forked from SteamWar/SteamWar
HullHider gets a hideEntities parameter: the fight still hides entities inside hidden hulls, /hullhider only hides blocks. As the TechHider also dropped spawn packets at hidden positions, ForPlayer#canAccessEntitySpawn decides about them now, which the BauTechHider always allows.
70 lines
2.6 KiB
Java
70 lines
2.6 KiB
Java
/*
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* This file is a part of the SteamWar software.
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*
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* Copyright (C) 2026 SteamWar.de-Serverteam
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Affero General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Affero General Public License for more details.
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*
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* You should have received a copy of the GNU Affero General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package de.steamwar.techhider;
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import net.minecraft.world.level.block.Block;
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import net.minecraft.world.level.block.entity.BlockEntityType;
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import net.minecraft.world.level.block.state.BlockState;
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import org.bukkit.entity.Player;
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public interface AccessPrivilegeProvider {
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/**
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* Resolves everything that can change concurrently about this player once.
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* The result is used for all decisions of one outgoing packet (including all packets of a bundle).
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*/
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ForPlayer forPlayer(Player p);
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boolean isPlayerPrivilegedToPerformAction(Player p);
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/**
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* What a single player may access, valid for the processing of one outgoing packet.
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*/
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interface ForPlayer {
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Player getPlayer();
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/**
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* @return true if nothing within this chunk is restricted for this player, so the chunk may be sent unmodified
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*/
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boolean canAccessAllDataWithinChunk(int chunkX, int chunkZ);
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boolean canAccessPosition(int blockX, int blockY, int blockZ);
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boolean canAccessBlock(int blockX, int blockY, int blockZ, Block block);
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boolean canAccessBlockState(int blockX, int blockY, int blockZ, BlockState blockState);
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boolean canAccessEntity(int entityId);
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/**
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* @return whether the player may see the entity spawning at this position
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*/
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default boolean canAccessEntitySpawn(int entityId, int blockX, int blockY, int blockZ) {
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return canAccessEntity(entityId) && canAccessPosition(blockX, blockY, blockZ);
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}
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boolean canAccessBlockEntity(int blockX, int blockY, int blockZ, BlockEntityType<?> type);
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/**
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* @return the block state sent instead of a block this player may not access at this position
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*/
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BlockState getObfuscation(int blockX, int blockY, int blockZ);
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}
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}
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