package fr.neatmonster.nocheatplus.checks.blockinteract;
import org.bukkit.Location;
import org.bukkit.block.Block;
import org.bukkit.entity.Player;
import org.bukkit.util.Vector;
import fr.neatmonster.nocheatplus.checks.Check;
import fr.neatmonster.nocheatplus.checks.CheckType;
import fr.neatmonster.nocheatplus.utilities.TrigUtil;
/**
* The Direction check will find out if a player tried to interact with something that's not in their field of view.
*/
public class Direction extends Check {
/**
* Instantiates a new direction check.
*/
public Direction() {
super(CheckType.BLOCKINTERACT_DIRECTION);
}
/**
* Checks a player.
*
* @param player
* the player
* @param blockLocation
* the location
* @return true, if successful
*/
public boolean check(final Player player, final Location loc, final Block block, final BlockInteractData data, final BlockInteractConfig cc) {
boolean cancel = false;
// How far "off" is the player with their aim. We calculate from the players eye location and view direction to
// the center of the target block. If the line of sight is more too far off, "off" will be bigger than 0.
final Vector direction = loc.getDirection();
final double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, block, TrigUtil.DIRECTION_PRECISION);
if (off > 0.1D) {
// Player failed the check. Let's try to guess how far they were from looking directly to the block...
final Vector blockEyes = new Vector(0.5 + block.getX() - loc.getX(), 0.5 + block.getY() - loc.getY() - player.getEyeHeight(), 0.5 + block.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length();
// Add the overall violation level of the check.
data.directionVL += distance;
// TODO: Set distance parameter.
// Execute whatever actions are associated with this check and the violation level and find out if we should
// cancel the event.
cancel = executeActions(player, data.directionVL, distance, cc.directionActions);
} else
// Player did likely nothing wrong, reduce violation counter to reward them.
data.directionVL *= 0.9D;
return cancel;
}
}