package electroblob.wizardry.util;
import electroblob.wizardry.Settings;
import electroblob.wizardry.Wizardry;
import net.minecraft.block.*;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.init.Biomes;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import net.minecraft.world.WorldServer;
import net.minecraft.world.biome.Biome;
import net.minecraftforge.common.BiomeDictionary;
import net.minecraftforge.common.ForgeHooks;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.common.util.BlockSnapshot;
import net.minecraftforge.common.util.FakePlayerFactory;
import net.minecraftforge.event.ForgeEventFactory;
import net.minecraftforge.event.world.BlockEvent;
import javax.annotation.Nullable;
import java.util.ArrayList;
import java.util.List;
import java.util.function.BiPredicate;
import java.util.function.Predicate;
/**
* Contains useful static methods for interacting with blocks and block states. These methods used to be part of
* {@code WizardryUtilities}.
* @see GeometryUtils
* @see EntityUtils
* @author Electroblob
* @since Wizardry 4.3
*/
public final class BlockUtils {
private BlockUtils(){} // No instances!
// General
// ===============================================================================================================
/**
* Returns a block state for the given block, with all properties set to the values from the given source state.
* The source block state must have exactly the same properties as the destination block will allow or an
* {@link IllegalArgumentException} will be thrown.
*
* This method allows, for example, an oak door block to be replaced with a spruce one whilst keeping the same
* orientation, door half, open/closed state, etc.
* @param block The new block type
* @param source The block state to copy property values from
* @return The resulting block state
*/
@SuppressWarnings({"unchecked", "rawtypes"}) // Don't complain to me about Mojang's code design...
public static IBlockState copyState(Block block, IBlockState source){
IBlockState state = block.getDefaultState();
for(IProperty property : source.getPropertyKeys()){
// It ain't pretty but it works
state = state.withProperty(property, (Comparable)source.getProperties().get(property));
}
return state;
}
/**
* Returns the actual light level at the given position, taking natural light (skylight) and artificial light
* (block light) into account. This uses the same logic as mob spawning.
* @param world The world the position is in
* @param pos The position to query
* @return The light level, from 0 (pitch darkness) to 15 (full daylight/at a torch).
*/
public static int getLightLevel(World world, BlockPos pos){
int i = world.getLightFromNeighbors(pos);
if(world.isThundering()){
int j = world.getSkylightSubtracted();
world.setSkylightSubtracted(10);
i = world.getLightFromNeighbors(pos);
world.setSkylightSubtracted(j);
}
return i;
}
/**
* Returns whether the block at the given position can be replaced by another one (works as if a block is being
* placed by a player). True for air, vines, tall grass and snow layers but not for flowers, signs etc.
* This is a shortcut for world.getBlockState(pos).getMaterial().isReplaceable(), with a few extra bits.
*
* @param world The world the block is in.
* @param pos The position of the block.
* @param excludeLiquids True to treat liquids as non-replaceable, false to treat liquids as replaceable.
*
* @see BlockUtils#canBlockBeReplaced(World, BlockPos)
*/
public static boolean canBlockBeReplaced(World world, BlockPos pos, boolean excludeLiquids){
return (world.isAirBlock(new BlockPos(pos)) || world.getBlockState(pos).getMaterial().isReplaceable())
&& (!excludeLiquids || !world.getBlockState(pos).getMaterial().isLiquid());
}
/**
* Returns whether the block at the given position can be replaced by another one (works as if a block is being
* placed by a player). True for air, liquids, vines, tall grass and snow layers but not for flowers, signs etc.
* This is a shorthand version of {@link BlockUtils#canBlockBeReplaced(World, BlockPos, boolean)};
* excludeLiquids defaults to false.
*
* @param world The world the block is in.
* @param pos The position of the block.
*/
public static boolean canBlockBeReplaced(World world, BlockPos pos){
return canBlockBeReplaced(world, pos, false);
}
/**
* Returns whether the block at the given coordinates is unbreakable in survival mode. In vanilla this is true for
* bedrock and end portal frame, for example. This is a shortcut for:
* {@code world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f}
*/
public static boolean isBlockUnbreakable(World world, BlockPos pos){
return !world.isAirBlock(new BlockPos(pos)) && world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f;
}
/**
* Gets the blockstate of the block the specified entity is standing on. Uses
* {@link MathHelper#floor(double)} because casting to int will not return the correct coordinate when x or z
* is negative.
*/
public static IBlockState getBlockEntityIsStandingOn(Entity entity){
BlockPos pos = new BlockPos(MathHelper.floor(entity.posX), (int)entity.posY - 1,
MathHelper.floor(entity.posZ));
return entity.world.getBlockState(pos);
}
/**
* Generates a sphere of block positions centred on the given position, with the given radius. This is an efficient
* implementation - rather than simply generating a cube and cutting the rest out, it works as follows:
*
* 1. Step through all x offsets within the specified radius
* 2. For each x offset, check the maximum y offset within the radius using Pythagoras
* 3. Step through the resulting valid y offsets
* 4. For each y offset, check the maximum z offset within the radius using Pythagoras
* 5. Step through the resulting valid z offsets
* @return A list of BlockPos objects in a sphere. This list will be ordered negative to positive, with axes
* nested in order (i.e. blocks in a line on the z axis will be consecutive in the list).
*/
public static List getBlockSphere(BlockPos centre, double radius){
// Extra efficiency by assigning enough capacity for a cube of side length r
List sphere = new ArrayList<>((int)Math.pow(radius, 3));
for(int i=-(int)radius; i<=radius; i++){
float r1 = MathHelper.sqrt(radius*radius - i*i);
for(int j=-(int)r1; j<=r1; j++){
float r2 = MathHelper.sqrt(radius*radius - i*i - j*j);
for(int k=-(int)r2; k<=r2; k++){
sphere.add(centre.add(i, j, k));
}
}
}
return sphere;
}
// Region protection compatibility
// ===============================================================================================================
// This is the best I can do to play nicely with world protection mods/plugins like WorldGuard. As before, the
// playerBlockDamage config option is the ONLY anti-grief feature that is guaranteed to be 100% watertight.
// For Forge mods, it's not too bad, we can just make sure we trigger the appropriate Forge events (or call other
// methods that subsequently trigger them). For breaking, there are four events that claim mods might hook into:
// - PlayerInteractEvent.LeftClickBlock (I actually use this one myself for arcane lock, it's completely seamless)
// - PlayerEvent.BreakSpeed (not really what it's for, but it is possible to prevent it this way. Can show the first
// frame of the breaking animation but otherwise seamless. Not fired in creative!)
// - LivingDestroyBlockEvent (useful for wizards, probably not intended for players)
// - BlockEvent.BreakEvent (the most obvious one but also the last to be fired. Shows the entire animation before
// cancelling, looks super ugly)
// As long as we trigger the last three, it should be fine! Also note that PlayerInteractEvent.LeftClickBlock is fired
// every tick during breaking (only once in creative).
// For Bukkit plugins, it's exceedingly difficult! We have to make sure we call the VANILLA methods that will then
// trigger Bukkit's hooks for plugins to respond to. These are likely to also trigger the relevant Forge events, but
// to be safe we should trigger everything we possibly can that won't have too many side-effects.
// Building Gadgets' implementation is a useful resource which I'm pretty sure works with WorldGuard:
// https://github.com/Direwolf20-MC/BuildingGadgets/blob/1.12.x/src/main/java/com/direwolf20/buildinggadgets/common/items/gadgets/GadgetBuilding.java
// See also: https://worldguard.enginehub.org/en/latest/regions/scope/#mod-and-plugin-support
/**
* Tests whether the given entity may place the given block at the given location. Does not actually place the block
* (this gives callers more flexibility in how they use it, for example it allows different block placement methods
* in {@link World} to be used depending on the situation). This should only be called server-side.
*
* Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
* returns true, callers should actually place the block to ensure behaviour is consistent for other mods.
*
* Also note that this method does not do blockstate-specific checks (notice it doesn't even take the
* block being placed as a parameter; this is in line with the block place events). It is up to the caller to
* determine whether the position is suitable for placing whatever kind of block is to be placed.
* @param placer The entity doing the placing, or null if the block is not being placed by an entity
* @param world The world in which the block is being placed
* @param pos The position of the block being placed
* @return True if the given entity is allowed to place the block, false otherwise.
*/
public static boolean canPlaceBlock(@Nullable Entity placer, World world, BlockPos pos){
if(world.isRemote){
Wizardry.logger.warn("BlockUtils#canPlaceBlock called from the client side! Blocks should be modified server-side only");
return true;
}
if(!EntityUtils.canDamageBlocks(placer, world)) return false; // General block damage prevention comes first
if(world.isOutsideBuildHeight(pos)) return false;
// This line *should* trigger bukkit plugin hooks
if(placer instanceof EntityPlayer && !world.isBlockModifiable((EntityPlayer)placer, pos)) return false;
BlockSnapshot snapshot = BlockSnapshot.getBlockSnapshot(world, pos);
// Despite there being a separate event for players, BOTH events seem to be fired for players during normal placement
if(ForgeEventFactory.onBlockPlace(placer, snapshot, EnumFacing.UP).isCanceled()) return false;
if(placer instanceof EntityPlayer && ForgeEventFactory.onPlayerBlockPlace(
(EntityPlayer)placer, snapshot, EnumFacing.UP, EnumHand.MAIN_HAND).isCanceled()){
return false;
}
return true;
}
/**
* Tests whether the given entity may break the block at the given location. Does not actually break the block (this
* gives callers more flexibility in how they use it, for example it allows different block break methods in
* {@link World} to be used depending on whether particles, sound, drops, etc. are desired). This should only be
* called server-side.
*
* This method is a shorthand for {@link BlockUtils#checkBlockBreakXP(Entity, World, BlockPos)} {@code >= 0}.
*
* Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
* returns true, callers should actually break the block to ensure behaviour is consistent for other mods.
* @param breaker The entity doing the breaking, or null if the block is not being broken by an entity
* @param world The world in which the block is being broken
* @param pos The position of the block being broken
* @return True if the given entity is allowed to break the block, false otherwise.
*/
public static boolean canBreakBlock(@Nullable Entity breaker, World world, BlockPos pos){
return checkBlockBreakXP(breaker, world, pos) >= 0;
}
/**
* Tests whether the given entity may break the block at the given location and returns the xp it should drop. Does
* not actually break the block or drop the xp (this gives callers more flexibility in how they use it, for example
* it allows different block break methods in {@link World} to be used depending on whether particles, sound, drops,
* etc. are desired). This should only be called server-side.
*
* Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
* returns true, callers should actually break the block to ensure behaviour is consistent for other mods.
* @param breaker The entity doing the breaking, or null if the block is not being broken by an entity
* @param world The world in which the block is being broken
* @param pos The position of the block being broken
* @return The xp to be dropped if the given entity is allowed to break the block, -1 if the block cannot be broken.
*/
public static int checkBlockBreakXP(@Nullable Entity breaker, World world, BlockPos pos){
if(world.isRemote){
Wizardry.logger.warn("BlockUtils#checkBlockBreakXP called from the client side! Blocks should be modified server-side only");
return 0;
}
if(!EntityUtils.canDamageBlocks(breaker, world)) return -1; // General block damage prevention comes first
if(world.isOutsideBuildHeight(pos)) return -1;
EntityPlayer fakeplayer = FakePlayerFactory.getMinecraft((WorldServer)world);
if(breaker instanceof EntityPlayer){
// This line *should* trigger bukkit plugin hooks
if(!world.isBlockModifiable((EntityPlayer)breaker, pos)) return -1;
}else if(breaker == null){
// Also need this for dispensers
if(!world.isBlockModifiable(fakeplayer, pos)) return -1;
}
// I think this is irrelevant in forge because it's only for vanilla entities, but bukkit might use it
IBlockState state = world.getBlockState(pos);
if(!state.getBlock().canEntityDestroy(state, world, pos, breaker)) return -1;
// Although the forge event only needs an EntityLivingBase, it seems it's not supposed to be for players
if(breaker instanceof EntityLiving && ForgeEventFactory.onEntityDestroyBlock((EntityLivingBase)breaker, pos, state)) return -1;
// Need to trigger PlayerEvent.BreakSpeed as some claim mods (e.g. LandManager) use it instead of BlockEvent.BreakEvent
if(breaker instanceof EntityPlayer && ForgeEventFactory.getBreakSpeed((EntityPlayer)breaker, state, 1, pos) < 0) return -1;
if(breaker == null){ // Dispensers need to trigger something, so use a fake player as per BreakEvent's comment
if(MinecraftForge.EVENT_BUS.post(new BlockEvent.BreakEvent(world, pos, state, fakeplayer))){
return -1;
}
}
int xp = 0;
if(breaker instanceof EntityPlayerMP){
xp = ForgeHooks.onBlockBreakEvent(world, ((EntityPlayerMP)breaker).interactionManager.getGameType(), (EntityPlayerMP)breaker, pos);
}
return xp;
}
// Specific blocks
// ===============================================================================================================
/**
* Returns true if the block at the given position is a tree block (or other 'solid' vegetation, such as cacti).
* Used for structure generation.
* @param world The world the block is in
* @param pos The position of the block to be tested
* @return True if the given block is a tree block, false if not.
*/
public static boolean isTreeBlock(World world, BlockPos pos){
Block block = world.getBlockState(pos).getBlock();
return block instanceof BlockLog || block instanceof BlockCactus
|| block.isLeaves(world.getBlockState(pos), world, pos) || block.isFoliage(world, pos)
|| Settings.containsMetaBlock(Wizardry.settings.treeBlocks, world.getBlockState(pos));
}
/**
* Returns the predominant wood type (see {@link net.minecraft.block.BlockPlanks.EnumType}) for the given biome, or
* the default {@link net.minecraft.block.BlockPlanks.EnumType#OAK} for biomes with no trees. This is accurate for
* most vanilla biomes
* @param biome The biome to query
* @return The wood type for the given biome
*/
public static BlockPlanks.EnumType getBiomeWoodVariant(Biome biome){
// Unfortunately, I can't check all the wood types with the biome dictionary
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.CONIFEROUS)) return BlockPlanks.EnumType.SPRUCE;
if(biome == Biomes.BIRCH_FOREST || biome == Biomes.BIRCH_FOREST_HILLS) return BlockPlanks.EnumType.BIRCH;
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.JUNGLE)) return BlockPlanks.EnumType.JUNGLE;
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SAVANNA)) return BlockPlanks.EnumType.ACACIA;
// Not technically a tree type, but I think it fits quite well anyway
if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SPOOKY)) return BlockPlanks.EnumType.DARK_OAK;
// Everything else is oak
return BlockPlanks.EnumType.OAK;
}
/**
* Given the position of one half of a double chest, returns the position of the other half of that double chest.
* @param world The world in which the chest is located
* @param pos The position of one half of the double chest
* @return The position of the other half of the double chest, or null if the given position is not part of a
* double chest.
*/
public static BlockPos getConnectedChest(World world, BlockPos pos){
Block block = world.getBlockState(pos).getBlock();
if(block instanceof BlockChest){
for(EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL){
BlockPos pos1 = pos.offset(enumfacing);
if(world.getBlockState(pos1).getBlock() == block){
return pos1;
}
}
}
return null;
}
/**
* Returns true if the given block is a water source block (specifically, water or flowing water with a level of 0).
* @param state The block state to query
* @return True if the given block state is a water source block, false otherwise.
*/
public static boolean isWaterSource(IBlockState state){
return state.getMaterial() == Material.WATER && (state.getBlock() == Blocks.WATER || state.getBlock() == Blocks.FLOWING_WATER) && state.getValue(BlockLiquid.LEVEL) == 0;
}
/**
* Returns true if the given block is a lava source block (specifically, lava or flowing lava with a level of 0).
* @param state The block state to query
* @return True if the given block state is a lava source block, false otherwise.
*/
public static boolean isLavaSource(IBlockState state){
return state.getMaterial() == Material.LAVA && (state.getBlock() == Blocks.LAVA || state.getBlock() == Blocks.FLOWING_LAVA) && state.getValue(BlockLiquid.LEVEL) == 0;
}
/**
* Freezes the given block, either by turning water to ice, lava to obsidian/cobblestone or by placing snow on top
* of it if possible.
* @param world The world the block is in
* @param pos The position of the block to freeze
* @param freezeLava True to freeze lava into obsidian or cobblestone, false to leave it unchanged
* @return True if any blocks were changed, false if not.
*/
public static boolean freeze(World world, BlockPos pos, boolean freezeLava){
IBlockState state = world.getBlockState(pos);
Block block = state.getBlock();
if(isWaterSource(state)){
world.setBlockState(pos, Blocks.ICE.getDefaultState());
}else if(freezeLava && isLavaSource(state)){
world.setBlockState(pos, Blocks.OBSIDIAN.getDefaultState());
}else if(freezeLava && (block == Blocks.LAVA || block == Blocks.FLOWING_LAVA)){
world.setBlockState(pos, Blocks.COBBLESTONE.getDefaultState());
}else if(world.getBlockState(pos).getBlock().isReplaceable(world, pos.up()) && Blocks.SNOW_LAYER.canPlaceBlockAt(world, pos.up())){
world.setBlockState(pos.up(), Blocks.SNOW_LAYER.getDefaultState());
}else{
return false;
}
return true;
}
// Floor finding
// ===============================================================================================================
/**
* Finds the nearest surface (according to the given criteria) in the given direction from the given position,
* within the range specified. This is a generalised replacement for the old {@code getNearestFloorLevel} methods;
* overloads and predefined surface criteria that replicate the old behaviours are available.
*
* @param world The world to search in
* @param pos The position to search from
* @param direction The direction to search in; also defines the direction the surface must face.
* @param range The maximum distance from the given y coordinate to search.
* @param doubleSided True to also search in the opposite direction, false to only search in the given direction.
* @param criteria A {@link SurfaceCriteria} representing the criteria defining a surface. See that class for
* available predefined criteria.
* @return The x, y, or z coordinate of the closest surface, or null if no surface was found. This represents the
* exact position of the block boundary that forms the surface (and therefore it may correspond to the coordinate
* of the inside or outside block of the surface depending on the direction).
*/
@Nullable
public static Integer getNearestSurface(World world, BlockPos pos, EnumFacing direction, int range,
boolean doubleSided, SurfaceCriteria criteria){
// This is a neat trick that allows a default 'not found' return value for integers where all possible integer
// values could, in theory, be returned. The alternative is to use a double and have NaN as the default, but
// that would introduce extra casting, and since NaN can be calculated with, it could produce strange results
// when unaccounted for. Using an Integer means it'll immediately throw an NPE instead.
Integer surface = null;
int currentBest = Integer.MAX_VALUE;
for(int i = doubleSided ? -range : 0; i <= range && i < currentBest; i++){ // Now short-circuits for efficiency
BlockPos testPos = pos.offset(direction, i);
if(criteria.test(world, testPos, direction)){
// Because the loop now short-circuits, this must be closer than the previous surface found
surface = (int)GeometryUtils.component(GeometryUtils.getFaceCentre(testPos, direction), direction.getAxis());
currentBest = Math.abs(i);
}
}
return surface;
}
/**
* Finds the nearest floor level in the given direction from the given position,
* within the range specified. This is a shorthand for
* {@link BlockUtils#getNearestSurface(World, BlockPos, EnumFacing, int, boolean, SurfaceCriteria)};
* {@code doubleSided} defaults to true, {@code direction} defaults to {@code EnumFacing.UP}, and
* {@code criteria} defaults to {@link SurfaceCriteria#COLLIDABLE}.
*/
@Nullable
public static Integer getNearestFloor(World world, BlockPos pos, int range){
return getNearestSurface(world, pos, EnumFacing.UP, range, true, SurfaceCriteria.COLLIDABLE);
}
/**
* Gets a random position on the ground near the given entity within the specified horizontal and vertical ranges.
* Used to find a position to spawn entities in summoning spells.
*
* @param entity The entity around which to search.
* @param horizontalRange The maximum number of blocks on the x or z axis the returned position can be from the
* given entity. The number of operations performed by this method is proportional to the square of this
* parameter, so for performance reasons it is recommended that it does not exceed around 10.
* @param verticalRange The maximum number of blocks on the y axis the returned position can be from the given
* entity.
* @return A BlockPos with the coordinates of the block directly above the ground at the position found, or null if
* none were found within range. Importantly, since this method checks all possible positions within
* range (i.e. randomness only occurs when deciding between the possible positions), if it returns null once
* then it will always return null given the same circumstances and parameters. What this means is that you
* can (and should) immediately stop trying to cast a summoning spell if this returns null.
*/
@Nullable
public static BlockPos findNearbyFloorSpace(Entity entity, int horizontalRange, int verticalRange){
World world = entity.world;
BlockPos origin = new BlockPos(entity);
return findNearbyFloorSpace(world, origin, horizontalRange, verticalRange);
}
/**
* Gets a random position on the ground near the given BlockPos within the specified horizontal and vertical ranges.
* Used to find a position to spawn entities in summoning spells.
*
* @param world The world in which to search.
* @param origin The BlockPos around which to search.
* @param horizontalRange The maximum number of blocks on the x or z axis the returned position can be from the
* given position. The number of operations performed by this method is proportional to the square of this
* parameter, so for performance reasons it is recommended that it does not exceed around 10.
* @param verticalRange The maximum number of blocks on the y axis the returned position can be from the given
* position.
* @return A BlockPos with the coordinates of the block directly above the ground at the position found, or null if
* none were found within range. Importantly, since this method checks all possible positions within
* range (i.e. randomness only occurs when deciding between the possible positions), if it returns null once
* then it will always return null given the same circumstances and parameters. What this means is that you
* can (and should) immediately stop trying to cast a summoning spell if this returns null.
*/
@Nullable
public static BlockPos findNearbyFloorSpace(World world, BlockPos origin, int horizontalRange, int verticalRange){
return findNearbyFloorSpace(world, origin, horizontalRange, verticalRange, true);
}
/**
* Gets a random position on the ground near the given BlockPos within the specified horizontal and vertical ranges.
* Used to find a position to spawn entities in summoning spells.
*
* @param world The world in which to search.
* @param origin The BlockPos around which to search.
* @param horizontalRange The maximum number of blocks on the x or z axis the returned position can be from the
* given position. The number of operations performed by this method is proportional to the square of this
* parameter, so for performance reasons it is recommended that it does not exceed around 10.
* @param verticalRange The maximum number of blocks on the y axis the returned position can be from the given
* position.
* @param lineOfSight Whether to require line-of-sight from the origin to the returned position.
* @return A BlockPos with the coordinates of the block directly above the ground at the position found, or null if
* none were found within range. Importantly, since this method checks all possible positions within
* range (i.e. randomness only occurs when deciding between the possible positions), if it returns null once
* then it will always return null given the same circumstances and parameters. What this means is that you
* can (and should) immediately stop trying to cast a summoning spell if this returns null.
*/
@Nullable
public static BlockPos findNearbyFloorSpace(World world, BlockPos origin, int horizontalRange, int verticalRange, boolean lineOfSight){
List possibleLocations = new ArrayList<>();
final Vec3d centre = GeometryUtils.getCentre(origin);
for(int x = -horizontalRange; x <= horizontalRange; x++){
for(int z = -horizontalRange; z <= horizontalRange; z++){
Integer y = getNearestFloor(world, origin.add(x, 0, z), verticalRange);
if(y != null){
BlockPos location = new BlockPos(origin.getX() + x, y, origin.getZ() + z);
if(lineOfSight){
// Since we're only using finding collidable surfaces, it doesn't make much sense to include
// non-collidable blocks here!
RayTraceResult rayTrace = world.rayTraceBlocks(centre, GeometryUtils.getCentre(location),
false, true, false);
if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK) continue;
}
possibleLocations.add(location);
}
}
}
if(possibleLocations.isEmpty()){
return null;
}else{
return possibleLocations.get(world.rand.nextInt(possibleLocations.size()));
}
}
/**
* A {@code SurfaceCriteria} object is used to define a 'surface', a boundary between two blocks which differ in
* some way, for use in {@link BlockUtils#getNearestSurface(World, BlockPos, EnumFacing, int, boolean, SurfaceCriteria)}.
* This provides a more flexible replacement for the old {@code getNearestFloorLevel} methods.
*
* In the context of this class, 'outside' refers to the side of the surface that is in the supplied direction,
* and 'inside' refers to the side which is in the opposite direction. For example, if the direction is {@code UP},
* the inside of the surface is defined as below it, and the outside is defined as above it.
*/
@FunctionalInterface
public interface SurfaceCriteria {
/**
* Tests whether the inputs define a valid surface according to this set of criteria.
* @param world The world in which the surface is to be tested.
* @param pos The block coordinates of the inside ('solid' part) of the surface.
* @param side The direction in which the surface must face.
* @return True if the side {@code side} of the block at {@code pos} in {@code world} is a valid surface
* according to this set of criteria, false otherwise.
*/
boolean test(World world, BlockPos pos, EnumFacing side);
/** Returns a {@code SurfaceCriteria} with the opposite arrangement to this one. */
default SurfaceCriteria flip(){
return (world, pos, side) -> this.test(world, pos.offset(side), side.getOpposite());
}
/** Returns a {@code SurfaceCriteria} based on the given condition, where the inside of the surface satisfies
* the condition and the outside does not. */
static SurfaceCriteria basedOn(BiPredicate condition){
return (world, pos, side) -> condition.test(world, pos) && !condition.test(world, pos.offset(side));
}
/** Returns a {@code SurfaceCriteria} based on the given condition, where the inside of the surface satisfies
* the condition and the outside does not. */
static SurfaceCriteria basedOn(Predicate condition){
return (world, pos, side) -> condition.test(world.getBlockState(pos)) && !condition.test(world.getBlockState(pos.offset(side)));
}
/** Surface criterion which defines a surface as the boundary between a block that cannot be moved through and
* a block that can be moved through. This means the surface can be stood on. */
SurfaceCriteria COLLIDABLE = basedOn(b -> b.getMaterial().blocksMovement());
/** Surface criterion which defines a surface as the boundary between a block that is solid on the required side and
* a block that is replaceable. This means the surface can be built on. */
SurfaceCriteria BUILDABLE = (world, pos, side) -> world.isSideSolid(pos, side) && world.getBlockState(pos.offset(side)).getBlock().isReplaceable(world, pos.offset(side));
/** Surface criterion which defines a surface as the boundary between a block that is solid on the required side
* or a liquid, and an air block. Used for freezing water and placing snow. */
// Was getNearestFloorLevelB
SurfaceCriteria SOLID_LIQUID_TO_AIR = (world, pos, side) -> (world.getBlockState(pos).getMaterial().isLiquid()
|| world.isSideSolid(pos, side) && world.isAirBlock(pos.offset(side)));
/** Surface criterion which defines a surface as the boundary between any non-air block and an air block.
* Used for particles, and is also good for placing fire. */
// Was getNearestFloorLevelC
SurfaceCriteria NOT_AIR_TO_AIR = basedOn(World::isAirBlock).flip();
/** Surface criterion which defines a surface as the boundary between a block that cannot be moved through, and
* a block that can be moved through or a tree block (log or leaves). Used for structure generation. */
SurfaceCriteria COLLIDABLE_IGNORING_TREES = basedOn((world, pos) ->
world.getBlockState(pos).getMaterial().blocksMovement() && !isTreeBlock(world, pos));
}
}