github.com/df-mc/dragonfly@v0.9.13/server/block/stairs.go (about)

     1  package block
     2  
     3  import (
     4  	"github.com/df-mc/dragonfly/server/block/cube"
     5  	"github.com/df-mc/dragonfly/server/block/model"
     6  	"github.com/df-mc/dragonfly/server/item"
     7  	"github.com/df-mc/dragonfly/server/world"
     8  	"github.com/df-mc/dragonfly/server/world/sound"
     9  	"github.com/go-gl/mathgl/mgl64"
    10  	"time"
    11  )
    12  
    13  // Stairs are blocks that allow entities to walk up blocks without jumping.
    14  type Stairs struct {
    15  	transparent
    16  	sourceWaterDisplacer
    17  
    18  	// Block is the block to use for the type of stair.
    19  	Block world.Block
    20  	// UpsideDown specifies if the stairs are upside down. If set to true, the full side is at the top part
    21  	// of the block.
    22  	UpsideDown bool
    23  	// Facing is the direction that the full side of the stairs is facing.
    24  	Facing cube.Direction
    25  }
    26  
    27  // UseOnBlock handles the directional placing of stairs and makes sure they are properly placed upside down
    28  // when needed.
    29  func (s Stairs) UseOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3, w *world.World, user item.User, ctx *item.UseContext) (used bool) {
    30  	pos, face, used = firstReplaceable(w, pos, face, s)
    31  	if !used {
    32  		return
    33  	}
    34  	s.Facing = user.Rotation().Direction()
    35  	if face == cube.FaceDown || (clickPos[1] > 0.5 && face != cube.FaceUp) {
    36  		s.UpsideDown = true
    37  	}
    38  
    39  	place(w, pos, s, user, ctx)
    40  	return placed(ctx)
    41  }
    42  
    43  // Model ...
    44  func (s Stairs) Model() world.BlockModel {
    45  	return model.Stair{Facing: s.Facing, UpsideDown: s.UpsideDown}
    46  }
    47  
    48  // BreakInfo ...
    49  func (s Stairs) BreakInfo() BreakInfo {
    50  	hardness, blastResistance, harvestable, effective := 2.0, 30.0, pickaxeHarvestable, pickaxeEffective
    51  
    52  	switch block := s.Block.(type) {
    53  	// TODO: Copper
    54  	// TODO: Blackstone
    55  	// TODO: Deepslate
    56  	case Planks:
    57  		harvestable = alwaysHarvestable
    58  		effective = axeEffective
    59  		blastResistance = 15.0
    60  	case Prismarine:
    61  		hardness = 1.5
    62  	case Purpur:
    63  		hardness = 1.5
    64  	case Quartz:
    65  		hardness = 0.8
    66  		blastResistance = 4
    67  	case Sandstone:
    68  		if block.Type != SmoothSandstone() {
    69  			hardness = 0.8
    70  			blastResistance = 4
    71  		}
    72  	case Stone:
    73  		hardness = 1.5
    74  	case StoneBricks:
    75  		if block.Type == NormalStoneBricks() {
    76  			hardness = 1.5
    77  		}
    78  	}
    79  	return newBreakInfo(hardness, harvestable, effective, oneOf(s)).withBlastResistance(blastResistance)
    80  }
    81  
    82  // Instrument ...
    83  func (s Stairs) Instrument() sound.Instrument {
    84  	if _, ok := s.Block.(Planks); ok {
    85  		return sound.Bass()
    86  	}
    87  	return sound.BassDrum()
    88  }
    89  
    90  // FlammabilityInfo ...
    91  func (s Stairs) FlammabilityInfo() FlammabilityInfo {
    92  	if w, ok := s.Block.(Planks); ok && w.Wood.Flammable() {
    93  		return newFlammabilityInfo(5, 20, true)
    94  	}
    95  	return newFlammabilityInfo(0, 0, false)
    96  }
    97  
    98  // FuelInfo ...
    99  func (s Stairs) FuelInfo() item.FuelInfo {
   100  	if w, ok := s.Block.(Planks); ok && w.Wood.Flammable() {
   101  		return newFuelInfo(time.Second * 15)
   102  	}
   103  	return item.FuelInfo{}
   104  }
   105  
   106  // EncodeItem ...
   107  func (s Stairs) EncodeItem() (name string, meta int16) {
   108  	return "minecraft:" + encodeStairsBlock(s.Block) + "_stairs", 0
   109  }
   110  
   111  // EncodeBlock ...
   112  func (s Stairs) EncodeBlock() (name string, properties map[string]any) {
   113  	return "minecraft:" + encodeStairsBlock(s.Block) + "_stairs", map[string]any{"upside_down_bit": s.UpsideDown, "weirdo_direction": toStairsDirection(s.Facing)}
   114  }
   115  
   116  // toStairDirection converts a facing to a stair's direction for Minecraft.
   117  func toStairsDirection(v cube.Direction) int32 {
   118  	return int32(3 - v)
   119  }
   120  
   121  // SideClosed ...
   122  func (s Stairs) SideClosed(pos, side cube.Pos, w *world.World) bool {
   123  	return s.Model().FaceSolid(pos, pos.Face(side), w)
   124  }
   125  
   126  // allStairs returns all states of stairs.
   127  func allStairs() (stairs []world.Block) {
   128  	f := func(facing cube.Direction, upsideDown bool) {
   129  		for _, s := range StairsBlocks() {
   130  			stairs = append(stairs, Stairs{Facing: facing, UpsideDown: upsideDown, Block: s})
   131  		}
   132  	}
   133  	for i := cube.Direction(0); i <= 3; i++ {
   134  		f(i, true)
   135  		f(i, false)
   136  	}
   137  	return
   138  }