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The portal creating plugin for Minecraft.
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package net.deliciousreya.minecraftportal
import com.google.common.collect.ImmutableList
import com.google.common.collect.ImmutableMap
import com.google.common.collect.ImmutableSet
import org.bukkit.Location
import org.bukkit.block.Block
import org.bukkit.util.Vector
import net.deliciousreya.minecraftportal.extensions.*
import org.bukkit.Material
import org.bukkit.Material.*
import org.bukkit.block.BlockFace
import org.bukkit.material.Directional
val MINERAL_TYPES: ImmutableMap<Material, Material> = ImmutableMap.Builder<Material, Material>()
.put(COAL_BLOCK, BLACK_STAINED_GLASS)
.put(REDSTONE_BLOCK, RED_STAINED_GLASS)
.put(LAPIS_BLOCK, BLUE_STAINED_GLASS)
.put(GOLD_BLOCK, YELLOW_STAINED_GLASS)
.put(DIAMOND_BLOCK, CYAN_STAINED_GLASS)
.put(EMERALD_BLOCK, GREEN_STAINED_GLASS)
.put(IRON_BLOCK, GRAY_STAINED_GLASS)
.put(QUARTZ_BLOCK, WHITE_STAINED_GLASS)
.build()
val DOOR_TYPES: ImmutableSet<Material> = ImmutableSet.of(ACACIA_DOOR, BIRCH_DOOR, DARK_OAK_DOOR, IRON_DOOR, JUNGLE_DOOR, OAK_DOOR, SPRUCE_DOOR)
fun findPortalFrameConnectedTo(block:Block, state:PortalFrame.State): PortalFrame? {
when {
block.type in state.glassBlocks -> for (direction in PortalFrame.EntranceDirection.values()) {
for (vector in direction.glassOffsets) {
val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state)
if (scanResult != null) {
return scanResult
}
}
}
block.type in state.doorBlocks -> for (direction in PortalFrame.EntranceDirection.values()) {
for (vector in direction.doorOffsets) {
val scanResult = checkPortalFrameAt(block.location.subtract(vector), direction, state)
if (scanResult != null) {
return scanResult
}
}
}
block.type in state.mineralBlocks -> for (direction in PortalFrame.EntranceDirection.values()) {
val scanResult = checkPortalFrameAt(block.location.subtract(direction.mineralOffset), direction, state)
if (scanResult != null) {
return scanResult
}
}
}
return null
}
/** Detects whether there is a portal frame in the given state at the given location, extending in the given direction. */
fun checkPortalFrameAt(location:Location, direction:PortalFrame.EntranceDirection, state:PortalFrame.State): PortalFrame? {
val mineral = (location + direction.mineralOffset).block
if (mineral.type !in state.mineralBlocks) {
return null
}
for (vector in direction.glassOffsets) {
val block = (location + vector).block
if (block.type !in state.glassBlocks) {
return null
}
}
for (vector in direction.doorOffsets) {
val block = (location + vector).block
if (block.type !in state.doorBlocks || (block.blockData is Directional && (block.blockData as Directional).facing != direction.doorDirection)) {
return null
}
}
return PortalFrame(location, direction)
}
/** Information about a portal frame. */
data class PortalFrame(val lowerLeftFrontCorner: Location, val direction: EntranceDirection) {
enum class State(val glassBlocks: ImmutableSet<Material>, val doorBlocks: ImmutableSet<Material>, val mineralBlocks: ImmutableSet<Material>) {
ACTIVE(ImmutableSet.copyOf(MINERAL_TYPES.values), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys)),
INACTIVE(ImmutableSet.of(GLASS), DOOR_TYPES, ImmutableSet.copyOf(MINERAL_TYPES.keys));
val allValidBlocks = ImmutableSet.Builder<Material>().addAll(glassBlocks).addAll(doorBlocks).addAll(mineralBlocks).build()
}
/** The direction along which a portal frame extends. */
enum class EntranceDirection(toRight: Vector, toBack: Vector, val doorDirection: BlockFace) {
NORTH(Vector(1, 0, 0), Vector(0, 0, 1), BlockFace.NORTH),
SOUTH(Vector(1, 0, 0), Vector(0, 0, -1), BlockFace.SOUTH),
EAST(Vector(0, 0, 1), Vector(-1, 0, 0), BlockFace.EAST),
WEST(Vector(0, 0, 1), Vector(1, 0, 0), BlockFace.WEST);
val glassOffsets: ImmutableList<Vector> = ImmutableList.of(
// check corners first:
// bottom left, front
ZERO,
// top right, back
UP * 3 + toBack + toRight * 2,
// bottom right, front
toRight * 2,
// top right, front
UP * 3 + toRight * 2,
// top left, front
UP * 3,
// bottom left, back
toBack,
// top left, back
UP * 3 + toBack,
// bottom right, back
toBack + toRight * 2,
// then do front walls
// left front wall
UP,
UP * 2,
// top front wall
UP * 3 + toRight,
// right front wall
UP + toRight * 2,
UP * 2 + toRight * 2,
// now do the rest of the back
// left back wall
UP + toBack,
UP * 2 + toBack,
// center back wall
toBack + toRight,
UP + toBack + toRight,
UP * 2 + toBack + toRight,
UP * 3 + toBack + toRight,
// right back wall
UP + toBack + toRight * 2,
UP * 2 + toBack + toRight * 2
)
val mineralOffset: Vector = toRight
val doorOffsets: ImmutableList<Vector> = ImmutableList.of(
Vector(0, 1, 0) + toRight,
Vector(0, 2, 0) + toRight
)
}
val portalCenter = lowerLeftFrontCorner + direction.doorOffsets[0]
fun isStandingInPortal(location: Location): Boolean {
return direction.doorOffsets.any { offset -> location.block.location - offset == lowerLeftFrontCorner }
}
fun color() {
val mineral = (lowerLeftFrontCorner + direction.mineralOffset).block
for (offset in direction.glassOffsets) {
(lowerLeftFrontCorner + offset).block.type = MINERAL_TYPES.getOrDefault(mineral.type, BROWN_STAINED_GLASS)
}
}
fun uncolor() {
for (offset in direction.glassOffsets) {
(lowerLeftFrontCorner + offset).block.type = GLASS
}
}
}