From 2691e8daed826e944ca38f4787c77273edbf9404 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sat, 18 Aug 2012 09:56:28 +0000 Subject: Packet refactoring, phase two, partial. Rewritten a few packet handling functions not to use cPacket-descendant objects. This breaks plugin API! Plugins need to modify their hook functions to match those used in the Core plugin git-svn-id: http://mc-server.googlecode.com/svn/trunk@750 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- Plugins/Core/onblockplace.lua | 93 ++++++++++++++++++++++--------------------- 1 file changed, 48 insertions(+), 45 deletions(-) (limited to 'Plugins/Core/onblockplace.lua') diff --git a/Plugins/Core/onblockplace.lua b/Plugins/Core/onblockplace.lua index 12b536e7a..9032f8207 100644 --- a/Plugins/Core/onblockplace.lua +++ b/Plugins/Core/onblockplace.lua @@ -1,60 +1,63 @@ -function OnBlockPlace( Block, Player ) +function OnBlockPlace(Player, BlockX, BlockY, BlockZ, BlockFace, HeldItem) -- dont check if the direction is in the air - if Block.m_Direction ~= -1 then + if (BlockFace == -1) then + return false + end - if( Player:HasPermission("core.build") == false ) then - return true - end + if( Player:HasPermission("core.build") == false ) then + return true + end + + -- TODO: If the placed block is not a block (torch etc.), allow it without checking for collisions + + local X = BlockX + local Y = BlockY + local Z = BlockZ + X, Y, Z = AddDirection(X, Y, Z, BlockFace) + if (Y >= 256 or Y < 0) then + return true + end - local X = Block.m_PosX - local Y = Block.m_PosY - local Z = Block.m_PosZ - X, Y, Z = AddDirection( X, Y, Z, Block.m_Direction ) - if( Y >= 256 or Y < 0 ) then - return true + local CheckCollision = function(Player) + -- drop the decimals, we only care about the full block X,Y,Z + local PlayerX = math.floor(Player:GetPosX(), 0) + local PlayerY = math.floor(Player:GetPosY(), 0) + local PlayerZ = math.floor(Player:GetPosZ(), 0) + + -- player height is 2 blocks, so we check the position and then offset it up one + -- so they can't place a block in anyone's face + + local collision = false + if ((BlockFace == BLOCK_FACE_TOP) and (PlayerY == BlockY - 2) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then + collision = true end - - local CheckCollision = function( Player ) - -- drop the decimals, we only care about the full block X,Y,Z - local PlayerX = math.floor(Player:GetPosX(), 0) - local PlayerY = math.floor(Player:GetPosY(), 0) - local PlayerZ = math.floor(Player:GetPosZ(), 0) - - local BlockX = Block.m_PosX - local BlockY = Block.m_PosY - local BlockZ = Block.m_PosZ - -- player height is 2 blocks, so we check the position and then offset it up one - -- so they can't place a block on there face - - local collision = false - if Block.m_Direction == 0 then if PlayerY == BlockY-2 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end - if Block.m_Direction == 1 then if PlayerY == BlockY+1 and PlayerX == BlockX and PlayerZ == BlockZ then collision = true end end + if ((BlockFace == BLOCK_FACE_BOTTOM) and (PlayerY == BlockY + 1) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then + collision = true + end - if Block.m_Direction == 2 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end - if Block.m_Direction == 2 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ-1 then collision = true end end + if ((BlockFace == BLOCK_FACE_NORTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ - 1)) then + if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end + end - if Block.m_Direction == 3 then if PlayerY == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end - if Block.m_Direction == 3 then if PlayerY+1 == BlockY and PlayerX == BlockX and PlayerZ == BlockZ+1 then collision = true end end + if ((BlockFace == BLOCK_FACE_SOUTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ + 1)) then + if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end + end - if Block.m_Direction == 4 then if PlayerY == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end - if Block.m_Direction == 4 then if PlayerY+1 == BlockY and PlayerX == BlockX-1 and PlayerZ == BlockZ then collision = true end end + if ((BlockFace == BLOCK_FACE_WEST) and (PlayerX == BlockX - 1) and (PlayerZ == BlockZ)) then + if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end + end - if Block.m_Direction == 5 then if PlayerY == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end - if Block.m_Direction == 5 then if PlayerY+1 == BlockY and PlayerX == BlockX+1 and PlayerZ == BlockZ then collision = true end end - - return collision + if ((BlockFace == BLOCK_FACE_EAST) and (PlayerX == BlockX + 1) and (PlayerZ == BlockZ)) then + if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end end - if( Player:GetWorld():ForEachPlayer( CheckCollision ) == false ) then - return true - else - return false - end - + return collision + end + + if (Player:GetWorld():ForEachPlayer(CheckCollision) == false) then + return true end - return false - end \ No newline at end of file -- cgit v1.2.3