add player collision check to fastEasyPlace

This commit is contained in:
ForestOfLight
2025-07-10 17:30:41 -07:00
Unverified
parent 7cc2233545
commit 60e118dbdc
2 changed files with 20 additions and 3 deletions
+5
View File
@@ -31,6 +31,11 @@ Vector.rejection = function rejection(a, b) { return Vector.subtract(a, Vector.p
Vector.reflect = function reflect(v, n) { return Vector.subtract(v, Vector.multiply(n, 2 * Vector.dot(v, n))); } Vector.reflect = function reflect(v, n) { return Vector.subtract(v, Vector.multiply(n, 2 * Vector.dot(v, n))); }
Vector.lerp = function lerp(a, b, t) { return Vector.multiply(a, 1 - t).add(Vector.multiply(b, t)); } Vector.lerp = function lerp(a, b, t) { return Vector.multiply(a, 1 - t).add(Vector.multiply(b, t)); }
Vector.distance = function distance(a, b) { return Vector.magnitude(Vector.subtract(a, b)); } Vector.distance = function distance(a, b) { return Vector.magnitude(Vector.subtract(a, b)); }
Vector.intersect = function intersect(maxA, minA, maxB, minB) {
return (maxA.x >= minB.x && minA.x <= maxB.x) &&
(maxA.y >= minB.y && minA.y <= maxB.y) &&
(maxA.z >= minB.z && minA.z <= maxB.z);
}
Vector.from = function from(object) { Vector.from = function from(object) {
if (Vector.isVec3(object)) return object; if (Vector.isVec3(object)) return object;
if (Array.isArray(object)) return new Vector(object[0], object[1], object[2]); if (Array.isArray(object)) return new Vector(object[0], object[1], object[2]);
+15 -3
View File
@@ -5,8 +5,10 @@ import { bannedBlocks, bannedToValidBlockMap, whitelistedBlockStates, resetToBlo
import { placeBlock, fetchMatchingItemSlot } from '../utils'; import { placeBlock, fetchMatchingItemSlot } from '../utils';
import { Raycaster } from '../classes/Raycaster'; import { Raycaster } from '../classes/Raycaster';
import { Builders } from '../classes/Builder/Builders'; import { Builders } from '../classes/Builder/Builders';
import { Vector } from '../lib/Vector';
const PROCESS_INTERVAL = 2; // Fast Easy Place will attempt to place twice when at an interval of 1. const PROCESS_INTERVAL = 2; // Fast Easy Place will attempt to place twice when at an interval of 1.
const PLAYER_COLLISION_BOX = { width: 0.6, height: 1.8 };
const builderOption = new BuilderOption({ const builderOption = new BuilderOption({
identifier: 'fastEasyPlace', identifier: 'fastEasyPlace',
@@ -86,7 +88,7 @@ function isHoldingActionItem(player) {
} }
function tryPlaceBlock(player, worldBlock, structureBlock) { function tryPlaceBlock(player, worldBlock, structureBlock) {
if (isBannedBlock(player, structureBlock) || !locationIsPlaceable(worldBlock)) return; if (isBannedBlock(player, structureBlock) || !locationIsPlaceable(player, worldBlock)) return;
structureBlock = tryConvertBannedToValidBlock(structureBlock); structureBlock = tryConvertBannedToValidBlock(structureBlock);
if (player.getGameMode() === GameMode.Creative) { if (player.getGameMode() === GameMode.Creative) {
placeBlock(player, worldBlock, structureBlock); placeBlock(player, worldBlock, structureBlock);
@@ -96,8 +98,8 @@ function tryPlaceBlock(player, worldBlock, structureBlock) {
} }
} }
function locationIsPlaceable(worldBlock) { function locationIsPlaceable(player, worldBlock) {
return worldBlock.isAir || worldBlock.isLiquid; return (worldBlock.isAir || worldBlock.isLiquid) && !isBlockInsidePlayer(player, worldBlock);
} }
function isBannedBlock(player, structureBlock) { function isBannedBlock(player, structureBlock) {
@@ -148,3 +150,13 @@ function getPlaceableItemStack(structureBlock) {
const newItemId = blockIdToItemStackMap[blockId]; const newItemId = blockIdToItemStackMap[blockId];
return newItemId ? new ItemStack(newItemId) : structureBlock.getItemStack(); return newItemId ? new ItemStack(newItemId) : structureBlock.getItemStack();
} }
function isBlockInsidePlayer(player, worldBlock) {
const playerLocation = Vector.from(player.location);
const blockLocation = Vector.from(worldBlock.location);
const playerMin = playerLocation.subtract({ x: PLAYER_COLLISION_BOX.width / 2, y: -0.1, z: PLAYER_COLLISION_BOX.width / 2 });
const playerMax = playerLocation.add({ x: PLAYER_COLLISION_BOX.width / 2, y: PLAYER_COLLISION_BOX.height, z: PLAYER_COLLISION_BOX.width / 2 });
const blockMin = blockLocation;
const blockMax = blockLocation.add({ x: 1, y: 1, z: 1 });
return Vector.intersect(playerMax, playerMin, blockMax, blockMin);
}