add player collision check to fastEasyPlace
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@@ -5,8 +5,10 @@ import { bannedBlocks, bannedToValidBlockMap, whitelistedBlockStates, resetToBlo
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import { placeBlock, fetchMatchingItemSlot } from '../utils';
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import { Raycaster } from '../classes/Raycaster';
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import { Builders } from '../classes/Builder/Builders';
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import { Vector } from '../lib/Vector';
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const PROCESS_INTERVAL = 2; // Fast Easy Place will attempt to place twice when at an interval of 1.
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const PLAYER_COLLISION_BOX = { width: 0.6, height: 1.8 };
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const builderOption = new BuilderOption({
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identifier: 'fastEasyPlace',
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@@ -86,7 +88,7 @@ function isHoldingActionItem(player) {
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}
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function tryPlaceBlock(player, worldBlock, structureBlock) {
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if (isBannedBlock(player, structureBlock) || !locationIsPlaceable(worldBlock)) return;
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if (isBannedBlock(player, structureBlock) || !locationIsPlaceable(player, worldBlock)) return;
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structureBlock = tryConvertBannedToValidBlock(structureBlock);
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if (player.getGameMode() === GameMode.Creative) {
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placeBlock(player, worldBlock, structureBlock);
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@@ -96,8 +98,8 @@ function tryPlaceBlock(player, worldBlock, structureBlock) {
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}
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}
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function locationIsPlaceable(worldBlock) {
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return worldBlock.isAir || worldBlock.isLiquid;
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function locationIsPlaceable(player, worldBlock) {
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return (worldBlock.isAir || worldBlock.isLiquid) && !isBlockInsidePlayer(player, worldBlock);
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}
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function isBannedBlock(player, structureBlock) {
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@@ -147,4 +149,14 @@ function getPlaceableItemStack(structureBlock) {
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const blockId = structureBlock.type.id.replace('minecraft:', '');
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const newItemId = blockIdToItemStackMap[blockId];
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return newItemId ? new ItemStack(newItemId) : structureBlock.getItemStack();
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}
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function isBlockInsidePlayer(player, worldBlock) {
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const playerLocation = Vector.from(player.location);
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const blockLocation = Vector.from(worldBlock.location);
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const playerMin = playerLocation.subtract({ x: PLAYER_COLLISION_BOX.width / 2, y: -0.1, z: PLAYER_COLLISION_BOX.width / 2 });
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const playerMax = playerLocation.add({ x: PLAYER_COLLISION_BOX.width / 2, y: PLAYER_COLLISION_BOX.height, z: PLAYER_COLLISION_BOX.width / 2 });
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const blockMin = blockLocation;
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const blockMax = blockLocation.add({ x: 1, y: 1, z: 1 });
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return Vector.intersect(playerMax, playerMin, blockMax, blockMin);
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}
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