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First creation of an NMS Handler. Not sure if relocation works yet.
Signed-off-by: Gabriel Harris-Rouquette <gabizou@me.com>
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package com.gmail.nossr50.bukkit.v1_12;
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import com.gmail.nossr50.VersionedHandler;
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import com.gmail.nossr50.mcMMO;
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import com.google.common.base.Joiner;
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import com.google.common.collect.ImmutableMap;
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import net.minecraft.server.v1_12_R1.Chunk;
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import net.minecraft.server.v1_12_R1.EntityTypes;
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import net.minecraft.server.v1_12_R1.IBlockData;
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import net.minecraft.server.v1_12_R1.IBlockState;
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import net.minecraft.server.v1_12_R1.MinecraftKey;
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import net.minecraft.server.v1_12_R1.RegistryBlocks;
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import net.minecraft.server.v1_12_R1.RegistryMaterials;
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import org.bukkit.block.Block;
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import org.bukkit.block.BlockState;
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import org.bukkit.craftbukkit.v1_12_R1.CraftChunk;
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import org.bukkit.craftbukkit.v1_12_R1.block.CraftBlockState;
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import org.bukkit.craftbukkit.v1_12_R1.entity.CraftEntity;
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import org.bukkit.entity.Entity;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Map;
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public class NmsHandler extends VersionedHandler {
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/**
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* Static reference to the block registry. Don't really care about the fact that
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* it is being stored as a reference here, but for imports reasons, it's smaller
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* line length makes it optimal to read for method usages.
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*/
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private static final RegistryBlocks<MinecraftKey, net.minecraft.server.v1_12_R1.Block> BLOCK_REGISTRY = net.minecraft.server.v1_12_R1.Block.REGISTRY;
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/**
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* We can keep track of block state id's by generating them on demand, i.e., when
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* they're being requested from Blocks, or BlockDatas.
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*/
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private static final RegistryMaterials<MinecraftKey, IBlockData> BLOCK_STATE_REGISTRY = new RegistryMaterials<>();
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NmsHandler(mcMMO plugin) {
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super(plugin);
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}
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@Override
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public String getIdFor(Block block) {
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// We have to get the underlying nms block by the block, which might as well just be the type id.
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final Chunk chunk = ((CraftChunk) block.getChunk()).getHandle();
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// Get the block state from the underlying chunk (stored by reference in CraftBlock)
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final IBlockData blockState = chunk.a(block.getX(), block.getY(), block.getZ());
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// Sadly, Mojang doesn't store the string id onto blocks, states, or any of their types, they just call the registry.
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final MinecraftKey key = BLOCK_REGISTRY.b(blockState.getBlock());
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return key.toString();
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}
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@Override
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public String getIdFor(Entity entity) {
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// Every entity knows it's "type". Here, we just use the right method getter to get the EntityTypes instance for that entity
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final net.minecraft.server.v1_12_R1.Entity nmsEntity = ((CraftEntity) entity).getHandle();
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// And then... well. we get the string id from the registry, based on the entity class to id mapping in EntityTypes.
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final MinecraftKey key = EntityTypes.a(nmsEntity);
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// If the key is null, well, we've got bigger problems...
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return key == null ? "minecraft:slime" : key.toString();
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}
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@SuppressWarnings("Duplicates")
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@Override
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public String getIdFor(BlockState block) {
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// Since we don't really want to trust what "BlockState" gives us, and the API doesn't give us anything but
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// what the API wants to give us, we have to dig into internals to get the true BlockState representation
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final CraftBlockState craftState = (CraftBlockState) block;
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// Because CraftBlock also stores the chunk reference, we can short cut in to use the chunk, instead of pinging
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// the chunk map on WorldServer
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final CraftChunk craftChunk = (CraftChunk) craftState.getChunk();
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// Then query for the block state from the chunk.
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final IBlockData nmsState = craftChunk.getHandle().a(block.getX(), block.getY(), block.getZ());
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// And then we're gucci
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final net.minecraft.server.v1_12_R1.Block nmsBlock = nmsState.getBlock();
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final MinecraftKey blockKey = BLOCK_REGISTRY.b(nmsBlock);
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// Now we can check if our blockstate registry actually has the block state.
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final MinecraftKey stateKey = BLOCK_STATE_REGISTRY.b(nmsState);
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if (stateKey != null) { // If the state has been registered by the handler, then by all means.
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return stateKey.toString();
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}
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// If not, well, it needs to have a key generated and registered.
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final String nameSpace = blockKey.getKey();
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StringBuilder builder = new StringBuilder();
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builder.append(nameSpace); // We only want to get the block id, not the domain id, since that's going to be appended later
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// Get the full Property -> Value mapping for the block state
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final ImmutableMap<IBlockState<?>, Comparable<?>> properties = nmsState.t();
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if (!properties.isEmpty()) {
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builder.append('[');
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Joiner joiner = Joiner.on(',');
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List<String> propertyValues = new ArrayList<>();
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// Yadadadada, go through all property entries and add each as a string for the "propertyName=value" (like "variant=oak")
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for (Map.Entry<IBlockState<?>, Comparable<?>> entry : properties.entrySet()) {
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// a() gets the inputted "name" for the state, the value, well, that gets the value, which is always toStringable.
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propertyValues.add(entry.getKey().a() + "=" + entry.getValue());
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}
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builder.append(joiner.join(propertyValues));
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builder.append(']');
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}
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// Now we can make the MinecraftKey...
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final MinecraftKey newKey = new MinecraftKey(builder.toString());
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BLOCK_STATE_REGISTRY.a(newKey, nmsState);
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return newKey.toString();
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}
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}
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