/// <summary> /// Places or removes a block. /// </summary> /// <param name="place">True to place block</param> /// <param name="x">X coordinate of the placed/removed block</param> /// <param name="y">Y coordinate of the placed/removed block</param> /// <param name="z">Z coordinate of the placed/removed block</param> /// <param name="version">Current segment version</param> /// <returns>True if block has been placed/removed</returns> public bool PlaceOrRemoveBlock(bool place, out int x, out int y, out int z, out uint version) { x = -1; y = -1; z = -1; version = 0; if (!_CanPlaceBlocks) { return(false); } // check closest intersection Point3D eyeLocation = new Point3D(Location, 0.0f, _EyeHeightFromCenter, 0.0f); Vector3D line = new Vector3D(eyeLocation, NewDirection); Intersection closest = new Intersection(); List <Tuple <Box, int, int> > boxes = new List <Tuple <Box, int, int> >(); // first add current segment's boxes which have 0 shift foreach (Box box in _CurrentSegment.GetBoxesSynchronized()) { boxes.Add(Tuple.Create(box, 0, 0)); } // now add other boxes and determine possible shift foreach (Segment neighbour in _CurrentSegmentNeighbours) { int shiftX = 0; if (_CurrentSegment.X - neighbour.X > WorldHelper.HalfSizeX) { shiftX = WorldHelper.SizeX; } else if (neighbour.X - _CurrentSegment.X > WorldHelper.HalfSizeX) { shiftX = -WorldHelper.SizeX; } int shiftZ = 0; if (_CurrentSegment.Z - neighbour.Z > WorldHelper.HalfSizeZ) { shiftZ = WorldHelper.SizeZ; } else if (neighbour.Z - _CurrentSegment.Z > WorldHelper.HalfSizeZ) { shiftZ = -WorldHelper.SizeZ; } foreach (Box box in neighbour.GetBoxesSynchronized()) { boxes.Add(Tuple.Create(box, shiftX, shiftZ)); } } if (eyeLocation.Y * eyeLocation.Y < BlockInteractionRange) { boxes.Add(Tuple.Create(Box.FloorBox, 0, 0)); } int reverseShiftX = 0; int reverseShiftZ = 0; foreach (Tuple <Box, int, int> box in boxes) { Intersection intersection = box.Item1.GetIntersection(line, box.Item2, box.Item3); if (intersection.Distance < closest.Distance) { closest = intersection; reverseShiftX = -box.Item2; reverseShiftZ = -box.Item3; } } // check if there is a close intersection at all if (closest.IntersectionPoint == null || closest.Distance > BlockInteractionRange) { // not close enough or no point at all return(false); } // adjust the reverse shift by accounting for reverse number truncating // when below 0 if (closest.IntersectionPoint.X < 0 && closest.IntersectionPoint.X % 1 != 0) { reverseShiftX--; } if (closest.IntersectionPoint.Z < 0 && closest.IntersectionPoint.Z % 1 != 0) { reverseShiftZ--; } // calculate cube location without the shift x = Convert.ToInt32(Math.Truncate(closest.IntersectionPoint.X)) + reverseShiftX; y = Convert.ToInt32(Math.Truncate(closest.IntersectionPoint.Y)); z = Convert.ToInt32(Math.Truncate(closest.IntersectionPoint.Z)) + reverseShiftZ; if (place) { // correct the location based on intersection side switch (closest.Side) { case Sides.FrontX: x--; break; case Sides.FrontY: y--; break; case Sides.FrontZ: z--; break; } } else { // correct the location based on intersection side switch (closest.Side) { case Sides.BackX: x--; break; case Sides.BackY: y--; break; case Sides.BackZ: z--; break; } } // check for floor/ceiling limits if (y < 0 || y > byte.MaxValue) { return(false); } // adjust possible shift over the edge of the world after correction if (x < 0) { x += WorldHelper.SizeX; } else if (x >= WorldHelper.SizeX) { x -= WorldHelper.SizeX; } if (z < 0) { z += WorldHelper.SizeZ; } else if (z >= WorldHelper.SizeZ) { z -= WorldHelper.SizeZ; } // check if placing the block will clip into an entity if (place) { Box box = new Box(new Cube(x, y, z, 0), null); List <Entity> entities = WorldHelper.GetEntities(box.CenterPoint, BlockEntityCollisionSelectRange); bool collides = false; foreach (Entity entity in entities) { box.CheckSuffocation(entity.Location, ref entity._HalfSizeX, ref entity._HalfSizeY, ref collides); if (collides) { // at least one entity collides with the newly placed box return(false); } } } // retrieve the destination segment and place or remove the block Segment destinationSegment = WorldHelper.GetSegment(x, y, z); version = destinationSegment.PlaceOrRemoveBlockAndUpdateVersion(place, x, y, z, GetSelectedMaterial()); return(true); }
private void CheckSegmentChanged() { int segmentX = Convert.ToInt32(Math.Truncate(Location.X)); segmentX -= segmentX % 8; if (segmentX >= WorldHelper.SizeX) { segmentX -= WorldHelper.SizeX; } else if (segmentX < 0) { segmentX += WorldHelper.SizeX; } int segmentY = Convert.ToInt32(Math.Truncate(Location.Y)); segmentY -= segmentY % 8; int segmentZ = Convert.ToInt32(Math.Truncate(Location.Z)); segmentZ -= segmentZ % 8; if (segmentZ >= WorldHelper.SizeZ) { segmentZ -= WorldHelper.SizeZ; } else if (segmentZ < 0) { segmentZ += WorldHelper.SizeZ; } bool refreshNeighbours = false; // check if segment needs to be changed if (_CurrentSegment == null || !(_CurrentSegment.X == segmentX && _CurrentSegment.Y == segmentY && _CurrentSegment.Z == segmentZ)) { _CurrentSegment = WorldHelper.GetSegment(segmentX, segmentY, segmentZ); refreshNeighbours = true; } Point3D inBorderCheckPoint = new Point3D(Location.X - _CurrentSegment.X, Location.Y - _CurrentSegment.Y, Location.Z - _CurrentSegment.Z); bool xRefresh = (inBorderCheckPoint.X < 4 != _PreviousCheckPoint.X < 4); bool yRefresh = (inBorderCheckPoint.Y < 4 != _PreviousCheckPoint.Y < 4); bool zRefresh = (inBorderCheckPoint.Z < 4 != _PreviousCheckPoint.Z < 4); // check if neighbours are to be refreshed if (refreshNeighbours || xRefresh || yRefresh || zRefresh) { _CurrentSegmentNeighbours = WorldHelper.GetSegmentNeighboursForCollisions(_CurrentSegment, Location); } _PreviousCheckPoint = inBorderCheckPoint; // check if column area isn't changed int x = Convert.ToInt32(Math.Truncate(Location.X)); x -= x % 64; int z = Convert.ToInt32(Math.Truncate(Location.Z)); z -= z % 64; if (CurrentColumnX != x || CurrentColumnZ != z) { _CurrentColumnX = x; _CurrentColumnZ = z; if (OnColumnChanged != null) { OnColumnChanged(this, EventArgs.Empty); } } }