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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_8;
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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_8_R3.Blocks;
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import net.minecraft.server.v1_8_R3.EntityTypes;
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import net.minecraft.server.v1_8_R3.IBlockData;
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import net.minecraft.server.v1_8_R3.IBlockState;
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import net.minecraft.server.v1_8_R3.MinecraftKey;
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import net.minecraft.server.v1_8_R3.RegistryBlocks;
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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_8_R3.entity.CraftEntity;
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import org.bukkit.craftbukkit.v1_8_R3.util.CraftMagicNumbers;
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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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@SuppressWarnings({"unused", "Duplicates"}) // We use reflection to load this handler on 1.8 versions
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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_8_R3.Block> BLOCK_REGISTRY = net.minecraft.server.v1_8_R3.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 RegistryBlocks<MinecraftKey, IBlockData> BLOCK_STATE_REGISTRY = new RegistryBlocks<>(BLOCK_REGISTRY.c(Blocks.AIR)); // Default to AIR
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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 net.minecraft.server.v1_8_R3.Block block1 = CraftMagicNumbers.getBlock(block);
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// The registry.c(T) will return MinecraftKey, and the toString() returns the "$mod:$name", so "minecraft:stone"
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final MinecraftKey key = BLOCK_REGISTRY.c(block1);
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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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// EntityTypes maintains the maps of Class<? extends nms.Entity> to String for id's and to numerical id numbers.
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// We of course are using the method that gets us the String id of the entity, such as "minecraft:creeper"
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return EntityTypes.b(((CraftEntity) entity).getHandle());
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}
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@Override
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public String getIdFor(BlockState block) {
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// Much like #getIdFor(Block) except here we have the "state" by numerical id. So.. we have to grab it from
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// the world.
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final net.minecraft.server.v1_8_R3.Block nmsBlock = net.minecraft.server.v1_8_R3.Block.REGISTRY.a(block.getTypeId());
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final MinecraftKey blockKey = net.minecraft.server.v1_8_R3.Block.REGISTRY.c(nmsBlock);
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final IBlockData blockState = nmsBlock.fromLegacyData(block.getRawData());
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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.c(blockState);
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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.a();
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StringBuilder builder = new StringBuilder();
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builder.append(blockKey.a()); // 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 = blockState.b();
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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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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, blockState);
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return newKey.toString();
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}
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}
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