package fr.neatmonster.nocheatplus.checks.blockplace;
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 {
/** For temporary use: LocUtil.clone before passing deeply, call setWorld(null) after use. */
private final Location useLoc = new Location(null, 0, 0, 0);
/**
* Instantiates a new direction check.
*/
public Direction() {
super(CheckType.BLOCKPLACE_DIRECTION);
}
/**
* Checks a player.
*
* @param player
* the player
* @param data
* @param cc
* @param location
* the location
* @return true, if successful
*/
public boolean check(final Player player, final Block placed, final Block against, final BlockPlaceData data, final BlockPlaceConfig 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 Location loc = player.getLocation(useLoc);
final Vector direction = loc.getDirection();
double off = TrigUtil.directionCheck(loc, player.getEyeHeight(), direction, against, TrigUtil.DIRECTION_PRECISION);
// Now check if the player is looking at the block from the correct side.
double off2 = 0.0D;
// Find out against which face the player tried to build, and if they
// stood on the correct side of it
if (placed.getX() > against.getX())
off2 = against.getX() + 0.5D - loc.getX();
else if (placed.getX() < against.getX())
off2 = -(against.getX() + 0.5D - loc.getX());
else if (placed.getY() > against.getY())
off2 = against.getY() + 0.5D - loc.getY() - player.getEyeHeight();
else if (placed.getY() < against.getY())
off2 = -(against.getY() + 0.5D - loc.getY() - player.getEyeHeight());
else if (placed.getZ() > against.getZ())
off2 = against.getZ() + 0.5D - loc.getZ();
else if (placed.getZ() < against.getZ())
off2 = -(against.getZ() + 0.5D - loc.getZ());
// If they weren't on the correct side, add that to the "off" value
if (off2 > 0.0D)
off += off2;
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 + placed.getX() - loc.getX(), 0.5 + placed.getY() - loc.getY() - player.getEyeHeight(), 0.5 + placed.getZ() - loc.getZ());
final double distance = blockEyes.crossProduct(direction).length() / direction.length();
// Add the overall violation level of the check.
data.directionVL += distance;
// 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;
}
useLoc.setWorld(null);
return cancel;
}
}