package net.glowstone.entity.objects; import com.flowpowered.networking.Message; import net.glowstone.entity.GlowEntity; import net.glowstone.entity.GlowPlayer; import net.glowstone.entity.meta.MetadataIndex; import net.glowstone.net.message.play.entity.*; import net.glowstone.util.Position; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.Sound; import org.bukkit.entity.Entity; import org.bukkit.entity.EntityType; import org.bukkit.entity.Item; import org.bukkit.inventory.ItemStack; import org.bukkit.util.Vector; import java.util.Arrays; import java.util.HashMap; import java.util.List; /** * Represents an item that is also an {@link net.glowstone.entity.GlowEntity} within the world. * @author Graham Edgecombe */ public final class GlowItem extends GlowEntity implements Item { /** * The number of ticks (equal to 5 minutes) that item entities should live for. */ private static final int LIFETIME = 5 * 60 * 20; /** * The remaining delay until this item may be picked up. */ private int pickupDelay; /** * A player to bias this item's pickup selection towards. */ private GlowPlayer biasPlayer; /** * Creates a new item entity. * @param location The location of the entity. * @param item The item stack the entity is carrying. */ public GlowItem(Location location, ItemStack item) { super(location); setItemStack(item); setBoundingBox(0.25, 0.25); pickupDelay = 40; } private boolean getPickedUp(GlowPlayer player) { // todo: fire PlayerPickupItemEvent in a way that allows for 'remaining' calculations HashMap<Integer, ItemStack> map = player.getInventory().addItem(getItemStack()); player.updateInventory(); // workaround for player editing slot & it immediately being filled again if (!map.isEmpty()) { setItemStack(map.values().iterator().next()); return false; } else { CollectItemMessage message = new CollectItemMessage(getEntityId(), player.getEntityId()); world.playSound(location, Sound.ITEM_PICKUP, 0.3f, (float) (1 + Math.random())); for (GlowPlayer other : world.getRawPlayers()) { if (other.canSeeEntity(this)) { other.getSession().send(message); } } remove(); return true; } } public void setBias(GlowPlayer player) { biasPlayer = player; } //////////////////////////////////////////////////////////////////////////// // Overrides @Override public EntityType getType() { return EntityType.DROPPED_ITEM; } @Override public void pulse() { super.pulse(); // decrement pickupDelay if it's less than the NBT maximum if (pickupDelay > 0) { if (pickupDelay < Short.MAX_VALUE) { --pickupDelay; } if (pickupDelay < 20 && biasPlayer != null) { // check for the bias player for (Entity entity : getNearbyEntities(1, 0.5, 1)) { if (entity == biasPlayer && getPickedUp((GlowPlayer) entity)) { break; } } } } else { // check for nearby players for (Entity entity : getNearbyEntities(1, 0.5, 1)) { if (entity instanceof GlowPlayer && getPickedUp((GlowPlayer) entity)) { break; } } } // teleport to actual position fairly frequently in order to account // for missing/incorrect physics simulation if (getTicksLived() % (2 * 20) == 0) { teleported = true; } // disappear if we've lived too long if (getTicksLived() >= LIFETIME) { remove(); } } @Override protected void pulsePhysics() { // simple temporary gravity - should eventually be improved to be real // physics and moved up to GlowEntity // continuously set velocity to 0 to make things look more normal setVelocity(new Vector(0, 0, 0)); if (location.getBlock().getType().isSolid()) { // float up out of solid blocks setRawLocation(location.clone().add(0, 0.2, 0)); } else { // fall down on top of solid blocks Location down = location.clone().add(0, -0.1, 0); if (!down.getBlock().getType().isSolid()) { setRawLocation(down); } } super.pulsePhysics(); } @Override public List<Message> createSpawnMessage() { int x = Position.getIntX(location); int y = Position.getIntY(location); int z = Position.getIntZ(location); int yaw = Position.getIntYaw(location); int pitch = Position.getIntPitch(location); return Arrays.asList( new SpawnObjectMessage(id, SpawnObjectMessage.ITEM, x, y, z, pitch, yaw), new EntityMetadataMessage(id, metadata.getEntryList()), // these keep the client from assigning a random velocity new EntityTeleportMessage(id, x, y, z, yaw, pitch), new EntityVelocityMessage(id, getVelocity()) ); } //////////////////////////////////////////////////////////////////////////// // Item stuff @Override public int getPickupDelay() { return pickupDelay; } @Override public void setPickupDelay(int delay) { pickupDelay = delay; } @Override public ItemStack getItemStack() { return metadata.getItem(MetadataIndex.ITEM_ITEM); } @Override public void setItemStack(ItemStack stack) { // stone is the "default state" for the item stack according to the client metadata.set(MetadataIndex.ITEM_ITEM, stack == null ? new ItemStack(Material.STONE) : stack.clone()); } }