#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Player.h" #include "../Mobs/Wolf.h" #include "../Mobs/Horse.h" #include "../BoundingBox.h" #include "../ChatColor.h" #include "../Server.h" #include "../UI/InventoryWindow.h" #include "../UI/WindowOwner.h" #include "../Bindings/PluginManager.h" #include "../BlockEntities/BlockEntity.h" #include "../BlockEntities/EnderChestEntity.h" #include "../Root.h" #include "../Chunk.h" #include "../Items/ItemHandler.h" #include "../FastRandom.h" #include "../ClientHandle.h" #include "../WorldStorage/StatisticsSerializer.h" #include "../CompositeChat.h" #include "../Blocks/BlockHandler.h" #include "../Blocks/BlockSlab.h" #include "../Blocks/ChunkInterface.h" #include "../IniFile.h" #include "../JsonUtils.h" #include "json/json.h" #include "../CraftingRecipes.h" namespace { /** Returns the folder for the player data based on the UUID given. This can be used both for online and offline UUIDs. */ AString GetUUIDFolderName(const cUUID & a_Uuid) { AString UUID = a_Uuid.ToShortString(); AString res("players/"); res.append(UUID, 0, 2); res.push_back('/'); return res; } } // namespace (anonymous) const int cPlayer::MAX_HEALTH = 20; const int cPlayer::MAX_FOOD_LEVEL = 20; // Number of ticks it takes to eat an item. #define EATING_TICKS 30_tick // 6000 ticks or 5 minutes #define PLAYER_INVENTORY_SAVE_INTERVAL 6000 // Food saturation for newly-joined or just-respawned players. #define RESPAWN_FOOD_SATURATION 5 #define XP_TO_LEVEL15 255 #define XP_PER_LEVEL_TO15 17 #define XP_TO_LEVEL30 825 cPlayer::BodyStanceCrouching::BodyStanceCrouching(cPlayer & a_Player) { a_Player.SetSize(0.6f, 1.65f); } cPlayer::BodyStanceSleeping::BodyStanceSleeping(cPlayer & a_Player) { a_Player.SetSize(0.2f, 0.2f); } cPlayer::BodyStanceStanding::BodyStanceStanding(cPlayer & a_Player) { a_Player.SetSize(0.6f, 1.8f); } cPlayer::BodyStanceGliding::BodyStanceGliding(cPlayer & a_Player) : TicksElytraFlying(0) { a_Player.SetSize(0.6f, 0.6f); } cPlayer::cPlayer(const std::shared_ptr & a_Client) : Super(etPlayer, 0.6f, 1.8f), m_BodyStance(BodyStanceStanding(*this)), m_Inventory(*this), m_EnderChestContents(9, 3), m_DefaultWorldPath(cRoot::Get()->GetDefaultWorld()->GetDataPath()), m_ClientHandle(a_Client), m_NormalMaxSpeed(1.0), m_SprintingMaxSpeed(1.3), m_FlyingMaxSpeed(1.0), m_IsChargingBow(false), m_IsFishing(false), m_IsFrozen(false), m_IsLeftHanded(false), m_IsTeleporting(false), m_EatingFinishTick(-1), m_BowCharge(0), m_FloaterID(cEntity::INVALID_ID), m_Team(nullptr), m_Spectating(nullptr), m_TicksUntilNextSave(PLAYER_INVENTORY_SAVE_INTERVAL), m_SkinParts(0) { ASSERT(GetName().length() <= 16); // Otherwise this player could crash many clients... m_InventoryWindow = new cInventoryWindow(*this); m_CurrentWindow = m_InventoryWindow; m_InventoryWindow->OpenedByPlayer(*this); LoadFromDisk(); SetMaxHealth(MAX_HEALTH); UpdateCapabilities(); // Only required for plugins listening to HOOK_SPAWNING_ENTITY to not read uninitialised variables. } cPlayer::~cPlayer(void) { LOGD("Deleting cPlayer \"%s\" at %p, ID %d", GetName().c_str(), static_cast(this), GetUniqueID()); // "Times ragequit": m_Stats.Custom[CustomStatistic::LeaveGame]++; SaveToDisk(); delete m_InventoryWindow; LOGD("Player %p deleted", static_cast(this)); } void cPlayer::OnLoseSpectated() { m_ClientHandle->SendCameraSetTo(*this); m_ClientHandle->SendPlayerMoveLook(); m_Spectating = nullptr; } int cPlayer::CalcLevelFromXp(int a_XpTotal) { // level 0 to 15 if (a_XpTotal <= XP_TO_LEVEL15) { return a_XpTotal / XP_PER_LEVEL_TO15; } // level 30+ if (a_XpTotal > XP_TO_LEVEL30) { return static_cast((151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7); } // level 16 to 30 return static_cast((29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal)))) / 3); } const std::set & cPlayer::GetKnownRecipes() const { return m_KnownRecipes; } int cPlayer::XpForLevel(int a_Level) { // level 0 to 15 if (a_Level <= 15) { return a_Level * XP_PER_LEVEL_TO15; } // level 30+ if (a_Level >= 31) { return static_cast((3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220); } // level 16 to 30 return static_cast((1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360); } int cPlayer::GetXpLevel() const { return CalcLevelFromXp(m_CurrentXp); } float cPlayer::GetXpPercentage() const { int currentLevel = CalcLevelFromXp(m_CurrentXp); int currentLevel_XpBase = XpForLevel(currentLevel); return static_cast(m_CurrentXp - currentLevel_XpBase) / static_cast(XpForLevel(1 + currentLevel) - currentLevel_XpBase); } bool cPlayer::SetCurrentExperience(int a_CurrentXp) { if (!(a_CurrentXp >= 0) || (a_CurrentXp > (std::numeric_limits::max() - m_LifetimeTotalXp))) { LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_CurrentXp); return false; // oops, they gave us a dodgey number } m_CurrentXp = a_CurrentXp; // Update experience: m_ClientHandle->SendExperience(); return true; } int cPlayer::DeltaExperience(int a_Xp_delta) { if (a_Xp_delta > (std::numeric_limits().max() - m_CurrentXp)) { // Value was bad, abort and report LOGWARNING("Attempt was made to increment Xp by %d, which overflowed the int datatype. Ignoring.", a_Xp_delta); return -1; // Should we instead just return the current Xp? } m_CurrentXp += a_Xp_delta; // Make sure they didn't subtract too much m_CurrentXp = std::max(m_CurrentXp, 0); // Update total for score calculation if (a_Xp_delta > 0) { m_LifetimeTotalXp += a_Xp_delta; } LOGD("Player \"%s\" gained / lost %d experience, total is now: %d", GetName().c_str(), a_Xp_delta, m_CurrentXp); // Set experience to be updated: m_ClientHandle->SendExperience(); return m_CurrentXp; } void cPlayer::StartChargingBow(void) { LOGD("Player \"%s\" started charging their bow", GetName().c_str()); m_IsChargingBow = true; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } int cPlayer::FinishChargingBow(void) { LOGD("Player \"%s\" finished charging their bow at a charge of %d", GetName().c_str(), m_BowCharge); int res = m_BowCharge; m_IsChargingBow = false; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); return res; } void cPlayer::CancelChargingBow(void) { LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", GetName().c_str(), m_BowCharge); m_IsChargingBow = false; m_BowCharge = 0; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } void cPlayer::SetTouchGround(bool a_bTouchGround) { if (IsGameModeSpectator()) // You can fly through the ground in Spectator { return; } UNUSED(a_bTouchGround); /* Unfortunately whatever the reason, there are still desyncs in on-ground status between the client and server. For example: 1. Walking off a ledge (whatever height) 2. Initial login Thus, it is too risky to compare their value against ours and kick them for hacking */ } void cPlayer::Heal(int a_Health) { Super::Heal(a_Health); m_ClientHandle->SendHealth(); } void cPlayer::SetFoodLevel(int a_FoodLevel) { int FoodLevel = Clamp(a_FoodLevel, 0, MAX_FOOD_LEVEL); if (cRoot::Get()->GetPluginManager()->CallHookPlayerFoodLevelChange(*this, FoodLevel)) { return; } m_FoodLevel = FoodLevel; m_ClientHandle->SendHealth(); } void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel) { m_FoodSaturationLevel = Clamp(a_FoodSaturationLevel, 0.0, static_cast(m_FoodLevel)); } void cPlayer::SetFoodTickTimer(int a_FoodTickTimer) { m_FoodTickTimer = a_FoodTickTimer; } void cPlayer::SetFoodExhaustionLevel(double a_FoodExhaustionLevel) { m_FoodExhaustionLevel = Clamp(a_FoodExhaustionLevel, 0.0, 40.0); } bool cPlayer::Feed(int a_Food, double a_Saturation) { if (IsSatiated()) { return false; } SetFoodSaturationLevel(m_FoodSaturationLevel + a_Saturation); SetFoodLevel(m_FoodLevel + a_Food); return true; } void cPlayer::AddFoodExhaustion(double a_Exhaustion) { if (!(IsGameModeCreative() || IsGameModeSpectator())) { m_FoodExhaustionLevel = std::min(m_FoodExhaustionLevel + a_Exhaustion, 40.0); } } bool cPlayer::IsInBed(void) const { return std::holds_alternative(m_BodyStance); } bool cPlayer::IsLeftHanded() const { return m_IsLeftHanded; } bool cPlayer::IsStanding() const { return std::holds_alternative(m_BodyStance); } void cPlayer::TossItems(const cItems & a_Items) { if (IsGameModeSpectator()) // Players can't toss items in spectator { return; } m_Stats.Custom[CustomStatistic::Drop] += static_cast(a_Items.Size()); const auto Speed = (GetLookVector() + Vector3d(0, 0.2, 0)) * 6; // A dash of height and a dollop of speed const auto Position = GetEyePosition() - Vector3d(0, 0.2, 0); // Correct for eye-height weirdness m_World->SpawnItemPickups(a_Items, Position, Speed, true); // 'true' because created by player } void cPlayer::SetIsInBed(const bool a_GoToBed) { if (a_GoToBed && IsStanding()) { m_BodyStance = BodyStanceSleeping(*this); m_World->BroadcastEntityAnimation(*this, EntityAnimation::PlayerEntersBed); } else if (!a_GoToBed && IsInBed()) { m_BodyStance = BodyStanceStanding(*this); m_World->BroadcastEntityAnimation(*this, EntityAnimation::PlayerLeavesBed); } } void cPlayer::StartEating(void) { // Set the timer: m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS; // Send the packet: m_World->BroadcastEntityMetadata(*this); } void cPlayer::FinishEating(void) { // Reset the timer: m_EatingFinishTick = -1_tick; // Send the packets: m_ClientHandle->SendEntityAnimation(*this, EntityAnimation::PlayerFinishesEating); m_World->BroadcastEntityMetadata(*this); // consume the item: cItem Item(GetEquippedItem()); Item.m_ItemCount = 1; auto & ItemHandler = Item.GetHandler(); if (!ItemHandler.EatItem(this, &Item)) { return; } ItemHandler.OnFoodEaten(m_World, this, &Item); } void cPlayer::AbortEating(void) { m_EatingFinishTick = -1_tick; m_World->BroadcastEntityMetadata(*this); } void cPlayer::ClearInventoryPaintSlots(void) { // Clear the list of slots that are being inventory-painted. Used by cWindow only m_InventoryPaintSlots.clear(); } void cPlayer::AddInventoryPaintSlot(int a_SlotNum) { // Add a slot to the list for inventory painting. Used by cWindow only m_InventoryPaintSlots.push_back(a_SlotNum); } const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const { // Return the list of slots currently stored for inventory painting. Used by cWindow only return m_InventoryPaintSlots; } double cPlayer::GetMaxSpeed(void) const { if (IsFlying()) { return m_FlyingMaxSpeed; } else if (IsSprinting()) { return m_SprintingMaxSpeed; } else { return m_NormalMaxSpeed; } } void cPlayer::SetNormalMaxSpeed(double a_Speed) { m_NormalMaxSpeed = a_Speed; if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_World->BroadcastEntityProperties(*this); } } void cPlayer::SetSprintingMaxSpeed(double a_Speed) { m_SprintingMaxSpeed = a_Speed; if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_World->BroadcastEntityProperties(*this); } } void cPlayer::SetFlyingMaxSpeed(double a_Speed) { m_FlyingMaxSpeed = a_Speed; if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerAbilities(); } } void cPlayer::SetCrouch(const bool a_ShouldCrouch) { if (a_ShouldCrouch && IsStanding()) { m_BodyStance = BodyStanceCrouching(*this); // Handle spectator mode detach: if (IsGameModeSpectator()) { SpectateEntity(nullptr); } cRoot::Get()->GetPluginManager()->CallHookPlayerCrouched(*this); } else if (!a_ShouldCrouch && IsCrouched()) { m_BodyStance = BodyStanceStanding(*this); } m_World->BroadcastEntityMetadata(*this); } void cPlayer::SetElytraFlight(const bool a_ShouldElytraFly) { if (a_ShouldElytraFly && IsStanding() && !IsOnGround() && !IsInWater() && !IsRiding() && (GetEquippedChestplate().m_ItemType == E_ITEM_ELYTRA)) { m_BodyStance = BodyStanceGliding(*this); } else if (!a_ShouldElytraFly && IsElytraFlying()) { m_BodyStance = BodyStanceStanding(*this); } m_World->BroadcastEntityMetadata(*this); } void cPlayer::SetFlying(const bool a_ShouldFly) { if (a_ShouldFly == m_IsFlying) { return; } m_IsFlying = a_ShouldFly; if (!m_IsFrozen) { // If we are frozen, we do not send this yet. We send when unfreeze() is called m_ClientHandle->SendPlayerAbilities(); } } void cPlayer::SetLeftHanded(const bool a_IsLeftHanded) { m_IsLeftHanded = a_IsLeftHanded; m_World->BroadcastEntityMetadata(*this); } void cPlayer::SetSprint(const bool a_ShouldSprint) { if (a_ShouldSprint && IsStanding()) { m_BodyStance = BodyStanceSprinting(); } else if (!a_ShouldSprint && IsSprinting()) { m_BodyStance = BodyStanceStanding(*this); } m_World->BroadcastEntityMetadata(*this); m_World->BroadcastEntityProperties(*this); } void cPlayer::SetCanFly(bool a_CanFly) { if (a_CanFly == m_IsFlightCapable) { return; } m_IsFlightCapable = a_CanFly; m_ClientHandle->SendPlayerAbilities(); } void cPlayer::SetCustomName(const AString & a_CustomName) { if (m_CustomName == a_CustomName) { return; } m_World->BroadcastPlayerListRemovePlayer(*this); m_CustomName = a_CustomName; if (m_CustomName.length() > 16) { m_CustomName = m_CustomName.substr(0, 16); } m_World->BroadcastPlayerListAddPlayer(*this); m_World->BroadcastSpawnEntity(*this, m_ClientHandle.get()); } void cPlayer::SetBedPos(const Vector3i a_Position) { SetBedPos(a_Position, *m_World); } void cPlayer::SetBedPos(const Vector3i a_Position, const cWorld & a_World) { m_RespawnPosition = a_Position; m_IsRespawnPointForced = false; m_SpawnWorldName = a_World.GetName(); } void cPlayer::SetRespawnPosition(const Vector3i a_Position, const cWorld & a_World) { m_RespawnPosition = a_Position; m_IsRespawnPointForced = true; m_SpawnWorldName = a_World.GetName(); } cWorld * cPlayer::GetRespawnWorld() { if (const auto World = cRoot::Get()->GetWorld(m_SpawnWorldName); World != nullptr) { return World; } return cRoot::Get()->GetDefaultWorld(); } void cPlayer::NotifyNearbyWolves(cPawn * a_Opponent, bool a_IsPlayerInvolved) { ASSERT(a_Opponent != nullptr); m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 16), [&] (cEntity & a_Entity) { if (a_Entity.IsMob()) { auto & Mob = static_cast(a_Entity); if (Mob.GetMobType() == mtWolf) { auto & Wolf = static_cast(Mob); Wolf.ReceiveNearbyFightInfo(GetUUID(), a_Opponent, a_IsPlayerInvolved); } } return false; } ); } void cPlayer::KilledBy(TakeDamageInfo & a_TDI) { Super::KilledBy(a_TDI); if (m_Health > 0) { return; // not dead yet =] } m_IsVisible = false; // So new clients don't see the player // Detach player from object / entity. If the player dies, the server still says // that the player is attached to the entity / object Detach(); // Puke out all the items cItems Pickups; m_Inventory.CopyToItems(Pickups); m_Inventory.Clear(); if (GetName() == "Notch") { Pickups.Add(cItem(E_ITEM_RED_APPLE)); } m_Stats.Custom[CustomStatistic::Drop] += static_cast(Pickups.Size()); m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10); SaveToDisk(); // Save it, yeah the world is a tough place ! BroadcastDeathMessage(a_TDI); m_Stats.Custom[CustomStatistic::Deaths]++; m_Stats.Custom[CustomStatistic::TimeSinceDeath] = 0; m_World->GetScoreBoard().AddPlayerScore(GetName(), cObjective::otDeathCount, 1); } void cPlayer::Killed(const cEntity & a_Victim, eDamageType a_DamageType) { cScoreboard & ScoreBoard = m_World->GetScoreBoard(); if (a_Victim.IsPlayer()) { m_Stats.Custom[CustomStatistic::PlayerKills]++; ScoreBoard.AddPlayerScore(GetName(), cObjective::otPlayerKillCount, 1); } else if (a_Victim.IsMob()) { const auto & Monster = static_cast(a_Victim); if (Monster.GetMobFamily() == cMonster::mfHostile) { AwardAchievement(CustomStatistic::AchKillEnemy); } if ((Monster.GetMobType() == eMonsterType::mtSkeleton) && (a_DamageType == eDamageType::dtRangedAttack)) { const double DistX = GetPosX() - Monster.GetPosX(); const double DistZ = GetPosZ() - Monster.GetPosZ(); if ((DistX * DistX + DistZ * DistZ) >= 2500.0) { AwardAchievement(CustomStatistic::AchSnipeSkeleton); } } m_Stats.Custom[CustomStatistic::MobKills]++; } ScoreBoard.AddPlayerScore(GetName(), cObjective::otTotalKillCount, 1); } void cPlayer::Respawn(void) { ASSERT(m_World != nullptr); m_Health = GetMaxHealth(); SetInvulnerableTicks(20); // Reset food level: m_FoodLevel = MAX_FOOD_LEVEL; m_FoodSaturationLevel = RESPAWN_FOOD_SATURATION; m_FoodExhaustionLevel = 0; // Reset Experience m_CurrentXp = 0; m_LifetimeTotalXp = 0; // ToDo: send score to client? How? // Extinguish the fire: StopBurning(); // Disable flying: SetFlying(false); if (!m_IsRespawnPointForced) { // Check if the bed is still present: if (GetRespawnWorld()->GetBlock(m_RespawnPosition) != E_BLOCK_BED) { const auto & DefaultWorld = *cRoot::Get()->GetDefaultWorld(); // If not, reset spawn to default and inform: SetRespawnPosition(Vector3i(DefaultWorld.GetSpawnX(), DefaultWorld.GetSpawnY(), DefaultWorld.GetSpawnZ()), DefaultWorld); SendAboveActionBarMessage("Your home bed was missing or obstructed"); } // TODO: bed obstruction check here } if (const auto RespawnWorld = GetRespawnWorld(); m_World != RespawnWorld) { MoveToWorld(*RespawnWorld, m_RespawnPosition, false, false); } else { m_ClientHandle->SendRespawn(m_World->GetDimension(), true); TeleportToCoords(m_RespawnPosition.x, m_RespawnPosition.y, m_RespawnPosition.z); } // The Notchian client enters a weird glitched state when trying to "resurrect" dead players // To prevent that, destroy the existing client-side entity, and create a new one with the same ID // This does not make any difference to more modern clients m_World->BroadcastDestroyEntity(*this, &*m_ClientHandle); m_World->BroadcastSpawnEntity(*this, &*m_ClientHandle); SetVisible(true); } double cPlayer::GetEyeHeight(void) const { return GetEyePosition().y - GetPosY(); } Vector3d cPlayer::GetEyePosition(void) const { if (IsCrouched()) { return GetPosition().addedY(1.54); } if (IsElytraFlying()) { return GetPosition().addedY(0.4); } if (IsInBed()) { return GetPosition().addedY(0.2); } return GetPosition().addedY(1.6); } bool cPlayer::IsGameModeCreative(void) const { return (GetEffectiveGameMode() == gmCreative); } bool cPlayer::IsGameModeSurvival(void) const { return (GetEffectiveGameMode() == gmSurvival); } bool cPlayer::IsGameModeAdventure(void) const { return (GetEffectiveGameMode() == gmAdventure); } bool cPlayer::IsGameModeSpectator(void) const { return (GetEffectiveGameMode() == gmSpectator); } bool cPlayer::CanMobsTarget(void) const { return (IsGameModeSurvival() || IsGameModeAdventure()) && (m_Health > 0); } AString cPlayer::GetIP(void) const { return m_ClientHandle->GetIPString(); } void cPlayer::SetTeam(cTeam * a_Team) { if (m_Team == a_Team) { return; } if (m_Team) { m_Team->RemovePlayer(GetName()); } m_Team = a_Team; if (m_Team) { m_Team->AddPlayer(GetName()); } } cTeam * cPlayer::UpdateTeam(void) { if (m_World == nullptr) { SetTeam(nullptr); } else { cScoreboard & Scoreboard = m_World->GetScoreBoard(); SetTeam(Scoreboard.QueryPlayerTeam(GetName())); } return m_Team; } void cPlayer::OpenWindow(cWindow & a_Window) { if (cRoot::Get()->GetPluginManager()->CallHookPlayerOpeningWindow(*this, a_Window)) { return; } if (&a_Window != m_CurrentWindow) { CloseWindow(false); } a_Window.OpenedByPlayer(*this); m_CurrentWindow = &a_Window; a_Window.SendWholeWindow(*GetClientHandle()); } void cPlayer::CloseWindow(bool a_CanRefuse) { if (m_CurrentWindow == nullptr) { m_CurrentWindow = m_InventoryWindow; return; } if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse) { // Close accepted, go back to inventory window (the default): m_CurrentWindow = m_InventoryWindow; } else { // Re-open the window m_CurrentWindow->OpenedByPlayer(*this); m_CurrentWindow->SendWholeWindow(*GetClientHandle()); } } void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse) { if ((m_CurrentWindow == nullptr) || (m_CurrentWindow->GetWindowID() != a_WindowID)) { return; } CloseWindow(); } void cPlayer::SendMessage(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtCustom); } void cPlayer::SendMessageInfo(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtInformation); } void cPlayer::SendMessageFailure(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); } void cPlayer::SendMessageSuccess(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtSuccess); } void cPlayer::SendMessageWarning(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtWarning); } void cPlayer::SendMessageFatal(const AString & a_Message) { m_ClientHandle->SendChat(a_Message, mtFailure); } void cPlayer::SendMessagePrivateMsg(const AString & a_Message, const AString & a_Sender) { m_ClientHandle->SendChat(a_Message, mtPrivateMessage, a_Sender); } void cPlayer::SendMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChat(a_Message); } void cPlayer::SendMessageRaw(const AString & a_MessageRaw, eChatType a_Type) { m_ClientHandle->SendChatRaw(a_MessageRaw, a_Type); } void cPlayer::SendSystemMessage(const AString & a_Message) { m_ClientHandle->SendChatSystem(a_Message, mtCustom); } void cPlayer::SendAboveActionBarMessage(const AString & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message, mtCustom); } void cPlayer::SendSystemMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChatSystem(a_Message); } void cPlayer::SendAboveActionBarMessage(const cCompositeChat & a_Message) { m_ClientHandle->SendChatAboveActionBar(a_Message); } const AString & cPlayer::GetName(void) const { return m_ClientHandle->GetUsername(); } void cPlayer::SetGameMode(eGameMode a_GameMode) { if ((a_GameMode < gmMin) || (a_GameMode >= gmMax)) { LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode); return; } if (m_GameMode == a_GameMode) { // New gamemode unchanged, we're done: return; } m_GameMode = a_GameMode; UpdateCapabilities(); if (IsGameModeSpectator()) { // Spectators cannot ride entities: Detach(); } else { // Non-spectators may not spectate: SpectateEntity(nullptr); } m_ClientHandle->SendGameMode(a_GameMode); m_ClientHandle->SendInventorySlot(-1, -1, m_DraggingItem); m_World->BroadcastPlayerListUpdateGameMode(*this); m_World->BroadcastEntityMetadata(*this); } void cPlayer::UpdateCapabilities() { if (IsGameModeCreative()) { m_IsFlightCapable = true; m_IsVisible = true; } else if (IsGameModeSpectator()) { m_DraggingItem.Empty(); // Clear the current dragging item of spectators. m_IsFlightCapable = true; m_IsFlying = true; // Spectators are always in flight mode. m_IsVisible = false; // Spectators are invisible. } else { m_IsFlightCapable = false; m_IsFlying = false; m_IsVisible = true; } } void cPlayer::AwardAchievement(const CustomStatistic a_Ach) { // Check if the prerequisites are met: if (!m_Stats.SatisfiesPrerequisite(a_Ach)) { return; } // Increment the statistic and check if we already have it: if (m_Stats.Custom[a_Ach]++ != 1) { return; } if (m_World->ShouldBroadcastAchievementMessages()) { cCompositeChat Msg; Msg.SetMessageType(mtSuccess); // TODO: cCompositeChat should not use protocol-specific strings // Msg.AddShowAchievementPart(GetName(), nameNew); Msg.AddTextPart("Achievement get!"); m_World->BroadcastChat(Msg); } // Achievement Get! m_ClientHandle->SendStatistics(m_Stats); } void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) { // ask plugins to allow teleport to the new position. if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ))) { m_IsTeleporting = true; Detach(); SetPosition({a_PosX, a_PosY, a_PosZ}); FreezeInternal(GetPosition(), false); m_ClientHandle->SendPlayerMoveLook(); } } void cPlayer::Freeze(const Vector3d & a_Location) { FreezeInternal(a_Location, true); } bool cPlayer::IsFrozen() { return m_IsFrozen; } void cPlayer::Unfreeze() { if (IsElytraFlying()) { m_World->BroadcastEntityMetadata(*this); } m_ClientHandle->SendPlayerAbilities(); m_World->BroadcastEntityProperties(*this); m_IsFrozen = false; BroadcastMovementUpdate(m_ClientHandle.get()); GetClientHandle()->SendPlayerPosition(); } void cPlayer::SendRotation(double a_YawDegrees, double a_PitchDegrees) { SetYaw(a_YawDegrees); SetPitch(a_PitchDegrees); m_ClientHandle->SendPlayerMoveLook(); } void cPlayer::SpectateEntity(cEntity * a_Target) { if (a_Target == this) { // Canonicalise self-pointers: a_Target = nullptr; } if (m_Spectating == a_Target) { // Already spectating requested target: return; } if (a_Target == nullptr) { m_Spectating->OnLoseSpectator(*this); OnLoseSpectated(); return; } m_Spectating = a_Target; a_Target->OnAcquireSpectator(*this); m_ClientHandle->SendCameraSetTo(*a_Target); } Vector3d cPlayer::GetThrowStartPos(void) const { Vector3d res = GetEyePosition(); // Adjust the position to be just outside the player's bounding box: res.x += 0.16 * cos(GetPitch()); res.y += -0.1; res.z += 0.16 * sin(GetPitch()); return res; } Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const { Vector3d res = GetLookVector(); res.Normalize(); // TODO: Add a slight random change (+-0.0075 in each direction) return res * a_SpeedCoeff; } eGameMode cPlayer::GetEffectiveGameMode(void) const { return (m_GameMode == gmNotSet) ? m_World->GetGameMode() : m_GameMode; } void cPlayer::ForceSetSpeed(const Vector3d & a_Speed) { SetSpeed(a_Speed); } void cPlayer::SetVisible(bool a_bVisible) { if (a_bVisible && !m_IsVisible) { m_IsVisible = true; } if (!a_bVisible && m_IsVisible) { m_IsVisible = false; } m_World->BroadcastEntityMetadata(*this); } MTRand cPlayer::GetEnchantmentRandomProvider() { return m_EnchantmentSeed; } void cPlayer::PermuteEnchantmentSeed() { // Get a new random integer and save that as the seed: m_EnchantmentSeed = GetRandomProvider().RandInt(); } bool cPlayer::HasPermission(const AString & a_Permission) const { if (a_Permission.empty()) { // Empty permission request is always granted return true; } AStringVector Split = StringSplit(a_Permission, "."); // Iterate over all restrictions; if any matches, then return failure: for (auto & Restriction: m_SplitRestrictions) { if (PermissionMatches(Split, Restriction)) { return false; } } // for Restriction - m_SplitRestrictions[] // Iterate over all granted permissions; if any matches, then return success: for (auto & Permission: m_SplitPermissions) { if (PermissionMatches(Split, Permission)) { return true; } } // for Permission - m_SplitPermissions[] // No granted permission matches return false; } bool cPlayer::PermissionMatches(const AStringVector & a_Permission, const AStringVector & a_Template) { // Check the sub-items if they are the same or there's a wildcard: size_t lenP = a_Permission.size(); size_t lenT = a_Template.size(); size_t minLen = std::min(lenP, lenT); for (size_t i = 0; i < minLen; i++) { if (a_Template[i] == "*") { // Has matched so far and now there's a wildcard in the template, so the permission matches: return true; } if (a_Permission[i] != a_Template[i]) { // Found a mismatch return false; } } // So far all the sub-items have matched // If the sub-item count is the same, then the permission matches return (lenP == lenT); } AString cPlayer::GetColor(void) const { if (m_MsgNameColorCode.empty() || (m_MsgNameColorCode == "-")) { // Color has not been assigned, return an empty string: return AString(); } // Return the color, including the delimiter: return cChatColor::Delimiter + m_MsgNameColorCode; } AString cPlayer::GetPrefix(void) const { return m_MsgPrefix; } AString cPlayer::GetSuffix(void) const { return m_MsgSuffix; } AString cPlayer::GetPlayerListName() const { const AString & Color = GetColor(); if (HasCustomName()) { return m_CustomName; } else if ((GetName().length() <= 14) && !Color.empty()) { return fmt::format(FMT_STRING("{}{}"), Color, GetName()); } else { return GetName(); } } void cPlayer::SetDraggingItem(const cItem & a_Item) { if (GetWindow() != nullptr) { m_DraggingItem = a_Item; GetClientHandle()->SendInventorySlot(-1, -1, m_DraggingItem); } } void cPlayer::TossEquippedItem(char a_Amount) { cItems Drops; cItem DroppedItem(GetInventory().GetEquippedItem()); if (!DroppedItem.IsEmpty()) { char NewAmount = a_Amount; if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount) { NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there } GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount); DroppedItem.m_ItemCount = NewAmount; Drops.push_back(DroppedItem); } TossItems(Drops); } void cPlayer::ReplaceOneEquippedItemTossRest(const cItem & a_Item) { auto PlacedCount = GetInventory().ReplaceOneEquippedItem(a_Item); char ItemCountToToss = a_Item.m_ItemCount - static_cast(PlacedCount); if (ItemCountToToss == 0) { return; } cItem Pickup = a_Item; Pickup.m_ItemCount = ItemCountToToss; TossPickup(Pickup); } void cPlayer::TossHeldItem(char a_Amount) { cItems Drops; cItem & Item = GetDraggingItem(); if (!Item.IsEmpty()) { char OriginalItemAmount = Item.m_ItemCount; Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount); Drops.push_back(Item); if (OriginalItemAmount > a_Amount) { Item.m_ItemCount = OriginalItemAmount - a_Amount; } else { Item.Empty(); } } TossItems(Drops); } void cPlayer::TossPickup(const cItem & a_Item) { cItems Drops; Drops.push_back(a_Item); TossItems(Drops); } void cPlayer::LoadFromDisk() { RefreshRank(); Json::Value Root; const auto & UUID = GetUUID(); const auto & FileName = GetUUIDFileName(UUID); try { // Load the data from the save file and parse: InputFileStream(FileName) >> Root; // Load the player stats. // We use the default world name (like bukkit) because stats are shared between dimensions / worlds. StatisticsSerializer::Load(m_Stats, m_DefaultWorldPath, UUID.ToLongString()); } catch (const InputFileStream::failure &) { if (errno != ENOENT) { // Save file exists but unreadable: throw; } // This is a new player whom we haven't seen yet with no save file, let them have the defaults: LOG("Player \"%s\" (%s) save or statistics file not found, resetting to defaults", GetName().c_str(), UUID.ToShortString().c_str()); } m_CurrentWorldName = Root.get("world", cRoot::Get()->GetDefaultWorld()->GetName()).asString(); m_World = cRoot::Get()->GetWorld(m_CurrentWorldName); if (const auto & PlayerPosition = Root["position"]; PlayerPosition.size() == 3) { SetPosition(PlayerPosition[0].asDouble(), PlayerPosition[1].asDouble(), PlayerPosition[2].asDouble()); } else { SetPosition(Vector3d(0.5, 0.5, 0.5) + Vector3i(m_World->GetSpawnX(), m_World->GetSpawnY(), m_World->GetSpawnZ())); } if (const auto & PlayerRotation = Root["rotation"]; PlayerRotation.size() == 3) { SetYaw (PlayerRotation[0].asDouble()); SetPitch(PlayerRotation[1].asDouble()); SetRoll (PlayerRotation[2].asDouble()); } m_Health = Root.get("health", MAX_HEALTH).asFloat(); m_AirLevel = Root.get("air", MAX_AIR_LEVEL).asInt(); m_FoodLevel = Root.get("food", MAX_FOOD_LEVEL).asInt(); m_FoodSaturationLevel = Root.get("foodSaturation", RESPAWN_FOOD_SATURATION).asDouble(); m_FoodTickTimer = Root.get("foodTickTimer", 0).asInt(); m_FoodExhaustionLevel = Root.get("foodExhaustion", 0).asDouble(); m_LifetimeTotalXp = Root.get("xpTotal", 0).asInt(); m_CurrentXp = Root.get("xpCurrent", 0).asInt(); m_IsFlying = Root.get("isflying", 0).asBool(); m_EnchantmentSeed = Root.get("enchantmentSeed", GetRandomProvider().RandInt()).asUInt(); Json::Value & JSON_KnownItems = Root["knownItems"]; for (UInt32 i = 0; i < JSON_KnownItems.size(); i++) { cItem Item; Item.FromJson(JSON_KnownItems[i]); m_KnownItems.insert(Item); } const auto & RecipeNameMap = cRoot::Get()->GetCraftingRecipes()->GetRecipeNameMap(); Json::Value & JSON_KnownRecipes = Root["knownRecipes"]; for (UInt32 i = 0; i < JSON_KnownRecipes.size(); i++) { auto RecipeId = RecipeNameMap.find(JSON_KnownRecipes[i].asString()); if (RecipeId != RecipeNameMap.end()) { m_KnownRecipes.insert(RecipeId->second); } } m_GameMode = static_cast(Root.get("gamemode", eGameMode_NotSet).asInt()); m_Inventory.LoadFromJson(Root["inventory"]); m_Inventory.SetEquippedSlotNum(Root.get("equippedItemSlot", 0).asInt()); cEnderChestEntity::LoadFromJson(Root["enderchestinventory"], m_EnderChestContents); m_RespawnPosition.x = Root.get("SpawnX", m_World->GetSpawnX()).asInt(); m_RespawnPosition.y = Root.get("SpawnY", m_World->GetSpawnY()).asInt(); m_RespawnPosition.z = Root.get("SpawnZ", m_World->GetSpawnZ()).asInt(); m_IsRespawnPointForced = Root.get("SpawnForced", true).asBool(); m_SpawnWorldName = Root.get("SpawnWorld", m_World->GetName()).asString(); FLOGD("Player \"{0}\" with save file \"{1}\" is spawning at {2:.2f} in world \"{3}\"", GetName(), FileName, GetPosition(), m_World->GetName() ); } void cPlayer::OpenHorseInventory() { if ( (m_AttachedTo == nullptr) || !m_AttachedTo->IsMob() ) { return; } auto & Mob = static_cast(*m_AttachedTo); if (Mob.GetMobType() != mtHorse) { return; } auto & Horse = static_cast(Mob); // The client sends requests for untame horses as well but shouldn't actually open if (Horse.IsTame()) { Horse.PlayerOpenWindow(*this); } } void cPlayer::SaveToDisk() { const auto & UUID = GetUUID(); cFile::CreateFolderRecursive(GetUUIDFolderName(UUID)); // create the JSON data Json::Value JSON_PlayerPosition; JSON_PlayerPosition.append(Json::Value(GetPosX())); JSON_PlayerPosition.append(Json::Value(GetPosY())); JSON_PlayerPosition.append(Json::Value(GetPosZ())); Json::Value JSON_PlayerRotation; JSON_PlayerRotation.append(Json::Value(GetYaw())); JSON_PlayerRotation.append(Json::Value(GetPitch())); JSON_PlayerRotation.append(Json::Value(GetRoll())); Json::Value JSON_Inventory; m_Inventory.SaveToJson(JSON_Inventory); Json::Value JSON_EnderChestInventory; cEnderChestEntity::SaveToJson(JSON_EnderChestInventory, m_EnderChestContents); Json::Value JSON_KnownItems; for (const auto & KnownItem : m_KnownItems) { Json::Value JSON_Item; KnownItem.GetJson(JSON_Item); JSON_KnownItems.append(JSON_Item); } Json::Value JSON_KnownRecipes; for (auto KnownRecipe : m_KnownRecipes) { auto Recipe = cRoot::Get()->GetCraftingRecipes()->GetRecipeById(KnownRecipe); JSON_KnownRecipes.append(Recipe->m_RecipeName); } Json::Value root; root["position"] = JSON_PlayerPosition; root["rotation"] = JSON_PlayerRotation; root["inventory"] = JSON_Inventory; root["knownItems"] = JSON_KnownItems; root["knownRecipes"] = JSON_KnownRecipes; root["equippedItemSlot"] = m_Inventory.GetEquippedSlotNum(); root["enderchestinventory"] = JSON_EnderChestInventory; root["health"] = m_Health; root["xpTotal"] = m_LifetimeTotalXp; root["xpCurrent"] = m_CurrentXp; root["air"] = m_AirLevel; root["food"] = m_FoodLevel; root["foodSaturation"] = m_FoodSaturationLevel; root["foodTickTimer"] = m_FoodTickTimer; root["foodExhaustion"] = m_FoodExhaustionLevel; root["isflying"] = IsFlying(); root["lastknownname"] = GetName(); root["SpawnX"] = GetLastBedPos().x; root["SpawnY"] = GetLastBedPos().y; root["SpawnZ"] = GetLastBedPos().z; root["SpawnForced"] = m_IsRespawnPointForced; root["SpawnWorld"] = m_SpawnWorldName; root["enchantmentSeed"] = m_EnchantmentSeed; root["world"] = m_CurrentWorldName; root["gamemode"] = static_cast(m_GameMode); auto JsonData = JsonUtils::WriteStyledString(root); AString SourceFile = GetUUIDFileName(UUID); cFile f; if (!f.Open(SourceFile, cFile::fmWrite)) { LOGWARNING("Error writing player \"%s\" to file \"%s\": cannot open file. Player will lose their progress", GetName().c_str(), SourceFile.c_str() ); return; } if (f.Write(JsonData.c_str(), JsonData.size()) != static_cast(JsonData.size())) { LOGWARNING("Error writing player \"%s\" to file \"%s\": cannot save data. Player will lose their progress", GetName().c_str(), SourceFile.c_str() ); return; } try { // Save the player stats. // We use the default world name (like bukkit) because stats are shared between dimensions / worlds. // TODO: save together with player.dat, not in some other place. StatisticsSerializer::Save(m_Stats, m_DefaultWorldPath, GetUUID().ToLongString()); } catch (...) { LOGWARNING("Error writing player \"%s\" statistics to file", GetName().c_str()); } } void cPlayer::UseEquippedItem(short a_Damage) { // No durability loss in creative or spectator modes: if (IsGameModeCreative() || IsGameModeSpectator()) { return; } UseItem(cInventory::invHotbarOffset + m_Inventory.GetEquippedSlotNum(), a_Damage); } void cPlayer::UseEquippedItem(cItemHandler::eDurabilityLostAction a_Action) { // Get item being used: cItem Item = GetEquippedItem(); // Get base damage for action type: short Dmg = Item.GetHandler().GetDurabilityLossByAction(a_Action); UseEquippedItem(Dmg); } void cPlayer::UseItem(int a_SlotNumber, short a_Damage) { const cItem & Item = m_Inventory.GetSlot(a_SlotNumber); if (Item.IsEmpty()) { return; } // Ref: https://minecraft.wiki/w/Enchanting#Unbreaking unsigned int UnbreakingLevel = Item.m_Enchantments.GetLevel(cEnchantments::enchUnbreaking); double chance = ItemCategory::IsArmor(Item.m_ItemType) ? (0.6 + (0.4 / (UnbreakingLevel + 1))) : (1.0 / (UnbreakingLevel + 1)); // When durability is reduced by multiple points // Unbreaking is applied for each point of reduction. std::binomial_distribution Dist(a_Damage, chance); short ReducedDamage = Dist(GetRandomProvider().Engine()); if (m_Inventory.DamageItem(a_SlotNumber, ReducedDamage)) { // The item broke. Broadcast the correct animation: if (Item.m_ItemType == E_ITEM_SHIELD) { m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBreaks); } else if (a_SlotNumber == (cInventory::invHotbarOffset + m_Inventory.GetEquippedSlotNum())) { m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnMainHandEquipmentBreaks); } else { switch (a_SlotNumber) { case cInventory::invArmorOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnHeadEquipmentBreaks); case cInventory::invArmorOffset + 1: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnChestEquipmentBreaks); case cInventory::invArmorOffset + 2: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnLegsEquipmentBreaks); case cInventory::invArmorOffset + 3: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnFeetEquipmentBreaks); case cInventory::invShieldOffset: return m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnOffHandEquipmentBreaks); } } } else if (Item.m_ItemType == E_ITEM_SHIELD) { // The item survived. Special case for shield blocking: m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnShieldBlocks); } } void cPlayer::HandleFood(void) { // Ref.: https://minecraft.wiki/w/Hunger if (IsGameModeCreative() || IsGameModeSpectator()) { // Hunger is disabled for Creative and Spectator return; } // Apply food exhaustion that has accumulated: if (m_FoodExhaustionLevel > 4.0) { m_FoodExhaustionLevel -= 4.0; if (m_FoodSaturationLevel > 0.0) { m_FoodSaturationLevel = std::max(m_FoodSaturationLevel - 1.0, 0.0); } else { SetFoodLevel(m_FoodLevel - 1); } } // Heal or damage, based on the food level, using the m_FoodTickTimer: if ((m_FoodLevel >= 18) || (m_FoodLevel <= 0)) { m_FoodTickTimer++; if (m_FoodTickTimer >= 80) { m_FoodTickTimer = 0; if ((m_FoodLevel >= 18) && (GetHealth() < GetMaxHealth())) { // Regenerate health from food, incur 3 pts of food exhaustion: Heal(1); AddFoodExhaustion(3.0); } else if ((m_FoodLevel <= 0) && (m_Health > 1)) { // Damage from starving TakeDamage(dtStarving, nullptr, 1, 1, 0); } } } else { m_FoodTickTimer = 0; } } void cPlayer::HandleFloater() { if (GetEquippedItem().m_ItemType == E_ITEM_FISHING_ROD) { return; } m_World->DoWithEntityByID(m_FloaterID, [](cEntity & a_Entity) { a_Entity.Destroy(); return true; } ); SetIsFishing(false); } bool cPlayer::IsClimbing(void) const { const auto Position = GetPosition().Floor(); if (!cChunkDef::IsValidHeight(Position)) { return false; } BLOCKTYPE Block = m_World->GetBlock(Position); switch (Block) { case E_BLOCK_LADDER: case E_BLOCK_VINES: { return true; } default: return false; } } void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos, bool a_PreviousIsOnGround) { if (m_IsTeleporting) { m_IsTeleporting = false; return; } const auto Value = FloorC(a_DeltaPos.Length() * 100 + 0.5); if (m_AttachedTo == nullptr) { if (IsFlying()) { m_Stats.Custom[CustomStatistic::FlyOneCm] += Value; // May be flying and doing any of the following: } if (IsClimbing()) { if (a_DeltaPos.y > 0.0) // Going up { m_Stats.Custom[CustomStatistic::ClimbOneCm] += FloorC(a_DeltaPos.y * 100 + 0.5); } } else if (IsInWater()) { if (m_IsHeadInWater) { m_Stats.Custom[CustomStatistic::WalkUnderWaterOneCm] += Value; } else { m_Stats.Custom[CustomStatistic::WalkOnWaterOneCm] += Value; } AddFoodExhaustion(0.00015 * static_cast(Value)); } else if (IsOnGround()) { if (IsCrouched()) { m_Stats.Custom[CustomStatistic::CrouchOneCm] += Value; AddFoodExhaustion(0.0001 * static_cast(Value)); } if (IsSprinting()) { m_Stats.Custom[CustomStatistic::SprintOneCm] += Value; AddFoodExhaustion(0.001 * static_cast(Value)); } else { m_Stats.Custom[CustomStatistic::WalkOneCm] += Value; AddFoodExhaustion(0.0001 * static_cast(Value)); } } else { // If a jump just started, process food exhaustion: if ((a_DeltaPos.y > 0.0) && a_PreviousIsOnGround) { m_Stats.Custom[CustomStatistic::Jump]++; AddFoodExhaustion((IsSprinting() ? 0.008 : 0.002) * static_cast(Value)); } else if (a_DeltaPos.y < 0.0) { // Increment statistic m_Stats.Custom[CustomStatistic::FallOneCm] += static_cast(-a_DeltaPos.y * 100 + 0.5); } // TODO: good opportunity to detect illegal flight (check for falling tho) } } else { switch (m_AttachedTo->GetEntityType()) { case cEntity::etMinecart: m_Stats.Custom[CustomStatistic::MinecartOneCm] += Value; break; case cEntity::etBoat: m_Stats.Custom[CustomStatistic::BoatOneCm] += Value; break; case cEntity::etMonster: { cMonster * Monster = static_cast(m_AttachedTo); switch (Monster->GetMobType()) { case mtPig: m_Stats.Custom[CustomStatistic::PigOneCm] += Value; break; case mtHorse: m_Stats.Custom[CustomStatistic::HorseOneCm] += Value; break; default: break; } break; } default: break; } } } void cPlayer::LoadRank(void) { // Update our permissions: RefreshRank(); // Send a permission level update: m_ClientHandle->SendPlayerPermissionLevel(); } void cPlayer::SendBlocksAround(Vector3i a_BlockPos, int a_Range) { // Collect the coords of all the blocks to send: sSetBlockVector blks; for (int y = a_BlockPos.y - a_Range + 1; y < a_BlockPos.y + a_Range; y++) { for (int z = a_BlockPos.z - a_Range + 1; z < a_BlockPos.z + a_Range; z++) { for (int x = a_BlockPos.x - a_Range + 1; x < a_BlockPos.x + a_Range; x++) { blks.emplace_back(x, y, z, E_BLOCK_AIR, static_cast(0)); // Use fake blocktype, it will get set later on. } } } // for y // Get the values of all the blocks: if (!m_World->GetBlocks(blks, false)) { LOGD("%s: Cannot query all blocks, not sending an update", __FUNCTION__); return; } // Divide the block changes by their respective chunks: std::unordered_map Changes; for (const auto & blk: blks) { Changes[cChunkCoords(blk.m_ChunkX, blk.m_ChunkZ)].push_back(blk); } // for blk - blks[] blks.clear(); // Send the blocks for each affected chunk: for (auto itr = Changes.cbegin(), end = Changes.cend(); itr != end; ++itr) { m_ClientHandle->SendBlockChanges(itr->first.m_ChunkX, itr->first.m_ChunkZ, itr->second); } } bool cPlayer::DoesPlacingBlocksIntersectEntity(const std::initializer_list a_Blocks) const { // Compute the bounding box for each block to be placed std::vector PlacementBoxes; cBoundingBox PlacingBounds(0, 0, 0, 0, 0, 0); bool HasInitializedBounds = false; for (auto blk: a_Blocks) { int x = blk.GetX(); int y = blk.GetY(); int z = blk.GetZ(); cBoundingBox BlockBox = cBlockHandler::For(blk.m_BlockType).GetPlacementCollisionBox( m_World->GetBlock({ x - 1, y, z }), m_World->GetBlock({ x + 1, y, z }), (y == 0) ? static_cast(E_BLOCK_AIR) : m_World->GetBlock({ x, y - 1, z }), (y == cChunkDef::Height - 1) ? static_cast(E_BLOCK_AIR) : m_World->GetBlock({ x, y + 1, z }), m_World->GetBlock({ x, y, z - 1 }), m_World->GetBlock({ x, y, z + 1 }) ); BlockBox.Move(x, y, z); PlacementBoxes.push_back(BlockBox); if (HasInitializedBounds) { PlacingBounds = PlacingBounds.Union(BlockBox); } else { PlacingBounds = BlockBox; HasInitializedBounds = true; } } cWorld * World = GetWorld(); // Check to see if any entity intersects any block being placed return !World->ForEachEntityInBox(PlacingBounds, [&](cEntity & a_Entity) { // The distance inside the block the entity can still be. const double EPSILON = 0.0005; if (!a_Entity.DoesPreventBlockPlacement()) { return false; } auto EntBox = a_Entity.GetBoundingBox(); for (auto BlockBox : PlacementBoxes) { // Put in a little bit of wiggle room BlockBox.Expand(-EPSILON, -EPSILON, -EPSILON); if (EntBox.DoesIntersect(BlockBox)) { return true; } } return false; } ); } const cUUID & cPlayer::GetUUID(void) const { return m_ClientHandle->GetUUID(); } bool cPlayer::PlaceBlock(const Vector3i a_Position, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { return PlaceBlocks({ { a_Position, a_BlockType, a_BlockMeta } }); } bool cPlayer::PlaceBlocks(const std::initializer_list a_Blocks) { if (DoesPlacingBlocksIntersectEntity(a_Blocks)) { // Abort - re-send all the current blocks in the a_Blocks' coords to the client: for (const auto & ResendBlock : a_Blocks) { m_World->SendBlockTo(ResendBlock.GetX(), ResendBlock.GetY(), ResendBlock.GetZ(), *this); } return false; } cPluginManager * pm = cPluginManager::Get(); // Check the blocks CanBeAt, and call the "placing" hooks; if any fail, abort: for (const auto & Block : a_Blocks) { if ( !m_World->DoWithChunkAt(Block.GetAbsolutePos(), [&Block](cChunk & a_Chunk) { return cBlockHandler::For(Block.m_BlockType).CanBeAt(a_Chunk, Block.GetRelativePos(), Block.m_BlockMeta); }) ) { return false; } if (pm->CallHookPlayerPlacingBlock(*this, Block)) { // Abort - re-send all the current blocks in the a_Blocks' coords to the client: for (const auto & ResendBlock : a_Blocks) { m_World->SendBlockTo(ResendBlock.GetX(), ResendBlock.GetY(), ResendBlock.GetZ(), *this); } return false; } } cChunkInterface ChunkInterface(m_World->GetChunkMap()); for (const auto & Block : a_Blocks) { // Set the blocks: m_World->PlaceBlock(Block.GetAbsolutePos(), Block.m_BlockType, Block.m_BlockMeta); // Call the "placed" hooks: pm->CallHookPlayerPlacedBlock(*this, Block); } return true; } void cPlayer::SetSkinParts(int a_Parts) { m_SkinParts = a_Parts & spMask; m_World->BroadcastEntityMetadata(*this, m_ClientHandle.get()); } AString cPlayer::GetUUIDFileName(const cUUID & a_UUID) { AString UUID = a_UUID.ToLongString(); AString res("players/"); res.append(UUID, 0, 2); res.push_back('/'); res.append(UUID, 2, AString::npos); res.append(".json"); return res; } void cPlayer::FreezeInternal(const Vector3d & a_Location, bool a_ManuallyFrozen) { SetSpeed(0, 0, 0); SetPosition(a_Location); m_IsFrozen = true; m_IsManuallyFrozen = a_ManuallyFrozen; double NormalMaxSpeed = GetNormalMaxSpeed(); double SprintMaxSpeed = GetSprintingMaxSpeed(); double FlyingMaxpeed = GetFlyingMaxSpeed(); bool IsFlying = m_IsFlying; // Set the client-side speed to 0 m_NormalMaxSpeed = 0; m_SprintingMaxSpeed = 0; m_FlyingMaxSpeed = 0; m_IsFlying = true; // Send the client its fake speed and max speed of 0 m_ClientHandle->SendPlayerMoveLook(); m_ClientHandle->SendPlayerAbilities(); m_ClientHandle->SendEntityVelocity(*this); m_World->BroadcastEntityProperties(*this); // Keep the server side speed variables as they were in the first place m_NormalMaxSpeed = NormalMaxSpeed; m_SprintingMaxSpeed = SprintMaxSpeed; m_FlyingMaxSpeed = FlyingMaxpeed; m_IsFlying = IsFlying; } float cPlayer::GetLiquidHeightPercent(NIBBLETYPE a_Meta) { if (a_Meta >= 8) { a_Meta = 0; } return static_cast(a_Meta + 1) / 9.0f; } bool cPlayer::IsInsideWater() { const auto EyePos = GetEyePosition().Floor(); if (!cChunkDef::IsValidHeight(EyePos)) { // Not in water if in void. return false; } BLOCKTYPE Block; NIBBLETYPE Meta; if ( !m_World->GetBlockTypeMeta(GetEyePosition().Floor(), Block, Meta) || ((Block != E_BLOCK_WATER) && (Block != E_BLOCK_STATIONARY_WATER)) ) { return false; } const auto EyeHeight = GetEyeHeight(); float f = GetLiquidHeightPercent(Meta) - 0.11111111f; float f1 = static_cast(EyeHeight + 1) - f; return EyeHeight < f1; } float cPlayer::GetDigSpeed(BLOCKTYPE a_Block) { // Based on: https://minecraft.wiki/w/Breaking#Speed // Get the base speed multiplier of the equipped tool for the mined block float MiningSpeed = GetEquippedItem().GetHandler().GetBlockBreakingStrength(a_Block); // If we can harvest the block then we can apply material and enchantment bonuses if (GetEquippedItem().GetHandler().CanHarvestBlock(a_Block)) { if (MiningSpeed > 1.0f) // If the base multiplier for this block is greater than 1, now we can check enchantments { unsigned int EfficiencyModifier = GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::eEnchantment::enchEfficiency); if (EfficiencyModifier > 0) // If an efficiency enchantment is present, apply formula as on wiki { MiningSpeed += (EfficiencyModifier * EfficiencyModifier) + 1; } } } else // If we can't harvest the block then no bonuses: { MiningSpeed = 1; } // Haste increases speed by 20% per level auto Haste = GetEntityEffect(cEntityEffect::effHaste); if (Haste != nullptr) { int intensity = Haste->GetIntensity() + 1; MiningSpeed *= 1.0f + (intensity * 0.2f); } // Mining fatigue decreases speed a lot auto MiningFatigue = GetEntityEffect(cEntityEffect::effMiningFatigue); if (MiningFatigue != nullptr) { int intensity = MiningFatigue->GetIntensity(); switch (intensity) { case 0: MiningSpeed *= 0.3f; break; case 1: MiningSpeed *= 0.09f; break; case 2: MiningSpeed *= 0.0027f; break; default: MiningSpeed *= 0.00081f; break; } } // 5x speed loss for being in water if (IsInsideWater() && !(GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::eEnchantment::enchAquaAffinity) > 0)) { MiningSpeed /= 5.0f; } // 5x speed loss for not touching ground if (!IsOnGround()) { MiningSpeed /= 5.0f; } return MiningSpeed; } float cPlayer::GetMiningProgressPerTick(BLOCKTYPE a_Block) { // Based on https://minecraft.wiki/w/Breaking#Calculation // If we know it's instantly breakable then quit here: if (cBlockInfo::IsOneHitDig(a_Block)) { return 1; } const bool CanHarvest = GetEquippedItem().GetHandler().CanHarvestBlock(a_Block); const float BlockHardness = cBlockInfo::GetHardness(a_Block) * (CanHarvest ? 1.5f : 5.0f); ASSERT(BlockHardness > 0); // Can't divide by 0 or less, IsOneHitDig should have returned true // LOGD("Time to mine block = %f", BlockHardness/DigSpeed); // Number of ticks to mine = (20 * BlockHardness)/DigSpeed; // Therefore take inverse to get fraction mined per tick: return GetDigSpeed(a_Block) / (20.0f * BlockHardness); } bool cPlayer::CanInstantlyMine(BLOCKTYPE a_Block) { // Based on: https://minecraft.wiki/w/Breaking#Calculation // If the dig speed is greater than 30 times the hardness, then the wiki says we can instantly mine: return GetDigSpeed(a_Block) > (30 * cBlockInfo::GetHardness(a_Block)); } void cPlayer::AddKnownItem(const cItem & a_Item) { if (a_Item.m_ItemType < 0) { return; } auto Response = m_KnownItems.insert(a_Item.CopyOne()); if (!Response.second) { // The item was already known, bail out: return; } // Process the recipes that got unlocked by this newly-known item: auto Recipes = cRoot::Get()->GetCraftingRecipes()->FindNewRecipesForItem(a_Item, m_KnownItems); for (const auto & RecipeId : Recipes) { AddKnownRecipe(RecipeId); } } void cPlayer::AddKnownRecipe(UInt32 a_RecipeId) { auto Response = m_KnownRecipes.insert(a_RecipeId); if (!Response.second) { // The recipe was already known, bail out: return; } m_ClientHandle->SendUnlockRecipe(a_RecipeId); } void cPlayer::TickFreezeCode() { if (m_IsFrozen) { if ((!m_IsManuallyFrozen) && (GetClientHandle()->IsPlayerChunkSent())) { // If the player was automatically frozen, unfreeze if the chunk the player is inside is loaded and sent Unfreeze(); // Pull the player out of any solids that might have loaded on them. PREPARE_REL_AND_CHUNK(GetPosition(), *(GetParentChunk())); if (RelSuccess) { int NewY = Rel.y; if (NewY < 0) { NewY = 0; } while (NewY < cChunkDef::Height - 2) { // If we find a position with enough space for the player if ( !cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY, Rel.z)) && !cBlockInfo::IsSolid(Chunk->GetBlock(Rel.x, NewY + 1, Rel.z)) ) { // If the found position is not the same as the original if (NewY != Rel.y) { SetPosition(GetPosition().x, NewY, GetPosition().z); GetClientHandle()->SendPlayerPosition(); } break; } ++NewY; } } } else if ((GetWorld()->GetWorldTickAge() % 100_tick) == 0_tick) { // Despite the client side freeze, the player may be able to move a little by // Jumping or canceling flight. Re-freeze every now and then FreezeInternal(GetPosition(), m_IsManuallyFrozen); } } else { if (!GetClientHandle()->IsPlayerChunkSent() || (!GetParentChunk()->IsValid())) { FreezeInternal(GetPosition(), false); } } } void cPlayer::RefreshRank() { const auto & UUID = GetUUID(); cRankManager * RankMgr = cRoot::Get()->GetRankManager(); // Load the values from cRankManager: m_Rank = RankMgr->GetPlayerRankName(UUID); if (m_Rank.empty()) { m_Rank = RankMgr->GetDefaultRank(); } else { // Update the name: RankMgr->UpdatePlayerName(UUID, GetName()); } m_Permissions = RankMgr->GetPlayerPermissions(UUID); m_Restrictions = RankMgr->GetPlayerRestrictions(UUID); RankMgr->GetRankVisuals(m_Rank, m_MsgPrefix, m_MsgSuffix, m_MsgNameColorCode); // Break up the individual permissions on each dot, into m_SplitPermissions: m_SplitPermissions.clear(); m_SplitPermissions.reserve(m_Permissions.size()); for (auto & Permission : m_Permissions) { m_SplitPermissions.push_back(StringSplit(Permission, ".")); } // Break up the individual restrictions on each dot, into m_SplitRestrictions: m_SplitRestrictions.clear(); m_SplitRestrictions.reserve(m_Restrictions.size()); for (auto & Restriction : m_Restrictions) { m_SplitRestrictions.push_back(StringSplit(Restriction, ".")); } } void cPlayer::ApplyArmorDamage(int a_DamageBlocked) { short ArmorDamage = static_cast(std::max(a_DamageBlocked / 4, 1)); for (int i = 0; i < 4; i++) { UseItem(cInventory::invArmorOffset + i, ArmorDamage); } } void cPlayer::BroadcastMovementUpdate(const cClientHandle * a_Exclude) { if (!m_IsFrozen && m_Speed.SqrLength() > 0.001) { // If the player is not frozen, has a non-zero speed, // send the speed to the client so he is forced to move so: m_ClientHandle->SendEntityVelocity(*this); } // Since we do no physics processing for players, speed will otherwise never decrease: m_Speed.Set(0, 0, 0); Super::BroadcastMovementUpdate(a_Exclude); } bool cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI) { // Filters out damage for creative mode / friendly fire. if ((a_TDI.DamageType != dtInVoid) && (a_TDI.DamageType != dtPlugin)) { if (IsGameModeCreative() || IsGameModeSpectator()) { // No damage / health in creative or spectator mode if not void or plugin damage return false; } } if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer())) { cPlayer * Attacker = static_cast(a_TDI.Attacker); if ((m_Team != nullptr) && (m_Team == Attacker->m_Team)) { if (!m_Team->AllowsFriendlyFire()) { // Friendly fire is disabled return false; } } } if (Super::DoTakeDamage(a_TDI)) { // Any kind of damage adds food exhaustion AddFoodExhaustion(0.3f); m_ClientHandle->SendHealth(); // Tell the wolves if (a_TDI.Attacker != nullptr) { if (a_TDI.Attacker->IsPawn()) { NotifyNearbyWolves(static_cast(a_TDI.Attacker), true); } } m_Stats.Custom[CustomStatistic::DamageTaken] += FloorC(a_TDI.FinalDamage * 10 + 0.5); return true; } return false; } float cPlayer::GetEnchantmentBlastKnockbackReduction() { if ( IsGameModeSpectator() || (IsGameModeCreative() && !IsOnGround()) ) { return 1; // No impact from explosion } return Super::GetEnchantmentBlastKnockbackReduction(); } bool cPlayer::IsCrouched(void) const { return std::holds_alternative(m_BodyStance); } bool cPlayer::IsSprinting(void) const { return std::holds_alternative(m_BodyStance); } bool cPlayer::IsElytraFlying(void) const { return std::holds_alternative(m_BodyStance); } bool cPlayer::IsInvisible() const { return !m_IsVisible || Super::IsInvisible(); } void cPlayer::OnAddToWorld(cWorld & a_World) { // Sends player spawn: Super::OnAddToWorld(a_World); // Update world name tracking: m_CurrentWorldName = m_World->GetName(); // Fix to stop the player falling through the world, until we get serversided collision detection: FreezeInternal(GetPosition(), false); // UpdateCapabilities was called in the constructor, and in OnRemoveFromWorld, possibly changing our visibility. // If world is in spectator mode, invisibility will need updating. If we just connected, we might be on fire from a previous game. // Hence, tell the client by sending metadata: m_ClientHandle->SendEntityMetadata(*this); // Send contents of the inventory window: m_ClientHandle->SendWholeInventory(*m_CurrentWindow); // Send health (the respawn packet, which understandably resets health, is also used for world travel...): m_ClientHandle->SendHealth(); // Send experience, similar story with the respawn packet: m_ClientHandle->SendExperience(); // Send hotbar active slot (also reset by respawn): m_ClientHandle->SendHeldItemChange(m_Inventory.GetEquippedSlotNum()); // Update player team: UpdateTeam(); // Send scoreboard data: m_World->GetScoreBoard().SendTo(*m_ClientHandle); // Update the view distance: m_ClientHandle->SetViewDistance(m_ClientHandle->GetRequestedViewDistance()); // Send current weather of target world: m_ClientHandle->SendWeather(a_World.GetWeather()); // Send time: m_ClientHandle->SendTimeUpdate(a_World.GetWorldAge(), a_World.GetWorldDate(), a_World.IsDaylightCycleEnabled()); // Finally, deliver the notification hook: cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*this); } void cPlayer::OnDetach() { if (m_IsTeleporting) { // If they are teleporting, no need to figure out position: return; } int PosX = POSX_TOINT; int PosY = POSY_TOINT; int PosZ = POSZ_TOINT; // Search for a position within an area to teleport player after detachment // Position must be solid land with two air blocks above. // If nothing found, player remains where they are. for (int x = PosX - 1; x <= (PosX + 1); ++x) { for (int y = PosY; y <= (PosY + 3); ++y) { for (int z = PosZ - 1; z <= (PosZ + 1); ++z) { if ( (m_World->GetBlock({ x, y, z }) == E_BLOCK_AIR) && (m_World->GetBlock({ x, y + 1, z }) == E_BLOCK_AIR) && cBlockInfo::IsSolid(m_World->GetBlock({ x, y - 1, z })) ) { TeleportToCoords(x + 0.5, y, z + 0.5); return; } } } } } void cPlayer::OnRemoveFromWorld(cWorld & a_World) { Super::OnRemoveFromWorld(a_World); // Remove any references to this player pointer by windows in the old world: CloseWindow(false); // Stop spectation and remove our reference from the spectated: SpectateEntity(nullptr); // Remove the client handle from the world: m_World->RemoveClientFromChunks(m_ClientHandle.get()); if (m_ClientHandle->IsDestroyed()) // Note: checking IsWorldChangeScheduled not appropriate here since we can disconnecting while having a scheduled warp { // Disconnecting, do the necessary cleanup. // This isn't in the destructor to avoid crashing accessing destroyed objects during shutdown. if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*this)) { cRoot::Get()->BroadcastChatLeave(fmt::format(FMT_STRING("{} has left the game"), GetName())); LOGINFO("Player %s has left the game", GetName()); } // Remove ourself from everyone's lists: cRoot::Get()->BroadcastPlayerListsRemovePlayer(*this); // Atomically decrement player count (in world thread): cRoot::Get()->GetServer()->PlayerDestroyed(); // We're just disconnecting. The remaining code deals with going through portals, so bail: return; } const auto DestinationDimension = m_WorldChangeInfo.m_NewWorld->GetDimension(); // Award relevant achievements: if (DestinationDimension == dimEnd) { AwardAchievement(CustomStatistic::AchTheEnd); } else if (DestinationDimension == dimNether) { AwardAchievement(CustomStatistic::AchPortal); } // Set capabilities based on new world: UpdateCapabilities(); // Clientside warp start: m_ClientHandle->SendRespawn(DestinationDimension, false); m_ClientHandle->SendPlayerListUpdateGameMode(*this); m_World->BroadcastPlayerListUpdateGameMode(*this); // Clear sent chunk lists from the clienthandle: m_ClientHandle->RemoveFromWorld(); } void cPlayer::SpawnOn(cClientHandle & a_Client) { if (m_ClientHandle.get() == &a_Client) { return; } a_Client.SendPlayerSpawn(*this); a_Client.SendEntityHeadLook(*this); a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem()); a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots()); a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings()); a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate()); a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet()); } void cPlayer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_ClientHandle->IsDestroyed()) { Destroy(); return; } if (!m_ClientHandle->IsPlaying()) { // We're not yet in the game, ignore everything: return; } { const auto TicksElapsed = static_cast(std::chrono::duration_cast(a_Dt).count()); m_Stats.Custom[CustomStatistic::PlayOneMinute] += TicksElapsed; m_Stats.Custom[CustomStatistic::TimeSinceDeath] += TicksElapsed; if (IsCrouched()) { m_Stats.Custom[CustomStatistic::SneakTime] += TicksElapsed; } } ASSERT((GetParentChunk() != nullptr) && (GetParentChunk()->IsValid())); ASSERT(a_Chunk.IsValid()); // Handle a frozen player: TickFreezeCode(); if ( m_IsFrozen || // Don't do Tick updates if frozen IsWorldChangeScheduled() // If we're about to change worlds (e.g. respawn), abort processing all world interactions (GH #3939) ) { return; } Super::Tick(a_Dt, a_Chunk); // Handle charging the bow: if (m_IsChargingBow) { m_BowCharge += 1; } // Handle syncing our position with the entity being spectated: if (IsGameModeSpectator() && (m_Spectating != nullptr)) { SetYaw(m_Spectating->GetYaw()); SetPitch(m_Spectating->GetPitch()); SetRoll(m_Spectating->GetRoll()); SetPosition(m_Spectating->GetPosition()); } if (IsElytraFlying()) { // Damage elytra, once per second: { using namespace std::chrono_literals; auto & TicksFlying = std::get(m_BodyStance).TicksElytraFlying; const auto TotalFlew = TicksFlying + a_Dt; const auto Periods = static_cast(TotalFlew / 1s); TicksFlying = std::chrono::duration_cast(TotalFlew - Periods * 1s); UseItem(cInventory::invArmorOffset + 1, Periods); } // Check if flight is still possible: if (IsOnGround() || IsInWater() || IsRiding() || (GetEquippedChestplate().m_ItemType != E_ITEM_ELYTRA)) { SetElytraFlight(false); } } else if (IsInBed()) { // Check if sleeping is still possible: if ((GetPosition().Floor() != m_RespawnPosition) || (m_World->GetBlock(m_RespawnPosition) != E_BLOCK_BED)) { m_ClientHandle->HandleLeaveBed(); } } BroadcastMovementUpdate(m_ClientHandle.get()); if (m_Health > 0) // make sure player is alive { if ((m_EatingFinishTick >= 0_tick) && (m_EatingFinishTick <= m_World->GetWorldAge())) { FinishEating(); } HandleFood(); } if (m_IsFishing) { HandleFloater(); } // Update items (e.g. Maps) m_Inventory.UpdateItems(); if (m_TicksUntilNextSave == 0) { SaveToDisk(); m_TicksUntilNextSave = PLAYER_INVENTORY_SAVE_INTERVAL; } else { m_TicksUntilNextSave--; } }