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Fixed conduit collision.
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@@ -0,0 +1,63 @@
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/*
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* Copyright (c) 2025 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*/
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package org.geysermc.geyser.translator.collision.fixes;
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import lombok.EqualsAndHashCode;
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import org.geysermc.geyser.level.block.type.BlockState;
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import org.geysermc.geyser.level.physics.Axis;
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import org.geysermc.geyser.level.physics.BoundingBox;
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import org.geysermc.geyser.level.physics.CollisionManager;
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import org.geysermc.geyser.level.physics.Direction;
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import org.geysermc.geyser.session.GeyserSession;
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import org.geysermc.geyser.translator.collision.BlockCollision;
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import org.geysermc.geyser.translator.collision.CollisionRemapper;
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@EqualsAndHashCode(callSuper = true)
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@CollisionRemapper(regex = "^conduit$", passDefaultBoxes = true)
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public class ConduitCollision extends BlockCollision {
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public ConduitCollision(BlockState state, BoundingBox[] boxes) {
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super(boxes);
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}
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@Override
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public void correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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super.correctPosition(session, x, y, z, playerCollision);
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final double maxPushDistance = 0.1875F + CollisionManager.COLLISION_TOLERANCE * 1.01F;
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// Check for conduit bug (conduit is lifted from the ground on Java unlike Bedrock where conduit is placed on the ground)
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for (BoundingBox boundingBox : this.boundingBoxes) {
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if (!boundingBox.checkIntersection(x, y, z, playerCollision)) {
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continue;
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}
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boundingBox = boundingBox.clone();
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boundingBox.translate(x, y, z);
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boundingBox.pushOutOfBoundingBox(playerCollision, Direction.UP, maxPushDistance);
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}
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}
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}
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@@ -28,7 +28,6 @@ package org.geysermc.geyser.translator.collision.fixes;
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import lombok.EqualsAndHashCode;
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import lombok.EqualsAndHashCode;
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import org.geysermc.geyser.level.block.property.Properties;
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import org.geysermc.geyser.level.block.property.Properties;
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import org.geysermc.geyser.level.block.type.BlockState;
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import org.geysermc.geyser.level.block.type.BlockState;
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import org.geysermc.geyser.level.physics.Axis;
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import org.geysermc.geyser.level.physics.BoundingBox;
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import org.geysermc.geyser.level.physics.BoundingBox;
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import org.geysermc.geyser.level.physics.CollisionManager;
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import org.geysermc.geyser.level.physics.CollisionManager;
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import org.geysermc.geyser.level.physics.Direction;
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import org.geysermc.geyser.level.physics.Direction;
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@@ -51,6 +50,7 @@ public class LanternCollision extends BlockCollision {
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public void correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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public void correctPosition(GeyserSession session, int x, int y, int z, BoundingBox playerCollision) {
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super.correctPosition(session, x, y, z, playerCollision);
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super.correctPosition(session, x, y, z, playerCollision);
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// Check for lantern collision (lantern is 0.0625 block higher on Java)
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final double maxPushDistance = 0.0625 + CollisionManager.COLLISION_TOLERANCE * 1.01F;
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final double maxPushDistance = 0.0625 + CollisionManager.COLLISION_TOLERANCE * 1.01F;
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for (BoundingBox boundingBox : this.boundingBoxes) {
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for (BoundingBox boundingBox : this.boundingBoxes) {
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if (!boundingBox.checkIntersection(x, y, z, playerCollision)) {
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if (!boundingBox.checkIntersection(x, y, z, playerCollision)) {
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