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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-01-13 12:10:26 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-01-13 12:10:26 +0100
commit752057fb1b3a71058b5391bde9b0e21d87196539 (patch)
treecfeb16a291ce13dc8408a82459224f029f56cd2f /MCServer/Plugins/Core/onplayerplacingblock.lua
parentMerged branch "branches/hooks" into "trunk". (diff)
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Diffstat (limited to 'MCServer/Plugins/Core/onplayerplacingblock.lua')
-rw-r--r--MCServer/Plugins/Core/onplayerplacingblock.lua63
1 files changed, 63 insertions, 0 deletions
diff --git a/MCServer/Plugins/Core/onplayerplacingblock.lua b/MCServer/Plugins/Core/onplayerplacingblock.lua
new file mode 100644
index 000000000..be2fd64d3
--- /dev/null
+++ b/MCServer/Plugins/Core/onplayerplacingblock.lua
@@ -0,0 +1,63 @@
+function OnPlayerPlacingBlock(Player, BlockX, BlockY, BlockZ, BlockFace, CursorX, CursorY, CursorZ, BlockType)
+
+ -- dont check if the direction is in the air
+ if (BlockFace == -1) then
+ return false
+ end
+
+ if( Player:HasPermission("core.build") == false ) then
+ return true
+ end
+
+ -- TODO: If the placed block is not a block (torch etc.), allow it without checking for collisions
+
+ local X = BlockX
+ local Y = BlockY
+ local Z = BlockZ
+ X, Y, Z = AddFaceDirection(X, Y, Z, BlockFace)
+ if (Y >= 256 or Y < 0) then
+ return true
+ end
+
+ local CheckCollision = function(Player)
+ -- drop the decimals, we only care about the full block X,Y,Z
+ local PlayerX = math.floor(Player:GetPosX(), 0)
+ local PlayerY = math.floor(Player:GetPosY(), 0)
+ local PlayerZ = math.floor(Player:GetPosZ(), 0)
+
+ -- player height is 2 blocks, so we check the position and then offset it up one
+ -- so they can't place a block in anyone's face
+
+ local collision = false
+ if ((BlockFace == BLOCK_FACE_TOP) and (PlayerY == BlockY - 2) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
+ collision = true
+ end
+
+ if ((BlockFace == BLOCK_FACE_BOTTOM) and (PlayerY == BlockY + 1) and (PlayerX == BlockX) and (PlayerZ == BlockZ)) then
+ collision = true
+ end
+
+ if ((BlockFace == BLOCK_FACE_NORTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ - 1)) then
+ if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
+ end
+
+ if ((BlockFace == BLOCK_FACE_SOUTH) and (PlayerX == BlockX) and (PlayerZ == BlockZ + 1)) then
+ if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
+ end
+
+ if ((BlockFace == BLOCK_FACE_WEST) and (PlayerX == BlockX - 1) and (PlayerZ == BlockZ)) then
+ if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
+ end
+
+ if ((BlockFace == BLOCK_FACE_EAST) and (PlayerX == BlockX + 1) and (PlayerZ == BlockZ)) then
+ if ((PlayerY == BlockY) or (PlayerY + 1 == BlockY)) then collision = true end
+ end
+
+ return collision
+ end
+
+ if (Player:GetWorld():ForEachPlayer(CheckCollision) == false) then
+ return true
+ end
+ return false
+end \ No newline at end of file