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@ -10,6 +10,7 @@ import net.deliciousreya.minecraftportal.extensions.* |
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import org.bukkit.Material |
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import org.bukkit.Material |
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import org.bukkit.Material.* |
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import org.bukkit.Material.* |
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import org.bukkit.block.BlockFace |
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import org.bukkit.block.BlockFace |
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import org.bukkit.material.Directional |
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val MINERAL_TYPES: ImmutableMap<Material, Material> = ImmutableMap.Builder<Material, Material>() |
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val MINERAL_TYPES: ImmutableMap<Material, Material> = ImmutableMap.Builder<Material, Material>() |
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.put(COAL_BLOCK, BLACK_STAINED_GLASS) |
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.put(COAL_BLOCK, BLACK_STAINED_GLASS) |
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@ -24,129 +25,137 @@ val MINERAL_TYPES: ImmutableMap<Material, Material> = ImmutableMap.Builder<Mater |
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val DOOR_TYPES: ImmutableSet<Material> = ImmutableSet.of(ACACIA_DOOR, BIRCH_DOOR, DARK_OAK_DOOR, IRON_DOOR, JUNGLE_DOOR, OAK_DOOR, SPRUCE_DOOR) |
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val DOOR_TYPES: ImmutableSet<Material> = ImmutableSet.of(ACACIA_DOOR, BIRCH_DOOR, DARK_OAK_DOOR, IRON_DOOR, JUNGLE_DOOR, OAK_DOOR, SPRUCE_DOOR) |
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fun findPortalFrameConnectedTo(block:Block, state:PortalFrame.State): PortalScanResults { |
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fun findPortalFrameConnectedTo(block:Block, state:PortalFrame.State): PortalFrame? { |
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var bestScan:PortalScanResults? = null |
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when { |
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when { |
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block.type in state.glassBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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block.type in state.glassBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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for (vector in direction.glassOffsets) { |
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for (vector in direction.glassOffsets) { |
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val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state) |
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val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state) |
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if (scanResult.frame != null) { |
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if (scanResult != null) { |
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return scanResult |
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return scanResult |
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} else if (bestScan == null || scanResult > bestScan) { |
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bestScan = scanResult |
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} |
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} |
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} |
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} |
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} |
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} |
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block.type in state.airBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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block.type in state.doorBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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for (vector in direction.airOffsets) { |
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for (vector in direction.doorOffsets) { |
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val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state) |
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val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state) |
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if (scanResult.frame != null) { |
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if (scanResult != null) { |
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return scanResult |
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return scanResult |
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} else if (bestScan == null || scanResult > bestScan) { |
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bestScan = scanResult |
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} |
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} |
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} |
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} |
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} |
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} |
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block.type in state.mineralBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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block.type in state.mineralBlocks -> for (direction in PortalFrame.EntranceDirection.values()) { |
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val scanResult = checkPortalFrameAt(block.location.subtract(direction.mineralOffset), direction, state) |
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val scanResult = checkPortalFrameAt(block.location.subtract(direction.mineralOffset), direction, state) |
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if (scanResult.frame != null) { |
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if (scanResult != null) { |
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return scanResult |
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return scanResult |
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} else if (bestScan == null || scanResult > bestScan) { |
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bestScan = scanResult |
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} |
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} |
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} |
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} |
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} |
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} |
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return bestScan!! |
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return null |
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} |
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} |
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/** Detects whether there is a portal frame in the given state at the given location, extending in the given direction. */ |
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/** Detects whether there is a portal frame in the given state at the given location, extending in the given direction. */ |
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fun checkPortalFrameAt(location:Location, direction:PortalFrame.EntranceDirection, state:PortalFrame.State): PortalScanResults { |
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fun checkPortalFrameAt(location:Location, direction:PortalFrame.EntranceDirection, state:PortalFrame.State): PortalFrame? { |
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val matches = ImmutableList.Builder<Block>() |
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val mineral = (location + direction.mineralOffset).block |
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val nonmatches = ImmutableList.Builder<Block>() |
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if (mineral.type !in state.mineralBlocks) { |
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return null |
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} |
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for (vector in direction.glassOffsets) { |
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for (vector in direction.glassOffsets) { |
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val block = (location + vector).block |
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val block = (location + vector).block |
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(if (block.type in state.glassBlocks) matches else nonmatches).add(block) |
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if (block.type !in state.glassBlocks) { |
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return null |
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} |
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} |
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} |
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for (vector in direction.airOffsets) { |
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for (vector in direction.doorOffsets) { |
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val block = (location + vector).block |
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val block = (location + vector).block |
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(if (block.type in state.airBlocks) matches else nonmatches).add(block) |
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if (block.type !in state.doorBlocks || (block.blockData is Directional && (block.blockData as Directional).facing != direction.doorDirection)) { |
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return null |
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} |
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} |
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val block = (location + direction.mineralOffset).block |
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(if (block.type in state.mineralBlocks) matches else nonmatches).add(block) |
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val nonmatchesBuilt = nonmatches.build() |
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return PortalScanResults(if (nonmatchesBuilt.isEmpty()) {PortalFrame(location, direction)} else {null}, matches.build(), nonmatchesBuilt) |
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} |
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data class PortalScanResults(val frame: PortalFrame?, val matchingBlocks:List<Block>, val nonMatchingBlocks:List<Block>) : Comparable<PortalScanResults> { |
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override fun compareTo(other:PortalScanResults): Int { |
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return matchingBlocks.size - other.matchingBlocks.size |
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} |
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} |
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return PortalFrame(location, direction) |
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} |
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} |
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/** Information about a portal frame. */ |
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/** Information about a portal frame. */ |
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data class PortalFrame(val lowerLeftCorner: Location, val direction: EntranceDirection) { |
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data class PortalFrame(val lowerLeftFrontCorner: Location, val direction: EntranceDirection) { |
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val UP = Vector(0, 1, 0) |
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enum class State(val glassBlocks: ImmutableSet<Material>, val doorBlocks: ImmutableSet<Material>, val mineralBlocks: ImmutableSet<Material>) { |
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enum class State(val glassBlocks: ImmutableSet<Material>, val airBlocks: ImmutableSet<Material>, val mineralBlocks: ImmutableSet<Material>) { |
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ACTIVE(ImmutableSet.copyOf(MINERAL_TYPES.values), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys)), |
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ACTIVE(ImmutableSet.copyOf(MINERAL_TYPES.values), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys)), |
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INACTIVE(ImmutableSet.of(GLASS), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys)); |
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INACTIVE(ImmutableSet.of(GLASS), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys)); |
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val allValidBlocks = ImmutableSet.Builder<Material>().addAll(glassBlocks).addAll(airBlocks).addAll(mineralBlocks).build() |
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val allValidBlocks = ImmutableSet.Builder<Material>().addAll(glassBlocks).addAll(doorBlocks).addAll(mineralBlocks).build() |
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} |
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} |
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/** The direction along which a portal frame extends. */ |
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/** The direction along which a portal frame extends. */ |
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enum class EntranceDirection(toRight: Vector, toBack: Vector, doorDirection: BlockFace) { |
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enum class EntranceDirection(toRight: Vector, toBack: Vector, val doorDirection: BlockFace) { |
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NORTH(Vector(1, 0, 0), Vector(0, 0, 1), BlockFace.NORTH), |
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NORTH(Vector(1, 0, 0), Vector(0, 0, 1), BlockFace.NORTH), |
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SOUTH(Vector(1, 0, 0), Vector(0, 0, -1), BlockFace.SOUTH), |
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SOUTH(Vector(1, 0, 0), Vector(0, 0, -1), BlockFace.SOUTH), |
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EAST(Vector(0, 0, 1), Vector(-1, 0, 0), BlockFace.EAST), |
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EAST(Vector(0, 0, 1), Vector(-1, 0, 0), BlockFace.EAST), |
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WEST(Vector(0, 0, 1), Vector(1, 0, 0), BlockFace.WEST); |
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WEST(Vector(0, 0, 1), Vector(1, 0, 0), BlockFace.WEST); |
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val glassOffsets: ImmutableList<Vector> = ImmutableList.of( |
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val glassOffsets: ImmutableList<Vector> = ImmutableList.of( |
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Vector(0, 0, 0), |
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// check corners first: |
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Vector(0, 1, 0), |
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// bottom left, front |
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Vector(0, 2, 0), |
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ZERO, |
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Vector(0, 3, 0), |
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// top right, back |
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Vector(0, 3, 0) + toRight, |
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UP * 3 + toBack + toRight * 2, |
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// bottom right, front |
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toRight * 2, |
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toRight * 2, |
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Vector(0, 1, 0) + toRight * 2, |
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// top right, front |
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Vector(0, 2, 0) + toRight * 2, |
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UP * 3 + toRight * 2, |
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Vector(0, 3, 0) + toRight * 2, |
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// top left, front |
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Vector(0, 0, 0) + toBack, |
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UP * 3, |
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Vector(0, 1, 0) + toBack, |
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// bottom left, back |
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Vector(0, 2, 0) + toBack, |
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toBack, |
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Vector(0, 3, 0) + toBack, |
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// top left, back |
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Vector(0, 0, 0) + toBack + toRight, |
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UP * 3 + toBack, |
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Vector(0, 1, 0) + toBack + toRight, |
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// bottom right, back |
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Vector(0, 2, 0) + toBack + toRight, |
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toBack + toRight * 2, |
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Vector(0, 3, 0) + toBack + toRight, |
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Vector(0, 0, 0) + toBack + toRight * 2, |
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// then do front walls |
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Vector(0, 1, 0) + toBack + toRight * 2, |
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// left front wall |
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Vector(0, 2, 0) + toBack + toRight * 2, |
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UP, |
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Vector(0, 3, 0) + toBack + toRight * 2 |
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UP * 2, |
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// top front wall |
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UP * 3 + toRight, |
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// right front wall |
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UP + toRight * 2, |
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UP * 2 + toRight * 2, |
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// now do the rest of the back |
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// left back wall |
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UP + toBack, |
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UP * 2 + toBack, |
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// center back wall |
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toBack + toRight, |
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UP + toBack + toRight, |
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UP * 2 + toBack + toRight, |
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UP * 3 + toBack + toRight, |
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// right back wall |
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UP + toBack + toRight * 2, |
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UP * 2 + toBack + toRight * 2 |
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) |
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) |
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val mineralOffset: Vector = toRight |
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val mineralOffset: Vector = toRight |
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val airOffsets: ImmutableList<Vector> = ImmutableList.of( |
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val doorOffsets: ImmutableList<Vector> = ImmutableList.of( |
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Vector(0, 1, 0) + toRight, |
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Vector(0, 1, 0) + toRight, |
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Vector(0, 2, 0) + toRight |
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Vector(0, 2, 0) + toRight |
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) |
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) |
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} |
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} |
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val portalCenter = lowerLeftCorner + direction.airOffsets[0] |
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val portalCenter = lowerLeftFrontCorner + direction.doorOffsets[0] |
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fun isStandingInPortal(location: Location): Boolean { |
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fun isStandingInPortal(location: Location): Boolean { |
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return direction.airOffsets.any { offset -> location.block.location - offset == lowerLeftCorner } |
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return direction.doorOffsets.any { offset -> location.block.location - offset == lowerLeftFrontCorner } |
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} |
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} |
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fun color() { |
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fun color() { |
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val mineral = (lowerLeftCorner + direction.mineralOffset).block |
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val mineral = (lowerLeftFrontCorner + direction.mineralOffset).block |
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for (offset in direction.glassOffsets) { |
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for (offset in direction.glassOffsets) { |
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(lowerLeftCorner + offset).block.type = MINERAL_TYPES.getOrDefault(mineral.type, BROWN_STAINED_GLASS) |
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(lowerLeftFrontCorner + offset).block.type = MINERAL_TYPES.getOrDefault(mineral.type, BROWN_STAINED_GLASS) |
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} |
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} |
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} |
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} |
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fun uncolor() { |
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fun uncolor() { |
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for (offset in direction.glassOffsets) { |
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for (offset in direction.glassOffsets) { |
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(lowerLeftCorner + offset).block.type = GLASS |
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(lowerLeftFrontCorner + offset).block.type = GLASS |
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} |
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} |
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} |
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} |
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} |
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} |