Vector v2)
|
||||
{
|
||||
return new Vector(Math.Min(v1.x, v2.x), Math.Min(v1.y, v2.y), Math.Min(v1.z, v2.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the maximum components of two vectors.
|
||||
/// </summary>
|
||||
/// <param name="v1">The first vector.</param>
|
||||
/// <param name="v2">The second vector.</param>
|
||||
/// <returns>Maximum.</returns>
|
||||
public static Vector getMaximum(Vector v1, Vector v2)
|
||||
{
|
||||
return new Vector(Math.Max(v1.x, v2.x), Math.Max(v1.y, v2.y), Math.Max(v1.z, v2.z));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a random vector with components having a random value between 0 and 1.
|
||||
/// </summary>
|
||||
/// <returns>A random vector.</returns>
|
||||
public static Vector getRandom()
|
||||
{
|
||||
return new Vector(_random.NextDouble(), _random.NextDouble(), _random.NextDouble());
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override bool Equals(object? obj)
|
||||
{
|
||||
if (obj is not Vector other) return false;
|
||||
return Math.Abs(x - other.x) < EPSILON &&
|
||||
Math.Abs(y - other.y) < EPSILON &&
|
||||
Math.Abs(z - other.z) < EPSILON;
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override string ToString()
|
||||
{
|
||||
return $"{x},{y},{z}";
|
||||
}
|
||||
}
|
||||
|
|
@ -175,6 +175,7 @@ typedef int(__stdcall *fn_fire_inventory_click)(int entityId,
|
|||
const char *titleUtf8, int titleByteLen);
|
||||
typedef int(__stdcall *fn_fire_bed_enter)(int entityId, int dimId, int bedX, int bedY, int bedZ);
|
||||
typedef void(__stdcall *fn_fire_bed_leave)(int entityId, int dimId, int bedX, int bedY, int bedZ);
|
||||
typedef void(__stdcall *fn_set_entity_callbacks)(void *setSneaking, void *setVelocity, void *setAllowFlight);
|
||||
|
||||
struct OpenContainerInfo
|
||||
{
|
||||
|
|
@ -215,6 +216,7 @@ static fn_fire_player_portal s_managedFirePlayerPortal = nullptr;
|
|||
static fn_fire_inventory_click s_managedFireInventoryClick = nullptr;
|
||||
static fn_fire_bed_enter s_managedFireBedEnter = nullptr;
|
||||
static fn_fire_bed_leave s_managedFireBedLeave = nullptr;
|
||||
static fn_set_entity_callbacks s_managedSetEntityCallbacks = nullptr;
|
||||
|
||||
static bool s_initialized = false;
|
||||
|
||||
|
|
@ -326,13 +328,13 @@ static void __cdecl NativeSetFallDistance(int entityId, float distance)
|
|||
}
|
||||
}
|
||||
|
||||
// double[13] = { x, y, z, health, maxHealth, fallDistance, gameMode, walkSpeed, yaw, pitch, dimension, isSleeping, sleepTimer }
|
||||
// double[20] = { x, y, z, health, maxHealth, fallDistance, gameMode, walkSpeed, yaw, pitch, dimension, isSleeping, sleepTimer, sneaking, sprinting, onGround, velocityX, velocityY, velocityZ, allowFlight }
|
||||
static void __cdecl NativeGetPlayerSnapshot(int entityId, double *outData)
|
||||
{
|
||||
auto player = FindPlayer(entityId);
|
||||
if (!player)
|
||||
{
|
||||
memset(outData, 0, 13 * sizeof(double));
|
||||
memset(outData, 0, 20 * sizeof(double));
|
||||
outData[3] = 20.0;
|
||||
outData[4] = 20.0;
|
||||
outData[7] = 0.1;
|
||||
|
|
@ -352,6 +354,13 @@ static void __cdecl NativeGetPlayerSnapshot(int entityId, double *outData)
|
|||
outData[10] = (double)player->dimension;
|
||||
outData[11] = player->isSleeping() ? 1.0 : 0.0;
|
||||
outData[12] = (double)player->getSleepTimer();
|
||||
outData[13] = player->isSneaking() ? 1.0 : 0.0;
|
||||
outData[14] = player->isSprinting() ? 1.0 : 0.0;
|
||||
outData[15] = player->onGround ? 1.0 : 0.0;
|
||||
outData[16] = player->xd;
|
||||
outData[17] = player->yd;
|
||||
outData[18] = player->zd;
|
||||
outData[19] = player->abilities.mayfly ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
static void __cdecl NativeBroadcastMessage(const char *utf8, int len)
|
||||
|
|
@ -1276,6 +1285,53 @@ static void __cdecl NativeSetHeldItemSlot(int entityId, int slot)
|
|||
player->connection->queueSend(std::make_shared<SetCarriedItemPacket>(slot));
|
||||
}
|
||||
|
||||
static void __cdecl NativeSetSneaking(int entityId, int sneak)
|
||||
{
|
||||
auto player = FindPlayer(entityId);
|
||||
if (player)
|
||||
{
|
||||
player->setSneaking(sneak != 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void __cdecl NativeSetVelocity(int entityId, double x, double y, double z)
|
||||
{
|
||||
auto player = FindPlayer(entityId);
|
||||
if (player)
|
||||
{
|
||||
player->xd = x;
|
||||
player->yd = y;
|
||||
player->zd = z;
|
||||
player->hurtMarked = true;
|
||||
return;
|
||||
}
|
||||
auto entity = FindEntity(entityId);
|
||||
if (entity)
|
||||
{
|
||||
entity->xd = x;
|
||||
entity->yd = y;
|
||||
entity->zd = z;
|
||||
entity->hurtMarked = true;
|
||||
}
|
||||
}
|
||||
|
||||
static void __cdecl NativeSetAllowFlight(int entityId, int allowFlight)
|
||||
{
|
||||
auto player = FindPlayer(entityId);
|
||||
if (player)
|
||||
{
|
||||
player->abilities.mayfly = (allowFlight != 0);
|
||||
if (!player->abilities.mayfly)
|
||||
{
|
||||
player->abilities.flying = false;
|
||||
}
|
||||
if (player->connection)
|
||||
{
|
||||
player->connection->send(std::make_shared<PlayerAbilitiesPacket>(&player->abilities));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static std::wstring FindNet10SystemRoot()
|
||||
{
|
||||
// overengineered
|
||||
|
|
@ -1518,6 +1574,7 @@ void Initialize()
|
|||
ok = ok && GetManagedEntryPoint(loadAssembly, assemblyPath.c_str(), typeName, L"FireInventoryClick", (void **)&s_managedFireInventoryClick);
|
||||
ok = ok && GetManagedEntryPoint(loadAssembly, assemblyPath.c_str(), typeName, L"FireBedEnter", (void **)&s_managedFireBedEnter);
|
||||
ok = ok && GetManagedEntryPoint(loadAssembly, assemblyPath.c_str(), typeName, L"FireBedLeave", (void **)&s_managedFireBedLeave);
|
||||
ok = ok && GetManagedEntryPoint(loadAssembly, assemblyPath.c_str(), typeName, L"SetEntityCallbacks", (void **)&s_managedSetEntityCallbacks);
|
||||
|
||||
if (!ok)
|
||||
{
|
||||
|
|
@ -1574,6 +1631,11 @@ void Initialize()
|
|||
(void *)&NativeSetItemMeta,
|
||||
(void *)&NativeSetHeldItemSlot);
|
||||
|
||||
s_managedSetEntityCallbacks(
|
||||
(void *)&NativeSetSneaking,
|
||||
(void *)&NativeSetVelocity,
|
||||
(void *)&NativeSetAllowFlight);
|
||||
|
||||
LogInfo("fourkit", "FourKit initialized successfully.");
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue