Some work to solve #70
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900451b053
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4024312706
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@ -16,6 +16,7 @@ import net.jitse.npclib.api.skin.Skin;
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import net.jitse.npclib.api.state.NPCSlot;
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import net.jitse.npclib.api.state.NPCState;
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import net.jitse.npclib.hologram.Hologram;
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import net.jitse.npclib.utilities.MathUtil;
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import net.labymod.utilities.LMCUtils;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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@ -102,7 +103,7 @@ public abstract class NPCBase implements NPC, NPCPacketHandler {
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}
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public void disableFOV() {
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this.cosFOV = 0; // Or equals Math.cos(1/2 * Math.PI).
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this.cosFOV = 0;
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}
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public void setFOV(double fov) {
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@ -154,6 +155,26 @@ public abstract class NPCBase implements NPC, NPCPacketHandler {
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hasTeamRegistered.remove(player.getUniqueId());
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}
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public boolean inRangeOf(Player player) {
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if (!player.getWorld().equals(location.getWorld())) {
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// No need to continue our checks, they are in different worlds.
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return false;
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}
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// If Bukkit doesn't track the NPC entity anymore, bypass the hiding distance variable.
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// This will cause issues otherwise (e.g. custom skin disappearing).
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double hideDistance = instance.getAutoHideDistance();
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double distanceSquared = player.getLocation().distanceSquared(location);
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double bukkitRange = Bukkit.getViewDistance() << 4;
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return distanceSquared <= MathUtil.square(hideDistance) && distanceSquared <= MathUtil.square(bukkitRange);
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}
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public boolean inViewOf(Player player) {
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Vector dir = location.toVector().subtract(player.getEyeLocation().toVector()).normalize();
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return dir.dot(player.getLocation().getDirection()) >= cosFOV;
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}
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@Override
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public void show(Player player) {
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show(player, false);
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@ -166,46 +187,33 @@ public abstract class NPCBase implements NPC, NPCPacketHandler {
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return;
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}
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if (!canSeeNPC(player)) {
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if (!auto) {
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shown.add(player.getUniqueId());
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}
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autoHidden.add(player.getUniqueId());
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return;
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if (isShown(player)) {
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throw new IllegalArgumentException("NPC is already shown to player");
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}
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if (auto) {
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sendShowPackets(player);
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sendMetadataPacket(player);
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sendEquipmentPackets(player);
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// NPC is auto-shown now, we can remove the UUID from the set.
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autoHidden.remove(player.getUniqueId());
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} else {
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if (isShown(player)) {
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throw new IllegalStateException("Cannot call show method twice.");
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}
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if (shown.contains(player.getUniqueId())) {
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return;
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}
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// Adding the UUID to the set.
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shown.add(player.getUniqueId());
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if (player.getWorld().equals(location.getWorld()) && player.getLocation().distance(location)
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<= instance.getAutoHideDistance()) {
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if (inRangeOf(player) && inViewOf(player)) {
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// The player can see the NPC and is in range, send the packets.
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sendShowPackets(player);
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sendMetadataPacket(player);
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sendEquipmentPackets(player);
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} else {
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// We'll wait until we can show the NPC to the player via auto-show.
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autoHidden.add(player.getUniqueId());
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}
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}
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}
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private boolean canSeeNPC(Player player) {
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Vector dir = location.toVector().subtract(player.getEyeLocation().toVector()).normalize();
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return dir.dot(player.getLocation().getDirection()) >= cosFOV;
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}
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@Override
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public void hide(Player player) {
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hide(player, false);
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@ -218,19 +226,28 @@ public abstract class NPCBase implements NPC, NPCPacketHandler {
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return;
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}
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if (!shown.contains(player.getUniqueId())) {
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throw new IllegalArgumentException("NPC cannot be hidden from player before calling NPC#show first");
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}
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if (auto) {
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sendHidePackets(player);
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} else {
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if (!shown.contains(player.getUniqueId())) {
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throw new IllegalStateException("Cannot call hide method without calling NPC#show.");
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if (autoHidden.contains(player.getUniqueId())) {
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throw new IllegalStateException("NPC cannot be auto-hidden twice");
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}
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sendHidePackets(player);
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// NPC is auto-hidden now, we will add the UUID to the set.
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autoHidden.add(player.getUniqueId());
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} else {
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// Removing the UUID from the set.
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shown.remove(player.getUniqueId());
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if (player.getWorld().equals(location.getWorld()) && player.getLocation().distance(location)
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<= instance.getAutoHideDistance()) {
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if (inRangeOf(player)) {
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// The player is in range of the NPC, send the packets.
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sendHidePackets(player);
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} else {
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// We don't have to send any packets, just don't let it auto-show again by removing the UUID from the set.
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autoHidden.remove(player.getUniqueId());
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}
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}
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@ -7,7 +7,6 @@ package net.jitse.npclib.listeners;
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import net.jitse.npclib.NPCLib;
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import net.jitse.npclib.internal.NPCBase;
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import net.jitse.npclib.internal.NPCManager;
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import org.bukkit.Bukkit;
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import org.bukkit.Location;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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@ -49,11 +48,8 @@ public class PlayerListener implements Listener {
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// Need to auto hide the NPCs from the player, or else the system will think they can see the NPC on respawn.
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Player player = event.getEntity();
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for (NPCBase npc : NPCManager.getAllNPCs()) {
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if (npc.getWorld().equals(player.getWorld())) {
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if (!npc.getAutoHidden().contains(player.getUniqueId())) {
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npc.getAutoHidden().add(player.getUniqueId());
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npc.hide(player, true);
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}
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if (npc.isShown(player) && npc.getWorld().equals(player.getWorld())) {
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npc.hide(player, true);
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}
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}
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}
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@ -83,13 +79,10 @@ public class PlayerListener implements Listener {
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Player player = event.getPlayer();
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World from = event.getFrom();
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// The PlayerTeleportEvent is call, and will handle visibility in the new world.
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// The PlayerTeleportEvent is called, and will handle visibility in the new world.
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for (NPCBase npc : NPCManager.getAllNPCs()) {
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if (npc.getWorld().equals(from)) {
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if (!npc.getAutoHidden().contains(player.getUniqueId())) {
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npc.getAutoHidden().add(player.getUniqueId());
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npc.hide(player, true);
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}
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if (npc.isShown(player) && npc.getWorld().equals(from)) {
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npc.hide(player, true);
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}
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}
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}
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@ -98,13 +91,12 @@ public class PlayerListener implements Listener {
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public void onPlayerMove(PlayerMoveEvent event) {
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Location from = event.getFrom();
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Location to = event.getTo();
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// 11/4/20: Added pitch and yaw to the if statement. If the change in this is 10 or more degrees, check the movement.
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if (to == null || (Math.abs(from.getPitch() - to.getPitch()) <= 10
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|| Math.abs(from.getYaw() - to.getYaw()) <= 10
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|| from.getBlockX() != to.getBlockX()
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// Only check movement when the player moves from one block to another. The event is called often
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// as it is also called when the pitch or yaw change. This is worth it from a performance view.
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if (to == null || from.getBlockX() != to.getBlockX()
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|| from.getBlockY() != to.getBlockY()
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|| from.getBlockZ() != to.getBlockZ()))
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handleMove(event.getPlayer()); // Verify the player changed which block they are on. Since PlayerMoveEvent is one of the most called events, this is worth it.
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|| from.getBlockZ() != to.getBlockZ())
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handleMove(event.getPlayer());
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}
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@EventHandler
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@ -113,41 +105,18 @@ public class PlayerListener implements Listener {
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}
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private void handleMove(Player player) {
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Location location = player.getLocation();
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for (NPCBase npc : NPCManager.getAllNPCs()) {
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if (!npc.getShown().contains(player.getUniqueId())) {
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continue; // NPC was never supposed to be shown to the player.
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}
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if (!npc.getWorld().equals(location.getWorld())) {
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continue; // NPC is not in the same world.
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}
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// If Bukkit doesn't track the NPC entity anymore, bypass the hiding distance variable.
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// This will cause issues otherwise (e.g. custom skin disappearing).
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double hideDistance = instance.getAutoHideDistance();
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double distanceSquared = location.distanceSquared(npc.getLocation());
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int tempRange = Bukkit.getViewDistance() << 4;
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boolean inRange = distanceSquared <= square(hideDistance) && distanceSquared <= square(tempRange);
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if (npc.getAutoHidden().contains(player.getUniqueId())) {
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// Check if the player and NPC are within the range to sendShowPackets it again.
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if (inRange) {
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npc.getAutoHidden().remove(player.getUniqueId());
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npc.show(player, true);
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}
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} else {
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// Check if the player and NPC are out of range to sendHidePackets it.
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if (!inRange) {
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npc.getAutoHidden().add(player.getUniqueId());
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npc.hide(player, true);
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}
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if (!npc.isShown(player) && npc.inRangeOf(player) && npc.inViewOf(player)) {
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// The player is in range and can see the NPC, auto-show it.
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npc.show(player, true);
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} else if (npc.isShown(player) && !npc.inRangeOf(player)) {
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// The player is not in range of the NPC anymore, auto-hide it.
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npc.hide(player, true);
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}
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}
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}
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// Avoiding Math.pow due to how resource intensive it is.
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private double square(double val) {
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return val * val;
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}
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}
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@ -0,0 +1,9 @@
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package net.jitse.npclib.utilities;
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public class MathUtil {
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// Avoiding Math.pow due to how resource intensive it is.
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public static double square(double val) {
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return val * val;
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}
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}
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