in Minecraft/src/main/java/com/microsoft/Malmo/MissionHandlers/DiscreteMovementCommandsImplementation.java [292:514]
protected boolean onExecute(String verb, String parameter, MissionInit missionInit)
{
boolean handled = false;
EntityPlayerSP player = Minecraft.getMinecraft().player;
if (player != null)
{
int z = 0;
int x = 0;
int y = 0;
DiscreteMovementCommand command = verbToCommand(verb);
if (command == null)
return false; // Did not recognise this command.
switch (command)
{
case MOVENORTH:
case JUMPNORTH:
z = -1;
break;
case MOVESOUTH:
case JUMPSOUTH:
z = 1;
break;
case MOVEEAST:
case JUMPEAST:
x = 1;
break;
case MOVEWEST:
case JUMPWEST:
x = -1;
break;
case MOVE:
case JUMPMOVE:
case STRAFE:
case JUMPSTRAFE:
if (parameter != null && parameter.length() != 0)
{
float velocity = Float.valueOf(parameter);
int offset = (velocity > 0) ? 1 : ((velocity < 0) ? -1 : 0);
int direction = getDirectionFromYaw(player.rotationYaw);
// For strafing, add one to direction:
if (command == DiscreteMovementCommand.STRAFE || command == DiscreteMovementCommand.JUMPSTRAFE)
direction = (direction + 1) % 4;
switch (direction)
{
case 0: // North
z = offset;
break;
case 1: // East
x = -offset;
break;
case 2: // South
z = -offset;
break;
case 3: // West
x = offset;
break;
}
break;
}
case TURN:
if (parameter != null && parameter.length() != 0)
{
float yawDelta = Float.valueOf(parameter);
int direction = getDirectionFromYaw(player.rotationYaw);
direction += (yawDelta > 0) ? 1 : ((yawDelta < 0) ? -1 : 0);
direction = (direction + 4) % 4;
player.rotationYaw = direction * 90;
player.onUpdate();
// Send a message that the ContinuousMovementCommands can pick up on:
Event event = new CommandForWheeledRobotNavigationImplementation.ResetPitchAndYawEvent(true, player.rotationYaw, false, 0);
MinecraftForge.EVENT_BUS.post(event);
handled = true;
}
break;
case LOOK:
if (parameter != null && parameter.length() != 0)
{
float pitchDelta = Float.valueOf(parameter);
player.rotationPitch += (pitchDelta < 0) ? -45 : ((pitchDelta > 0) ? 45 : 0);
player.onUpdate();
// Send a message that the ContinuousMovementCommands can pick up on:
Event event = new CommandForWheeledRobotNavigationImplementation.ResetPitchAndYawEvent(false, 0, true, player.rotationPitch);
MinecraftForge.EVENT_BUS.post(event);
handled = true;
}
break;
case ATTACK:
{
RayTraceResult mop = Minecraft.getMinecraft().objectMouseOver;
if( mop.typeOfHit == RayTraceResult.Type.BLOCK ) {
BlockPos hitPos = mop.getBlockPos();
EnumFacing face = mop.sideHit;
IBlockState iblockstate = player.world.getBlockState(hitPos);
Block block = iblockstate.getBlock();
if (iblockstate.getMaterial() != Material.AIR)
{
MalmoMod.network.sendToServer(new AttackActionMessage(hitPos, face, mop.hitVec));
// Trigger a reward for collecting the block
java.util.List<ItemStack> items = block.getDrops(player.world, hitPos, iblockstate, 0);
for (ItemStack item : items)
{
RewardForCollectingItemImplementation.GainItemEvent event = new RewardForCollectingItemImplementation.GainItemEvent(item);
MinecraftForge.EVENT_BUS.post(event);
}
}
}
handled = true;
break;
}
case USE:
case JUMPUSE:
{
RayTraceResult mop = getObjectMouseOver(command);
if( mop.typeOfHit == RayTraceResult.Type.BLOCK )
{
if( player.inventory.getCurrentItem() != null ) {
ItemStack itemStack = player.inventory.getCurrentItem();
Block b = Block.getBlockFromItem( itemStack.getItem() );
if( b != null ) {
BlockPos pos = mop.getBlockPos().add( mop.sideHit.getDirectionVec() );
// Can we place this block here?
AxisAlignedBB axisalignedbb = b.getDefaultState().getCollisionBoundingBox(player.world, pos);
Entity exceptedEntity = (command == DiscreteMovementCommand.USE) ? null : player;
// (Not ideal, but needed by jump-use to allow the player to place a block where their feet would be.)
if (axisalignedbb == null || player.world.checkNoEntityCollision(axisalignedbb.offset(pos), exceptedEntity))
{
boolean standOnBlockPlaced = (command == DiscreteMovementCommand.JUMPUSE && mop.getBlockPos().equals(new BlockPos(player.posX, player.posY - 1, player.posZ)));
MalmoMod.network.sendToServer(new UseActionMessage(mop.getBlockPos(), itemStack, mop.sideHit, standOnBlockPlaced, mop.hitVec));
}
}
}
}
handled = true;
break;
}
case JUMP:
break; // Handled below.
}
// Handle jumping cases:
if (command == DiscreteMovementCommand.JUMP ||
command == DiscreteMovementCommand.JUMPNORTH ||
command == DiscreteMovementCommand.JUMPEAST ||
command == DiscreteMovementCommand.JUMPSOUTH ||
command == DiscreteMovementCommand.JUMPWEST ||
command == DiscreteMovementCommand.JUMPMOVE ||
command == DiscreteMovementCommand.JUMPUSE ||
command == DiscreteMovementCommand.JUMPSTRAFE)
y = 1;
if (this.params.isAutoJump() && y == 0 && (z != 0 || x != 0))
{
// Do we need to jump?
if (!player.world.getCollisionBoxes(player, player.getEntityBoundingBox().offset(x, 0, z)).isEmpty())
y = 1;
}
if (z != 0 || x != 0 || y != 0)
{
// Attempt to move the entity:
double oldX = player.posX;
double oldZ = player.posZ;
player.move(MoverType.SELF, (double)x, (double)y, (double)z);
player.onUpdate();
if (this.params.isAutoFall())
{
// Did we step off a block? If so, attempt to fast-forward our fall.
int bailCountdown=256; // Give up after this many attempts
// (This is needed because, for example, if the player is caught in a web, the downward movement will have no effect.)
while (!player.onGround && !player.capabilities.isFlying && bailCountdown > 0)
{
// Fast-forward downwards.
player.move(MoverType.SELF, 0.0, Math.floor(player.posY-0.0000001) - player.posY, 0.0);
player.onUpdate();
bailCountdown--;
}
}
// Now check where we ended up:
double newX = player.posX;
double newZ = player.posZ;
// Are we still in the centre of a square, or did we get shunted?
double offsetX = newX - Math.floor(newX);
double offsetZ = newZ - Math.floor(newZ);
if (Math.abs(offsetX - 0.5) + Math.abs(offsetZ - 0.5) > 0.01)
{
// We failed to move to the centre of the target square.
// This might be because the target square was occupied, and we
// were shunted back into our source square,
// or it might be that the target square is occupied by something smaller
// than one block (eg a fence post), and we're in the target square but
// shunted off-centre.
// Either way, we can't stay here, so move back to our original position.
// Before we do that, fire off a message - this will give the TouchingBlockType handlers
// a chance to react to the current position:
DiscretePartialMoveEvent event = new DiscretePartialMoveEvent(player.posX, player.posY, player.posZ);
MinecraftForge.EVENT_BUS.post(event);
// Now adjust the player:
player.move(MoverType.SELF, oldX - newX, 0.0, oldZ - newZ);
player.onUpdate();
}
// Now set the last tick pos values, to turn off inter-tick positional interpolation:
player.lastTickPosX = player.posX;
player.lastTickPosY = player.posY;
player.lastTickPosZ = player.posZ;
try
{
MalmoMod.getPropertiesForCurrentThread().put(MOVE_ATTEMPTED_KEY, true);
}
catch (Exception e)
{
// TODO - proper error reporting.
System.out.println("Failed to access properties for the client thread after discrete movement - reward may be incorrect.");
}
handled = true;
}
}
return handled;
}