Prep for RP
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import { structureCollection } from "./StructureCollection";
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import { world } from "@minecraft/server";
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export class Raycaster {
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static STEP_SIZE = 0.2;
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static getStructureBlocks(dimension, startLocation, direction, { maxDistance = 7, getFirst = true, collideWithWorldBlocks = true, useLayers = true }) {
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// Can probably be optimized by the fact that we only need full blocks and aren't checking for partial blocks
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const blocks = [];
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let location = startLocation;
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let distance = 0;
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while (distance < maxDistance) {
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const structure = structureCollection.getStructure(dimension.id, location, { useLayers });
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if (structure) {
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const block = structure.getBlock(structure.toStructureCoords(location));
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if (block?.type.id !== 'minecraft:air') {
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blocks.push({
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permutation: block,
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location: location
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});
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if (getFirst)
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break;
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}
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try {
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if (collideWithWorldBlocks && !dimension.getBlock(location)?.isAir)
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break;
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} catch (e) {
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if (e.name === 'LocationOutOfWorldBoundariesError')
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break;
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throw e;
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}
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}
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location = {
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x: location.x + (direction.x*this.STEP_SIZE),
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y: location.y + (direction.y*this.STEP_SIZE),
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z: location.z + (direction.z*this.STEP_SIZE)
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};
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distance += this.STEP_SIZE;
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}
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// world.getDimension('minecraft:overworld').spawnParticle('minecraft:villager_happy', location);
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return blocks;
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}
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static getTargetedStructureBlock(player, { isFirst = true, collideWithWorldBlocks = true, useLayers = true } = {}) {
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const startLocation = player.getHeadLocation();
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const direction = player.getViewDirection();
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const maxDistance = 7;
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const blocks = this.getStructureBlocks(player.dimension, startLocation, direction, { maxDistance, getFirst: isFirst, collideWithWorldBlocks, useLayers });
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if (blocks.length === 0)
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return void 0;
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return isFirst ? blocks[0] : blocks[blocks.length - 1];
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}
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}
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