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)); } }