#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Player.h"
#include <unordered_map>
#include "../ChatColor.h"
#include "../Server.h"
#include "../UI/InventoryWindow.h"
#include "../UI/WindowOwner.h"
#include "../World.h"
#include "../Bindings/PluginManager.h"
#include "../BlockEntities/BlockEntity.h"
#include "../BlockEntities/EnderChestEntity.h"
#include "../Root.h"
#include "../Chunk.h"
#include "../Items/ItemHandler.h"
#include "../Vector3.h"
#include "../FastRandom.h"
#include "../WorldStorage/StatSerializer.h"
#include "../CompositeChat.h"
#include "../Blocks/BlockHandler.h"
#include "../Blocks/BlockSlab.h"
#include "../Blocks/ChunkInterface.h"
#include "../IniFile.h"
#include "json/json.h"
// 6000 ticks or 5 minutes
#define PLAYER_INVENTORY_SAVE_INTERVAL 6000
// 1000 = once per second
#define PLAYER_LIST_TIME_MS std::chrono::milliseconds(1000)
const int cPlayer::MAX_HEALTH = 20;
const int cPlayer::MAX_FOOD_LEVEL = 20;
/** Number of ticks it takes to eat an item */
const int cPlayer::EATING_TICKS = 30;
cPlayer::cPlayer(cClientHandlePtr a_Client, const AString & a_PlayerName) :
super(etPlayer, 0.6, 1.8),
m_bVisible(true),
m_FoodLevel(MAX_FOOD_LEVEL),
m_FoodSaturationLevel(5.0),
m_FoodTickTimer(0),
m_FoodExhaustionLevel(0.0),
m_LastJumpHeight(0),
m_LastGroundHeight(0),
m_bTouchGround(false),
m_Stance(0.0),
m_Inventory(*this),
m_EnderChestContents(9, 3),
m_CurrentWindow(nullptr),
m_InventoryWindow(nullptr),
m_GameMode(eGameMode_NotSet),
m_IP(""),
m_ClientHandle(a_Client),
m_NormalMaxSpeed(1.0),
m_SprintingMaxSpeed(1.3),
m_FlyingMaxSpeed(1.0),
m_IsCrouched(false),
m_IsSprinting(false),
m_IsFlying(false),
m_IsSwimming(false),
m_IsSubmerged(false),
m_IsFishing(false),
m_CanFly(false),
m_EatingFinishTick(-1),
m_LifetimeTotalXp(0),
m_CurrentXp(0),
m_bDirtyExperience(false),
m_IsChargingBow(false),
m_BowCharge(0),
m_FloaterID(-1),
m_Team(nullptr),
m_TicksUntilNextSave(PLAYER_INVENTORY_SAVE_INTERVAL),
m_bIsTeleporting(false),
m_UUID((a_Client != nullptr) ? a_Client->GetUUID() : ""),
m_CustomName("")
{
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
SetMaxHealth(MAX_HEALTH);
m_Health = MAX_HEALTH;
m_LastPlayerListTime = std::chrono::steady_clock::now();
m_PlayerName = a_PlayerName;
cWorld * World = nullptr;
if (!LoadFromDisk(World))
{
m_Inventory.Clear();
SetPosX(World->GetSpawnX());
SetPosY(World->GetSpawnY());
SetPosZ(World->GetSpawnZ());
SetBedPos(Vector3i(static_cast<int>(World->GetSpawnX()), static_cast<int>(World->GetSpawnY()), static_cast<int>(World->GetSpawnZ())));
LOGD("Player \"%s\" is connecting for the first time, spawning at default world spawn {%.2f, %.2f, %.2f}",
a_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ()
);
}
m_LastJumpHeight = static_cast<float>(GetPosY());
m_LastGroundHeight = static_cast<float>(GetPosY());
m_Stance = GetPosY() + 1.62;
if (m_GameMode == gmNotSet)
{
if (World->IsGameModeCreative())
{
m_CanFly = true;
}
if (World->IsGameModeSpectator()) // Otherwise Player will fall out of the world on join
{
m_CanFly = true;
m_IsFlying = true;
}
}
if (m_GameMode == gmSpectator) // If player is reconnecting to the server in spectator mode
{
m_CanFly = true;
m_IsFlying = true;
m_bVisible = false;
}
cRoot::Get()->GetServer()->PlayerCreated(this);
}
cPlayer::~cPlayer(void)
{
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this))
{
cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", GetName().c_str()));
LOGINFO("Player %s has left the game", GetName().c_str());
}
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), this, GetUniqueID());
// Notify the server that the player is being destroyed
cRoot::Get()->GetServer()->PlayerDestroying(this);
SaveToDisk();
m_ClientHandle = nullptr;
delete m_InventoryWindow;
m_InventoryWindow = nullptr;
LOGD("Player %p deleted", this);
}
void cPlayer::Destroyed()
{
CloseWindow(false);
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
if (!m_bVisible || (m_ClientHandle.get() == (&a_Client)))
{
return;
}
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntityHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem());
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots());
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings());
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate());
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet());
}
void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (m_ClientHandle != nullptr)
{
if (m_ClientHandle->IsDestroyed())
{
// This should not happen, because destroying a client will remove it from the world, but just in case
m_ClientHandle = nullptr;
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything
return;
}
}
m_Stats.AddValue(statMinutesPlayed, 1);
if (!a_Chunk.IsValid())
{
// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
super::Tick(a_Dt, a_Chunk);
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
// Handle updating experience
if (m_bDirtyExperience)
{
SendExperience();
}
bool CanMove = true;
if (!GetPosition().EqualsEps(m_LastPos, 0.02)) // Non negligible change in position from last tick? 0.02 tp prevent continous calling while floating sometimes.
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement();
if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this, m_LastPos, GetPosition()))
{
CanMove = false;
TeleportToCoords(m_LastPos.x, m_LastPos.y, m_LastPos.z);
}
}
if (CanMove)
{
BroadcastMovementUpdate(m_ClientHandle.get());
}
if (m_Health > 0) // make sure player is alive
{
m_World->CollectPickupsByPlayer(*this);
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
{
FinishEating();
}
HandleFood();
}
if (m_IsFishing)
{
HandleFloater();
}
// Update items (e.g. Maps)
m_Inventory.UpdateItems();
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
if (m_LastPlayerListTime + PLAYER_LIST_TIME_MS <= std::chrono::steady_clock::now())
{
m_World->BroadcastPlayerListUpdatePing(*this);
m_LastPlayerListTime = std::chrono::steady_clock::now();
}
if (IsFlying())
{
m_LastGroundHeight = static_cast<float>(GetPosY());
}
if (m_TicksUntilNextSave == 0)
{
SaveToDisk();
m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL;
}
else
{
m_TicksUntilNextSave--;
}
}
int cPlayer::CalcLevelFromXp(int a_XpTotal)
{
// level 0 to 15
if (a_XpTotal <= XP_TO_LEVEL15)
{
return a_XpTotal / XP_PER_LEVEL_TO15;
}
// level 30+
if (a_XpTotal > XP_TO_LEVEL30)
{
return static_cast<int>((151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7);
}
// level 16 to 30
return static_cast<int>((29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal)))) / 3);
}
int cPlayer::XpForLevel(int a_Level)
{
// level 0 to 15
if (a_Level <= 15)
{
return a_Level * XP_PER_LEVEL_TO15;
}
// level 30+
if (a_Level >= 31)
{
return static_cast<int>((3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220);
}
// level 16 to 30
return static_cast<int>((1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360);
}
int cPlayer::GetXpLevel()
{
return CalcLevelFromXp(m_CurrentXp);
}
float cPlayer::GetXpPercentage()
{
int currentLevel = CalcLevelFromXp(m_CurrentXp);
int currentLevel_XpBase = XpForLevel(currentLevel);
return static_cast<float>(m_CurrentXp - currentLevel_XpBase) /
static_cast<float>(XpForLevel(1 + currentLevel) - currentLevel_XpBase);
}
bool cPlayer::SetCurrentExperience(int a_CurrentXp)
{
if (!(a_CurrentXp >= 0) || (a_CurrentXp > (std::numeric_limits<int>::max() - m_LifetimeTotalXp)))
{
LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_CurrentXp);
return false; // oops, they gave us a dodgey number
}
m_CurrentXp = a_CurrentXp;
// Set experience to be updated
m_bDirtyExperience = true;
return true;
}
int cPlayer::DeltaExperience(int a_Xp_delta)
{
if (a_Xp_delta > (std::numeric_limits<int>().max() - m_CurrentXp))
{
// Value was bad, abort and report
LOGWARNING("Attempt was made to increment Xp by %d, which overflowed the int datatype. Ignoring.", a_Xp_delta);
return -1; // Should we instead just return the current Xp?
}
m_CurrentXp += a_Xp_delta;
// Make sure they didn't subtract too much
m_CurrentXp = std::max(m_CurrentXp, 0);
// Update total for score calculation
if (a_Xp_delta > 0)
{
m_LifetimeTotalXp += a_Xp_delta;
}
LOGD("Player \"%s\" gained / lost %d experience, total is now: %d", GetName().c_str(), a_Xp_delta, m_CurrentXp);
// Set experience to be updated
m_bDirtyExperience = true;
return m_CurrentXp;
}
void cPlayer::StartChargingBow(void)
{
LOGD("Player \"%s\" started charging their bow", GetName().c_str());
m_IsChargingBow = true;
m_BowCharge = 0;
m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get());
}
int cPlayer::FinishChargingBow(void)
{
LOGD("Player \"%s\" finished charging their bow at a charge of %d", GetName().c_str(), m_BowCharge);
int res = m_BowCharge;
m_IsChargingBow = false;
m_BowCharge = 0;
m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get());
return res;
}
void cPlayer::CancelChargingBow(void)
{
LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", GetName().c_str(), m_BowCharge);
m_IsChargingBow = false;
m_BowCharge = 0;
m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get());
}
void cPlayer::SetTouchGround(bool a_bTouchGround)
{
if (IsGameModeSpectator()) // You can fly through the ground in Spectator
{
return;
}
m_bTouchGround = a_bTouchGround;
if (!m_bTouchGround)
{
if (GetPosY() > m_LastJumpHeight)
{
m_LastJumpHeight = static_cast<float>(GetPosY());
}
cWorld * World = GetWorld();
if ((GetPosY() >= 0) && (GetPosY() < cChunkDef::Height))
{
BLOCKTYPE BlockType = World->GetBlock(POSX_TOINT, POSY_TOINT, POSZ_TOINT);
if (BlockType != E_BLOCK_AIR)
{
m_bTouchGround = true;
}
if (
(BlockType == E_BLOCK_WATER) ||
(BlockType == E_BLOCK_STATIONARY_WATER) ||
(BlockType == E_BLOCK_LADDER) ||
(BlockType == E_BLOCK_VINES)
)
{
m_LastGroundHeight = static_cast<float>(GetPosY());
}
}
}
else
{
float Dist = static_cast<float>(m_LastGroundHeight - floor(GetPosY()));
if (Dist >= 2.0) // At least two blocks - TODO: Use m_LastJumpHeight instead of m_LastGroundHeight above
{
// Increment statistic
m_Stats.AddValue(statDistFallen, (StatValue)floor(Dist * 100 + 0.5));
}
int Damage = static_cast<int>(Dist - 3.f);
if (m_LastJumpHeight > m_LastGroundHeight)
{
Damage++;
}
m_LastJumpHeight = static_cast<float>(GetPosY());
if (Damage > 0)
{
// cPlayer makes sure damage isn't applied in creative, no need to check here
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
// Fall particles
GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, static_cast<int>(GetPosY()) - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
}
m_LastGroundHeight = static_cast<float>(GetPosY());
}
}
void cPlayer::Heal(int a_Health)
{
super::Heal(a_Health);
SendHealth();
}
void cPlayer::SetFoodLevel(int a_FoodLevel)
{
int FoodLevel = Clamp(a_FoodLevel, 0, MAX_FOOD_LEVEL);
if (cRoot::Get()->GetPluginManager()->CallHookPlayerFoodLevelChange(*this, FoodLevel))
{
m_FoodSaturationLevel = 5.0;
return;
}
m_FoodLevel = FoodLevel;
SendHealth();
}
void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel)
{
m_FoodSaturationLevel = Clamp(a_FoodSaturationLevel, 0.0, static_cast<double>(m_FoodLevel));
}
void cPlayer::SetFoodTickTimer(int a_FoodTickTimer)
{
m_FoodTickTimer = a_FoodTickTimer;
}
void cPlayer::SetFoodExhaustionLevel(double a_FoodExhaustionLevel)
{
m_FoodExhaustionLevel = Clamp(a_FoodExhaustionLevel, 0.0, 40.0);
}
bool cPlayer::Feed(int a_Food, double a_Saturation)
{
if (IsSatiated())
{
return false;
}
SetFoodSaturationLevel(m_FoodSaturationLevel + a_Saturation);
SetFoodLevel(m_FoodLevel + a_Food);
return true;
}
void cPlayer::AddFoodExhaustion(double a_Exhaustion)
{
if (!(IsGameModeCreative() || IsGameModeSpectator()))
{
m_FoodExhaustionLevel = std::min(m_FoodExhaustionLevel + a_Exhaustion, 40.0);
}
}
void cPlayer::StartEating(void)
{
// Set the timer:
m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS;
// Send the packets:
m_World->BroadcastEntityAnimation(*this, 3);
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::FinishEating(void)
{
// Reset the timer:
m_EatingFinishTick = -1;
// Send the packets:
m_ClientHandle->SendEntityStatus(*this, esPlayerEatingAccepted);
m_World->BroadcastEntityMetadata(*this);
// consume the item:
cItem Item(GetEquippedItem());
Item.m_ItemCount = 1;
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Item.m_ItemType);
if (!ItemHandler->EatItem(this, &Item))
{
return;
}
ItemHandler->OnFoodEaten(m_World, this, &Item);
}
void cPlayer::AbortEating(void)
{
m_EatingFinishTick = -1;
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SendHealth(void)
{
if (m_ClientHandle != nullptr)
{
m_ClientHandle->SendHealth();
}
}
void cPlayer::SendExperience(void)
{
if (m_ClientHandle != nullptr)
{
m_ClientHandle->SendExperience();
m_bDirtyExperience = false;
}
}
void cPlayer::ClearInventoryPaintSlots(void)
{
// Clear the list of slots that are being inventory-painted. Used by cWindow only
m_InventoryPaintSlots.clear();
}
void cPlayer::AddInventoryPaintSlot(int a_SlotNum)
{
// Add a slot to the list for inventory painting. Used by cWindow only
m_InventoryPaintSlots.push_back(a_SlotNum);
}
const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
{
// Return the list of slots currently stored for inventory painting. Used by cWindow only
return m_InventoryPaintSlots;
}
double cPlayer::GetMaxSpeed(void) const
{
if (m_IsFlying)
{
return m_FlyingMaxSpeed;
}
else if (m_IsSprinting)
{
return m_SprintingMaxSpeed;
}
else
{
return m_NormalMaxSpeed;
}
}
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
if (!m_IsSprinting && !m_IsFlying)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
if (m_IsSprinting && !m_IsFlying)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetFlyingMaxSpeed(double a_Speed)
{
m_FlyingMaxSpeed = a_Speed;
// Update the flying speed, always:
m_ClientHandle->SendPlayerAbilities();
}
void cPlayer::SetCrouch(bool a_IsCrouched)
{
// Set the crouch status, broadcast to all visible players
if (a_IsCrouched == m_IsCrouched)
{
// No change
return;
}
m_IsCrouched = a_IsCrouched;
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SetSprint(bool a_IsSprinting)
{
if (a_IsSprinting == m_IsSprinting)
{
// No change
return;
}
m_IsSprinting = a_IsSprinting;
m_ClientHandle->SendPlayerMaxSpeed();
}
void cPlayer::SetCanFly(bool a_CanFly)
{
if (a_CanFly == m_CanFly)
{
return;
}
m_CanFly = a_CanFly;
m_ClientHandle->SendPlayerAbilities();
}
void cPlayer::SetCustomName(const AString & a_CustomName)
{
if (m_CustomName == a_CustomName)
{
return;
}
m_World->BroadcastPlayerListRemovePlayer(*this);
m_CustomName = a_CustomName;
if (m_CustomName.length() > 16)
{
m_CustomName = m_CustomName.substr(0, 16);
}
m_World->BroadcastPlayerListAddPlayer(*this);
m_World->BroadcastSpawnEntity(*this, GetClientHandle());
}
void cPlayer::SetFlying(bool a_IsFlying)
{
if (a_IsFlying == m_IsFlying)
{
return;
}
m_IsFlying = a_IsFlying;
m_ClientHandle->SendPlayerAbilities();
}
bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin))
{
if (IsGameModeCreative() || IsGameModeSpectator())
{
// No damage / health in creative or spectator mode if not void or plugin damage
return false;
}
}
if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer * Attacker = (cPlayer *)a_TDI.Attacker;
if ((m_Team != nullptr) && (m_Team == Attacker->m_Team))
{
if (!m_Team->AllowsFriendlyFire())
{
// Friendly fire is disabled
return false;
}
}
}
if (super::DoTakeDamage(a_TDI))
{
// Any kind of damage adds food exhaustion
AddFoodExhaustion(0.3f);
SendHealth();
m_Stats.AddValue(statDamageTaken, (StatValue)floor(a_TDI.FinalDamage * 10 + 0.5));
return true;
}
return false;
}
void cPlayer::KilledBy(TakeDamageInfo & a_TDI)
{
super::KilledBy(a_TDI);
if (m_Health > 0)
{
return; // not dead yet =]
}
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
cItems Pickups;
m_Inventory.CopyToItems(Pickups);
m_Inventory.Clear();
if (GetName() == "Notch")
{
Pickups.Add(cItem(E_ITEM_RED_APPLE));
}
m_Stats.AddValue(statItemsDropped, (StatValue)Pickups.Size());
m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10);
SaveToDisk(); // Save it, yeah the world is a tough place !
if ((a_TDI.Attacker == nullptr) && m_World->ShouldBroadcastDeathMessages())
{
AString DamageText;
switch (a_TDI.DamageType)
{
case dtRangedAttack: DamageText = "was shot"; break;
case dtLightning: DamageText = "was plasmified by lightining"; break;
case dtFalling: DamageText = (GetWorld()->GetTickRandomNumber(10) % 2 == 0) ? "fell to death" : "hit the ground too hard"; break;
case dtDrowning: DamageText = "drowned"; break;
case dtSuffocating: DamageText = (GetWorld()->GetTickRandomNumber(10) % 2 == 0) ? "git merge'd into a block" : "fused with a block"; break;
case dtStarving: DamageText = "forgot the importance of food"; break;
case dtCactusContact: DamageText = "was impaled on a cactus"; break;
case dtLavaContact: DamageText = "was melted by lava"; break;
case dtPoisoning: DamageText = "died from septicaemia"; break;
case dtWithering: DamageText = "is a husk of their former selves"; break;
case dtOnFire: DamageText = "forgot to stop, drop, and roll"; break;
case dtFireContact: DamageText = "burnt themselves to death"; break;
case dtInVoid: DamageText = "somehow fell out of the world"; break;
case dtPotionOfHarming: DamageText = "was magicked to death"; break;
case dtEnderPearl: DamageText = "misused an ender pearl"; break;
case dtAdmin: DamageText = "was administrator'd"; break;
case dtExplosion: DamageText = "blew up"; break;
default: DamageText = "died, somehow; we've no idea how though"; break;
}
GetWorld()->BroadcastChatDeath(Printf("%s %s", GetName().c_str(), DamageText.c_str()));
}
else if (a_TDI.Attacker == nullptr) // && !m_World->ShouldBroadcastDeathMessages() by fallthrough
{
// no-op
}
else if (a_TDI.Attacker->IsPlayer())
{
cPlayer * Killer = (cPlayer *)a_TDI.Attacker;
GetWorld()->BroadcastChatDeath(Printf("%s was killed by %s", GetName().c_str(), Killer->GetName().c_str()));
}
else
{
AString KillerClass = a_TDI.Attacker->GetClass();
KillerClass.erase(KillerClass.begin()); // Erase the 'c' of the class (e.g. "cWitch" -> "Witch")
GetWorld()->BroadcastChatDeath(Printf("%s was killed by a %s", GetName().c_str(), KillerClass.c_str()));
}
m_Stats.AddValue(statDeaths);
m_World->GetScoreBoard().AddPlayerScore(GetName(), cObjective::otDeathCount, 1);
}
void cPlayer::Killed(cEntity * a_Victim)
{
cScoreboard & ScoreBoard = m_World->GetScoreBoard();
if (a_Victim->IsPlayer())
{
m_Stats.AddValue(statPlayerKills);
ScoreBoard.AddPlayerScore(GetName(), cObjective::otPlayerKillCount, 1);
}
else if (a_Victim->IsMob())
{
if (((cMonster *)a_Victim)->GetMobFamily() == cMonster::mfHostile)
{
AwardAchievement(achKillMonster);
}
m_Stats.AddValue(statMobKills);
}
ScoreBoard.AddPlayerScore(GetName(), cObjective::otTotalKillCount, 1);
}
void cPlayer::Respawn(void)
{
ASSERT(m_World != nullptr);
m_Health = GetMaxHealth();
SetInvulnerableTicks(20);
// Reset food level:
m_FoodLevel = MAX_FOOD_LEVEL;
m_FoodSaturationLevel = 5.0;
m_FoodExhaustionLevel = 0.0;
// Reset Experience
m_CurrentXp = 0;
m_LifetimeTotalXp = 0;
// ToDo: send score to client? How?
m_ClientHandle->SendRespawn(GetWorld()->GetDimension(), true);
// Extinguish the fire:
StopBurning();
TeleportToCoords(GetLastBedPos().x, GetLastBedPos().y, GetLastBedPos().z);
SetVisible(true);
}
double cPlayer::GetEyeHeight(void) const
{
return m_Stance;
}
Vector3d cPlayer::GetEyePosition(void) const
{
return Vector3d( GetPosX(), m_Stance, GetPosZ());
}
bool cPlayer::IsGameModeCreative(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Creative
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Creative
}
bool cPlayer::IsGameModeSurvival(void) const
{
return (m_GameMode == gmSurvival) || // Either the player is explicitly in Survival
((m_GameMode == gmNotSet) && m_World->IsGameModeSurvival()); // or they inherit from the world and the world is Survival
}
bool cPlayer::IsGameModeAdventure(void) const
{
return (m_GameMode == gmAdventure) || // Either the player is explicitly in Adventure
((m_GameMode == gmNotSet) && m_World->IsGameModeAdventure()); // or they inherit from the world and the world is Adventure
}
bool cPlayer::IsGameModeSpectator(void) const
{
return (m_GameMode == gmSpectator) || // Either the player is explicitly in Spectator
((m_GameMode == gmNotSet) && m_World->IsGameModeSpectator()); // or they inherit from the world and the world is Spectator
}
void cPlayer::SetTeam(cTeam * a_Team)
{
if (m_Team == a_Team)
{
return;
}
if (m_Team)
{
m_Team->RemovePlayer(GetName());
}
m_Team = a_Team;
if (m_Team)
{
m_Team->AddPlayer(GetName());
}
}
cTeam * cPlayer::UpdateTeam(void)
{
if (m_World == nullptr)
{
SetTeam(nullptr);
}
else
{
cScoreboard & Scoreboard = m_World->GetScoreBoard();
SetTeam(Scoreboard.QueryPlayerTeam(GetName()));
}
return m_Team;
}
void cPlayer::OpenWindow(cWindow * a_Window)
{
if (a_Window != m_CurrentWindow)
{
CloseWindow(false);
}
a_Window->OpenedByPlayer(*this);
m_CurrentWindow = a_Window;
a_Window->SendWholeWindow(*GetClientHandle());
}
void cPlayer::CloseWindow(bool a_CanRefuse)
{
if (m_CurrentWindow == nullptr)
{
m_CurrentWindow = m_InventoryWindow;
return;
}
if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse)
{
// Close accepted, go back to inventory window (the default):
m_CurrentWindow = m_InventoryWindow;
}
else
{
// Re-open the window
m_CurrentWindow->OpenedByPlayer(*this);
m_CurrentWindow->SendWholeWindow(*GetClientHandle());
}
}
void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse)
{
if ((m_CurrentWindow == nullptr) || (m_CurrentWindow->GetWindowID() != a_WindowID))
{
return;
}
CloseWindow();
}
void cPlayer::SetGameMode(eGameMode a_GameMode)
{
if ((a_GameMode < gmMin) || (a_GameMode >= gmMax))
{
LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode);
return;
}
if (m_GameMode == a_GameMode)
{
// Gamemode already set
return;
}
m_GameMode = a_GameMode;
m_ClientHandle->SendGameMode(a_GameMode);
if (!(IsGameModeCreative() || IsGameModeSpectator()))
{
SetFlying(false);
SetCanFly(false);
}
m_World->BroadcastPlayerListUpdateGameMode(*this);
}
void cPlayer::LoginSetGameMode( eGameMode a_GameMode)
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP(const AString & a_IP)
{
m_IP = a_IP;
}
unsigned int cPlayer::AwardAchievement(const eStatistic a_Ach)
{
eStatistic Prerequisite = cStatInfo::GetPrerequisite(a_Ach);
// Check if the prerequisites are met
if (Prerequisite != statInvalid)
{
if (m_Stats.GetValue(Prerequisite) == 0)
{
return 0;
}
}
StatValue Old = m_Stats.GetValue(a_Ach);
if (Old > 0)
{
return m_Stats.AddValue(a_Ach);
}
else
{
if (m_World->ShouldBroadcastAchievementMessages())
{
cCompositeChat Msg;
Msg.SetMessageType(mtSuccess);
Msg.AddShowAchievementPart(GetName(), cStatInfo::GetName(a_Ach));
m_World->BroadcastChat(Msg);
}
// Increment the statistic
StatValue New = m_Stats.AddValue(a_Ach);
// Achievement Get!
m_ClientHandle->SendStatistics(m_Stats);
return New;
}
}
void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
// ask plugins to allow teleport to the new position.
if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPos, Vector3d(a_PosX, a_PosY, a_PosZ)))
{
SetPosition(a_PosX, a_PosY, a_PosZ);
m_LastGroundHeight = static_cast<float>(a_PosY);
m_LastJumpHeight = static_cast<float>(a_PosY);
m_bIsTeleporting = true;
m_World->BroadcastTeleportEntity(*this, GetClientHandle());
m_ClientHandle->SendPlayerMoveLook();
}
}
void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees)
{
SetYaw(a_YawDegrees);
SetPitch(a_PitchDegrees);
m_ClientHandle->SendPlayerMoveLook();
}
Vector3d cPlayer::GetThrowStartPos(void) const
{
Vector3d res = GetEyePosition();
// Adjust the position to be just outside the player's bounding box:
res.x += 0.16 * cos(GetPitch());
res.y += -0.1;
res.z += 0.16 * sin(GetPitch());
return res;
}
Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
{
Vector3d res = GetLookVector();
res.Normalize();
// TODO: Add a slight random change (+-0.0075 in each direction)
return res * a_SpeedCoeff;
}
void cPlayer::ForceSetSpeed(const Vector3d & a_Speed)
{
SetSpeed(a_Speed);
}
void cPlayer::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
super::DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
// Send the speed to the client so he actualy moves
m_ClientHandle->SendEntityVelocity(*this);
}
void cPlayer::MoveTo( const Vector3d & a_NewPos)
{
if ((a_NewPos.y < -990) && (GetPosY() > -100))
{
// When attached to an entity, the client sends position packets with weird coords:
// Y = -999 and X, Z = attempting to create speed, usually up to 0.03
// We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while
// the client may still send more of these nonsensical packets.
if (m_AttachedTo != nullptr)
{
Vector3d AddSpeed(a_NewPos);
AddSpeed.y = 0;
m_AttachedTo->AddSpeed(AddSpeed);
}
return;
}
// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
Vector3d DeltaPos = a_NewPos - GetPosition();
UpdateMovementStats(DeltaPos);
SetPosition( a_NewPos);
SetStance(a_NewPos.y + 1.62);
}
void cPlayer::SetVisible(bool a_bVisible)
{
// Need to Check if the player or other players are in gamemode spectator, but will break compatibility
if (a_bVisible && !m_bVisible) // Make visible
{
m_bVisible = true;
m_World->BroadcastSpawnEntity(*this);
}
if (!a_bVisible && m_bVisible)
{
m_bVisible = false;
m_World->BroadcastDestroyEntity(*this, m_ClientHandle.get()); // Destroy on all clients
}
}
bool cPlayer::HasPermission(const AString & a_Permission)
{
if (a_Permission.empty())
{
// Empty permission request is always granted
return true;
}
AStringVector Split = StringSplit(a_Permission, ".");
// Iterate over all restrictions; if any matches, then return failure:
for (auto & Restriction: m_SplitRestrictions)
{
if (PermissionMatches(Split, Restriction))
{
return false;
}
} // for Restriction - m_SplitRestrictions[]
// Iterate over all granted permissions; if any matches, then return success:
for (auto & Permission: m_SplitPermissions)
{
if (PermissionMatches(Split, Permission))
{
return true;
}
} // for Permission - m_SplitPermissions[]
// No granted permission matches
return false;
}
bool cPlayer::PermissionMatches(const AStringVector & a_Permission, const AStringVector & a_Template)
{
// Check the sub-items if they are the same or there's a wildcard:
size_t lenP = a_Permission.size();
size_t lenT = a_Template.size();
size_t minLen = std::min(lenP, lenT);
for (size_t i = 0; i < minLen; i++)
{
if (a_Template[i] == "*")
{
// Has matched so far and now there's a wildcard in the template, so the permission matches:
return true;
}
if (a_Permission[i] != a_Template[i])
{
// Found a mismatch
return false;
}
}
// So far all the sub-items have matched
// If the sub-item count is the same, then the permission matches:
if (lenP == lenT)
{
return true;
}
// There are more sub-items in either the permission or the template, not a match:
return false;
}
AString cPlayer::GetColor(void) const
{
if (m_MsgNameColorCode.empty() || (m_MsgNameColorCode == "-"))
{
// Color has not been assigned, return an empty string:
return AString();
}
// Return the color, including the delimiter:
return cChatColor::Delimiter + m_MsgNameColorCode;
}
AString cPlayer::GetPlayerListName(void) const
{
const AString & Color = GetColor();
if (HasCustomName())
{
return m_CustomName;
}
else if ((GetName().length() <= 14) && !Color.empty())
{
return Printf("%s%s", Color.c_str(), GetName().c_str());
}
else
{
return GetName();
}
}
void cPlayer::TossEquippedItem(char a_Amount)
{
cItems Drops;
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
char NewAmount = a_Amount;
if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
{
NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
}
GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
DroppedItem.m_ItemCount = NewAmount;
Drops.push_back(DroppedItem);
}
TossItems(Drops);
}
void cPlayer::TossHeldItem(char a_Amount)
{
cItems Drops;
cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
Item.m_ItemCount = OriginalItemAmount - a_Amount;
}
else
{
Item.Empty();
}
}
TossItems(Drops);
}
void cPlayer::TossPickup(const cItem & a_Item)
{
cItems Drops;
Drops.push_back(a_Item);
TossItems(Drops);
}
void cPlayer::TossItems(const cItems & a_Items)
{
if (IsGameModeSpectator()) // Players can't toss items in spectator
{
return;
}
m_Stats.AddValue(statItemsDropped, (StatValue)a_Items.Size());
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(a_Items, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
bool cPlayer::DoMoveToWorld(cWorld * a_World, bool a_ShouldSendRespawn)
{
ASSERT(a_World != nullptr);
if (GetWorld() == a_World)
{
// Don't move to same world
return false;
}
// Send the respawn packet:
if (a_ShouldSendRespawn && (m_ClientHandle != nullptr))
{
m_ClientHandle->SendRespawn(a_World->GetDimension());
}
// Broadcast for other people that the player is gone.
GetWorld()->BroadcastDestroyEntity(*this);
// Remove player from the old world
SetWorldTravellingFrom(GetWorld()); // cChunk handles entity removal
GetWorld()->RemovePlayer(this, false);
// Queue adding player to the new world, including all the necessary adjustments to the object
a_World->AddPlayer(this);
SetWorld(a_World); // Chunks may be streamed before cWorld::AddPlayer() sets the world to the new value
// Update the view distance.
m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance());
// Send current weather of target world to player
if (a_World->GetDimension() == dimOverworld)
{
m_ClientHandle->SendWeather(a_World->GetWeather());
}
// Broadcast the player into the new world.
a_World->BroadcastSpawnEntity(*this);
return true;
}
bool cPlayer::LoadFromDisk(cWorldPtr & a_World)
{
LoadRank();
// Load from the UUID file:
if (LoadFromFile(GetUUIDFileName(m_UUID), a_World))
{
return true;
}
// Load from the offline UUID file, if allowed:
AString OfflineUUID = cClientHandle::GenerateOfflineUUID(GetName());
const char * OfflineUsage = " (unused)";
if (cRoot::Get()->GetServer()->ShouldLoadOfflinePlayerData())
{
OfflineUsage = "";
if (LoadFromFile(GetUUIDFileName(OfflineUUID), a_World))
{
return true;
}
}
// Load from the old-style name-based file, if allowed:
if (cRoot::Get()->GetServer()->ShouldLoadNamedPlayerData())
{
AString OldStyleFileName = Printf("players/%s.json", GetName().c_str());
if (LoadFromFile(OldStyleFileName, a_World))
{
// Save in new format and remove the old file
if (SaveToDisk())
{
cFile::Delete(OldStyleFileName);
}
return true;
}
}
// None of the files loaded successfully
LOG("Player data file not found for %s (%s, offline %s%s), will be reset to defaults.",
GetName().c_str(), m_UUID.c_str(), OfflineUUID.c_str(), OfflineUsage
);
if (a_World == nullptr)
{
a_World = cRoot::Get()->GetDefaultWorld();
}
return false;
}
bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
{
// Load the data from the file:
cFile f;
if (!f.Open(a_FileName, cFile::fmRead))
{
// This is a new player whom we haven't seen yet, bail out, let them have the defaults
return false;
}
AString buffer;
if (f.ReadRestOfFile(buffer) != f.GetSize())
{
LOGWARNING("Cannot read player data from file \"%s\"", a_FileName.c_str());
return false;
}
f.Close();
// Parse the JSON format:
Json::Value root;
Json::Reader reader;
if (!reader.parse(buffer, root, false))
{
LOGWARNING("Cannot parse player data in file \"%s\"", a_FileName.c_str());
return false;
}
// Load the player data:
Json::Value & JSON_PlayerPosition = root["position"];
if (JSON_PlayerPosition.size() == 3)
{
SetPosX(JSON_PlayerPosition[(unsigned)0].asDouble());
SetPosY(JSON_PlayerPosition[(unsigned)1].asDouble());
SetPosZ(JSON_PlayerPosition[(unsigned)2].asDouble());
m_LastPos = GetPosition();
}
Json::Value & JSON_PlayerRotation = root["rotation"];
if (JSON_PlayerRotation.size() == 3)
{
SetYaw (static_cast<float>(JSON_PlayerRotation[(unsigned)0].asDouble()));
SetPitch (static_cast<float>(JSON_PlayerRotation[(unsigned)1].asDouble()));
SetRoll (static_cast<float>(JSON_PlayerRotation[(unsigned)2].asDouble()));
}
m_Health = root.get("health", 0).asInt();
m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt();
m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt();
m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
m_FoodTickTimer = root.get("foodTickTimer", 0).asInt();
m_FoodExhaustionLevel = root.get("foodExhaustion", 0).asDouble();
m_LifetimeTotalXp = root.get("xpTotal", 0).asInt();
m_CurrentXp = root.get("xpCurrent", 0).asInt();
m_IsFlying = root.get("isflying", 0).asBool();
m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
if (m_GameMode == eGameMode_Creative)
{
m_CanFly = true;
}
m_Inventory.LoadFromJson(root["inventory"]);
cEnderChestEntity::LoadFromJson(root["enderchestinventory"], m_EnderChestContents);
m_LoadedWorldName = root.get("world", "world").asString();
a_World = cRoot::Get()->GetWorld(GetLoadedWorldName(), false);
if (a_World == nullptr)
{
a_World = cRoot::Get()->GetDefaultWorld();
}
m_LastBedPos.x = root.get("SpawnX", a_World->GetSpawnX()).asInt();
m_LastBedPos.y = root.get("SpawnY", a_World->GetSpawnY()).asInt();
m_LastBedPos.z = root.get("SpawnZ", a_World->GetSpawnZ()).asInt();
// Load the player stats.
// We use the default world name (like bukkit) because stats are shared between dimensions / worlds.
cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetName(), GetName(), &m_Stats);
StatSerializer.Load();
LOGD("Player %s was read from file \"%s\", spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
GetName().c_str(), a_FileName.c_str(), GetPosX(), GetPosY(), GetPosZ(), a_World->GetName().c_str()
);
return true;
}
bool cPlayer::SaveToDisk()
{
cFile::CreateFolder(FILE_IO_PREFIX + AString("players/")); // Create the "players" folder, if it doesn't exist yet (#1268)
cFile::CreateFolder(FILE_IO_PREFIX + AString("players/") + m_UUID.substr(0, 2));
// create the JSON data
Json::Value JSON_PlayerPosition;
JSON_PlayerPosition.append(Json::Value(GetPosX()));
JSON_PlayerPosition.append(Json::Value(GetPosY()));
JSON_PlayerPosition.append(Json::Value(GetPosZ()));
Json::Value JSON_PlayerRotation;
JSON_PlayerRotation.append(Json::Value(GetYaw()));
JSON_PlayerRotation.append(Json::Value(GetPitch()));
JSON_PlayerRotation.append(Json::Value(GetRoll()));
Json::Value JSON_Inventory;
m_Inventory.SaveToJson(JSON_Inventory);
Json::Value JSON_EnderChestInventory;
cEnderChestEntity::SaveToJson(JSON_EnderChestInventory, m_EnderChestContents);
Json::Value root;
root["position"] = JSON_PlayerPosition;
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
root["enderchestinventory"] = JSON_EnderChestInventory;
root["health"] = m_Health;
root["xpTotal"] = m_LifetimeTotalXp;
root["xpCurrent"] = m_CurrentXp;
root["air"] = m_AirLevel;
root["food"] = m_FoodLevel;
root["foodSaturation"] = m_FoodSaturationLevel;
root["foodTickTimer"] = m_FoodTickTimer;
root["foodExhaustion"] = m_FoodExhaustionLevel;
root["isflying"] = IsFlying();
root["lastknownname"] = GetName();
root["SpawnX"] = GetLastBedPos().x;
root["SpawnY"] = GetLastBedPos().y;
root["SpawnZ"] = GetLastBedPos().z;
if (m_World != nullptr)
{
root["world"] = m_World->GetName();
if (m_GameMode == m_World->GetGameMode())
{
root["gamemode"] = static_cast<int>(eGameMode_NotSet);
}
else
{
root["gamemode"] = static_cast<int>(m_GameMode);
}
}
else
{
// This happens if the player is saved to new format after loading from the old format
root["world"] = m_LoadedWorldName;
root["gamemode"] = static_cast<int>(eGameMode_NotSet);
}
Json::StyledWriter writer;
std::string JsonData = writer.write(root);
AString SourceFile = GetUUIDFileName(m_UUID);
cFile f;
if (!f.Open(SourceFile, cFile::fmWrite))
{
LOGWARNING("Error writing player \"%s\" to file \"%s\" - cannot open file. Player will lose their progress.",
GetName().c_str(), SourceFile.c_str()
);
return false;
}
if (f.Write(JsonData.c_str(), JsonData.size()) != static_cast<int>(JsonData.size()))
{
LOGWARNING("Error writing player \"%s\" to file \"%s\" - cannot save data. Player will lose their progress. ",
GetName().c_str(), SourceFile.c_str()
);
return false;
}
// Save the player stats.
// We use the default world name (like bukkit) because stats are shared between dimensions / worlds.
cStatSerializer StatSerializer(cRoot::Get()->GetDefaultWorld()->GetName(), GetName(), &m_Stats);
if (!StatSerializer.Save())
{
LOGWARNING("Could not save stats for player %s", GetName().c_str());
return false;
}
return true;
}
void cPlayer::UseEquippedItem(int a_Amount)
{
if (IsGameModeCreative() || IsGameModeSpectator()) // No damage in creative or spectator
{
return;
}
// If the item has an unbreaking enchantment, give it a random chance of not breaking:
cItem Item = GetEquippedItem();
int UnbreakingLevel = Item.m_Enchantments.GetLevel(cEnchantments::enchUnbreaking);
if (UnbreakingLevel > 0)
{
int chance;
if (ItemCategory::IsArmor(Item.m_ItemType))
{
chance = 60 + (40 / (UnbreakingLevel + 1));
}
else
{
chance = 100 / (UnbreakingLevel + 1);
}
cFastRandom Random;
if (Random.NextInt(101) <= chance)
{
return;
}
}
if (GetInventory().DamageEquippedItem(a_Amount))
{
m_World->BroadcastSoundEffect("random.break", GetPosX(), GetPosY(), GetPosZ(), 0.5f, static_cast<float>(0.75 + (static_cast<float>((GetUniqueID() * 23) % 32)) / 64));
}
}
void cPlayer::TickBurning(cChunk & a_Chunk)
{
// Don't burn in creative or spectator and stop burning in creative if necessary
if (!IsGameModeCreative() && !IsGameModeSpectator())
{
super::TickBurning(a_Chunk);
}
else if (IsOnFire())
{
m_TicksLeftBurning = 0;
OnFinishedBurning();
}
}
void cPlayer::HandleFood(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Hunger
if (IsGameModeCreative() || IsGameModeSpectator())
{
// Hunger is disabled for Creative and Spectator
return;
}
// Apply food exhaustion that has accumulated:
if (m_FoodExhaustionLevel > 4.0)
{
m_FoodExhaustionLevel -= 4.0;
if (m_FoodSaturationLevel > 0.0)
{
m_FoodSaturationLevel = std::max(m_FoodSaturationLevel - 1.0, 0.0);
}
else
{
SetFoodLevel(m_FoodLevel - 1);
}
}
// Heal or damage, based on the food level, using the m_FoodTickTimer:
if ((m_FoodLevel >= 18) || (m_FoodLevel <= 0))
{
m_FoodTickTimer++;
if (m_FoodTickTimer >= 80)
{
m_FoodTickTimer = 0;
if ((m_FoodLevel >= 18) && (GetHealth() < GetMaxHealth()))
{
// Regenerate health from food, incur 3 pts of food exhaustion:
Heal(1);
AddFoodExhaustion(3.0);
}
else if ((m_FoodLevel <= 0) && (m_Health > 1))
{
// Damage from starving
TakeDamage(dtStarving, nullptr, 1, 1, 0);
}
}
}
else
{
m_FoodTickTimer = 0;
}
}
void cPlayer::HandleFloater()
{
if (GetEquippedItem().m_ItemType == E_ITEM_FISHING_ROD)
{
return;
}
class cFloaterCallback :
public cEntityCallback
{
public:
virtual bool Item(cEntity * a_Entity) override
{
a_Entity->Destroy(true);
return true;
}
} Callback;
m_World->DoWithEntityByID(m_FloaterID, Callback);
SetIsFishing(false);
}
bool cPlayer::IsClimbing(void) const
{
int PosX = POSX_TOINT;
int PosY = POSY_TOINT;
int PosZ = POSZ_TOINT;
if ((PosY < 0) || (PosY >= cChunkDef::Height))
{
return false;
}
BLOCKTYPE Block = m_World->GetBlock(PosX, PosY, PosZ);
switch (Block)
{
case E_BLOCK_LADDER:
case E_BLOCK_VINES:
{
return true;
}
default: return false;
}
}
void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
{
StatValue Value = (StatValue)floor(a_DeltaPos.Length() * 100 + 0.5);
if (m_AttachedTo == nullptr)
{
if (IsClimbing())
{
if (a_DeltaPos.y > 0.0) // Going up
{
m_Stats.AddValue(statDistClimbed, (StatValue)floor(a_DeltaPos.y * 100 + 0.5));
}
}
else if (IsSubmerged())
{
m_Stats.AddValue(statDistDove, Value);
AddFoodExhaustion(0.00015 * static_cast<double>(Value));
}
else if (IsSwimming())
{
m_Stats.AddValue(statDistSwum, Value);
AddFoodExhaustion(0.00015 * static_cast<double>(Value));
}
else if (IsOnGround())
{
m_Stats.AddValue(statDistWalked, Value);
AddFoodExhaustion((m_IsSprinting ? 0.001 : 0.0001) * static_cast<double>(Value));
}
else
{
if (Value >= 25) // Ignore small / slow movement
{
m_Stats.AddValue(statDistFlown, Value);
}
}
}
else
{
switch (m_AttachedTo->GetEntityType())
{
case cEntity::etMinecart: m_Stats.AddValue(statDistMinecart, Value); break;
case cEntity::etBoat: m_Stats.AddValue(statDistBoat, Value); break;
case cEntity::etMonster:
{
cMonster * Monster = (cMonster *)m_AttachedTo;
switch (Monster->GetMobType())
{
case mtPig: m_Stats.AddValue(statDistPig, Value); break;
case mtHorse: m_Stats.AddValue(statDistHorse, Value); break;
default: break;
}
break;
}
default: break;
}
}
}
void cPlayer::ApplyFoodExhaustionFromMovement()
{
if (IsGameModeCreative() || IsGameModeSpectator())
{
return;
}
// If we have just teleported, apply no exhaustion
if (m_bIsTeleporting)
{
m_bIsTeleporting = false;
return;
}
// If riding anything, apply no food exhaustion
if (m_AttachedTo != nullptr)
{
return;
}
// Process exhaustion every two ticks as that is how frequently m_LastPos is updated
// Otherwise, we apply exhaustion for a 'movement' every tick, one of which is an already processed value
if (GetWorld()->GetWorldAge() % 2 != 0)
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastPos);
Movement.y = 0; // Only take XZ movement into account
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();
if (IsSprinting())
{
// 0.1 pt per meter sprinted
BaseExhaustion = BaseExhaustion * 0.1;
}
else if (IsSwimming())
{
// 0.015 pt per meter swum
BaseExhaustion = BaseExhaustion * 0.015;
}
else
{
// 0.01 pt per meter walked / sneaked
BaseExhaustion = BaseExhaustion * 0.01;
}
m_FoodExhaustionLevel += BaseExhaustion;
}
void cPlayer::LoadRank(void)
{
// Load the values from cRankManager:
cRankManager * RankMgr = cRoot::Get()->GetRankManager();
m_Rank = RankMgr->GetPlayerRankName(m_UUID);
if (m_Rank.empty())
{
m_Rank = RankMgr->GetDefaultRank();
}
else
{
// Update the name:
RankMgr->UpdatePlayerName(m_UUID, m_PlayerName);
}
m_Permissions = RankMgr->GetPlayerPermissions(m_UUID);
m_Restrictions = RankMgr->GetPlayerRestrictions(m_UUID);
RankMgr->GetRankVisuals(m_Rank, m_MsgPrefix, m_MsgSuffix, m_MsgNameColorCode);
// Break up the individual permissions on each dot, into m_SplitPermissions:
m_SplitPermissions.clear();
m_SplitPermissions.reserve(m_Permissions.size());
for (auto & Permission: m_Permissions)
{
m_SplitPermissions.push_back(StringSplit(Permission, "."));
} // for Permission - m_Permissions[]
// Break up the individual restrictions on each dot, into m_SplitRestrictions:
m_SplitRestrictions.clear();
m_SplitRestrictions.reserve(m_Restrictions.size());
for (auto & Restriction: m_Restrictions)
{
m_SplitRestrictions.push_back(StringSplit(Restriction, "."));
} // for itr - m_Restrictions[]
}
bool cPlayer::PlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
sSetBlockVector blk{{a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta}};
return PlaceBlocks(blk);
}
void cPlayer::SendBlocksAround(int a_BlockX, int a_BlockY, int a_BlockZ, int a_Range)
{
// Collect the coords of all the blocks to send:
sSetBlockVector blks;
for (int y = a_BlockY - a_Range + 1; y < a_BlockY + a_Range; y++)
{
for (int z = a_BlockZ - a_Range + 1; z < a_BlockZ + a_Range; z++)
{
for (int x = a_BlockX - a_Range + 1; x < a_BlockX + a_Range; x++)
{
blks.emplace_back(x, y, z, E_BLOCK_AIR, 0); // Use fake blocktype, it will get set later on.
};
};
} // for y
// Get the values of all the blocks:
if (!m_World->GetBlocks(blks, false))
{
LOGD("%s: Cannot query all blocks, not sending an update", __FUNCTION__);
return;
}
// Divide the block changes by their respective chunks:
std::unordered_map<cChunkCoords, sSetBlockVector, cChunkCoordsHash> Changes;
for (const auto & blk: blks)
{
Changes[cChunkCoords(blk.m_ChunkX, blk.m_ChunkZ)].push_back(blk);
} // for blk - blks[]
blks.clear();
// Send the blocks for each affected chunk:
for (auto itr = Changes.cbegin(), end = Changes.cend(); itr != end; ++itr)
{
m_ClientHandle->SendBlockChanges(itr->first.m_ChunkX, itr->first.m_ChunkZ, itr->second);
}
}
bool cPlayer::PlaceBlocks(const sSetBlockVector & a_Blocks)
{
// Call the "placing" hooks; if any fail, abort:
cPluginManager * pm = cPluginManager::Get();
for (auto blk: a_Blocks)
{
if (pm->CallHookPlayerPlacingBlock(*this, blk))
{
// Abort - re-send all the current blocks in the a_Blocks' coords to the client:
for (auto blk2: a_Blocks)
{
m_World->SendBlockTo(blk2.GetX(), blk2.GetY(), blk2.GetZ(), this);
}
return false;
}
} // for blk - a_Blocks[]
// Set the blocks:
m_World->SetBlocks(a_Blocks);
// Notify the blockhandlers:
cChunkInterface ChunkInterface(m_World->GetChunkMap());
for (auto blk: a_Blocks)
{
cBlockHandler * newBlock = BlockHandler(blk.m_BlockType);
newBlock->OnPlacedByPlayer(ChunkInterface, *m_World, this, blk);
}
// Call the "placed" hooks:
for (auto blk: a_Blocks)
{
pm->CallHookPlayerPlacedBlock(*this, blk);
}
return true;
}
void cPlayer::Detach()
{
super::Detach();
int PosX = POSX_TOINT;
int PosY = POSY_TOINT;
int PosZ = POSZ_TOINT;
// Search for a position within an area to teleport player after detachment
// Position must be solid land, and occupied by a nonsolid block
// If nothing found, player remains where they are
for (int x = PosX - 2; x <= (PosX + 2); ++x)
{
for (int y = PosY; y <= (PosY + 3); ++y)
{
for (int z = PosZ - 2; z <= (PosZ + 2); ++z)
{
if (!cBlockInfo::IsSolid(m_World->GetBlock(x, y, z)) && cBlockInfo::IsSolid(m_World->GetBlock(x, y - 1, z)))
{
TeleportToCoords(x, y, z);
return;
}
}
}
}
}
void cPlayer::RemoveClientHandle(void)
{
ASSERT(m_ClientHandle != nullptr);
m_ClientHandle.reset();
}
AString cPlayer::GetUUIDFileName(const AString & a_UUID)
{
AString UUID = cMojangAPI::MakeUUIDDashed(a_UUID);
ASSERT(UUID.length() == 36);
AString res("players/");
res.append(UUID, 0, 2);
res.push_back('/');
res.append(UUID, 2, AString::npos);
res.append(".json");
return res;
}