653 lines
33 KiB
Java
653 lines
33 KiB
Java
package electroblob.wizardry.util;
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import electroblob.wizardry.Settings;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.block.*;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.init.Biomes;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import net.minecraft.world.WorldServer;
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import net.minecraft.world.biome.Biome;
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import net.minecraftforge.common.BiomeDictionary;
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import net.minecraftforge.common.ForgeHooks;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.util.BlockSnapshot;
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import net.minecraftforge.common.util.FakePlayerFactory;
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import net.minecraftforge.event.ForgeEventFactory;
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import net.minecraftforge.event.world.BlockEvent;
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import javax.annotation.Nullable;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.function.BiPredicate;
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import java.util.function.Predicate;
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/**
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* Contains useful static methods for interacting with blocks and block states. These methods used to be part of
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* {@code WizardryUtilities}.
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* @see GeometryUtils
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* @see EntityUtils
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* @author Electroblob
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* @since Wizardry 4.3
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*/
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public final class BlockUtils {
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private BlockUtils(){} // No instances!
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// General
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// ===============================================================================================================
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/**
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* Returns a block state for the given block, with all properties set to the values from the given source state.
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* The source block state must have <b>exactly</b> the same properties as the destination block will allow or an
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* {@link IllegalArgumentException} will be thrown.
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* <p></p>
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* This method allows, for example, an oak door block to be replaced with a spruce one whilst keeping the same
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* orientation, door half, open/closed state, etc.
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* @param block The new block type
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* @param source The block state to copy property values from
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* @return The resulting block state
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*/
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@SuppressWarnings({"unchecked", "rawtypes"}) // Don't complain to me about Mojang's code design...
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public static IBlockState copyState(Block block, IBlockState source){
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IBlockState state = block.getDefaultState();
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for(IProperty property : source.getPropertyKeys()){
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// It ain't pretty but it works
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state = state.withProperty(property, (Comparable)source.getProperties().get(property));
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}
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return state;
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}
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/**
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* Returns the actual light level at the given position, taking natural light (skylight) and artificial light
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* (block light) into account. This uses the same logic as mob spawning.
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* @param world The world the position is in
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* @param pos The position to query
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* @return The light level, from 0 (pitch darkness) to 15 (full daylight/at a torch).
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*/
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public static int getLightLevel(World world, BlockPos pos){
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int i = world.getLightFromNeighbors(pos);
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if(world.isThundering()){
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int j = world.getSkylightSubtracted();
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world.setSkylightSubtracted(10);
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i = world.getLightFromNeighbors(pos);
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world.setSkylightSubtracted(j);
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}
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return i;
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}
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/**
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* Returns whether the block at the given position can be replaced by another one (works as if a block is being
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* placed by a player). True for air, vines, tall grass and snow layers but not for flowers, signs etc.
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* This is a shortcut for <code>world.getBlockState(pos).getMaterial().isReplaceable()</code>, with a few extra bits.
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*
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* @param world The world the block is in.
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* @param pos The position of the block.
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* @param excludeLiquids True to treat liquids as non-replaceable, false to treat liquids as replaceable.
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*
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* @see BlockUtils#canBlockBeReplaced(World, BlockPos)
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*/
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public static boolean canBlockBeReplaced(World world, BlockPos pos, boolean excludeLiquids){
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return (world.isAirBlock(new BlockPos(pos)) || world.getBlockState(pos).getMaterial().isReplaceable())
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&& (!excludeLiquids || !world.getBlockState(pos).getMaterial().isLiquid());
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}
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/**
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* Returns whether the block at the given position can be replaced by another one (works as if a block is being
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* placed by a player). True for air, liquids, vines, tall grass and snow layers but not for flowers, signs etc.
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* This is a shorthand version of {@link BlockUtils#canBlockBeReplaced(World, BlockPos, boolean)};
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* excludeLiquids defaults to false.
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*
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* @param world The world the block is in.
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* @param pos The position of the block.
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*/
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public static boolean canBlockBeReplaced(World world, BlockPos pos){
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return canBlockBeReplaced(world, pos, false);
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}
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/**
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* Returns whether the block at the given coordinates is unbreakable in survival mode. In vanilla this is true for
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* bedrock and end portal frame, for example. This is a shortcut for:<p></p>
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* {@code world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f}
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*/
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public static boolean isBlockUnbreakable(World world, BlockPos pos){
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return !world.isAirBlock(new BlockPos(pos)) && world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f;
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}
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/**
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* Gets the blockstate of the block the specified entity is standing on. Uses
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* {@link MathHelper#floor(double)} because casting to int will not return the correct coordinate when x or z
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* is negative.
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*/
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public static IBlockState getBlockEntityIsStandingOn(Entity entity){
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BlockPos pos = new BlockPos(MathHelper.floor(entity.posX), (int)entity.posY - 1,
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MathHelper.floor(entity.posZ));
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return entity.world.getBlockState(pos);
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}
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/**
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* Generates a sphere of block positions centred on the given position, with the given radius. This is an efficient
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* implementation - rather than simply generating a cube and cutting the rest out, it works as follows:
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* <p></p>
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* 1. Step through all x offsets within the specified radius<br>
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* 2. For each x offset, check the maximum y offset within the radius using Pythagoras<br>
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* 3. Step through the resulting valid y offsets<br>
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* 4. For each y offset, check the maximum z offset within the radius using Pythagoras<br>
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* 5. Step through the resulting valid z offsets
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* @return A list of BlockPos objects in a sphere. This list will be ordered negative to positive, with axes
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* nested in order (i.e. blocks in a line on the z axis will be consecutive in the list).
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*/
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public static List<BlockPos> getBlockSphere(BlockPos centre, double radius){
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// Extra efficiency by assigning enough capacity for a cube of side length r
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List<BlockPos> sphere = new ArrayList<>((int)Math.pow(radius, 3));
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for(int i=-(int)radius; i<=radius; i++){
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float r1 = MathHelper.sqrt(radius*radius - i*i);
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for(int j=-(int)r1; j<=r1; j++){
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float r2 = MathHelper.sqrt(radius*radius - i*i - j*j);
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for(int k=-(int)r2; k<=r2; k++){
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sphere.add(centre.add(i, j, k));
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}
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}
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}
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return sphere;
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}
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// Region protection compatibility
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// ===============================================================================================================
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// This is the best I can do to play nicely with world protection mods/plugins like WorldGuard. As before, the
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// playerBlockDamage config option is the ONLY anti-grief feature that is guaranteed to be 100% watertight.
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// For Forge mods, it's not too bad, we can just make sure we trigger the appropriate Forge events (or call other
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// methods that subsequently trigger them). For breaking, there are four events that claim mods might hook into:
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// - PlayerInteractEvent.LeftClickBlock (I actually use this one myself for arcane lock, it's completely seamless)
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// - PlayerEvent.BreakSpeed (not really what it's for, but it is possible to prevent it this way. Can show the first
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// frame of the breaking animation but otherwise seamless. Not fired in creative!)
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// - LivingDestroyBlockEvent (useful for wizards, probably not intended for players)
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// - BlockEvent.BreakEvent (the most obvious one but also the last to be fired. Shows the entire animation before
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// cancelling, looks super ugly)
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// As long as we trigger the last three, it should be fine! Also note that PlayerInteractEvent.LeftClickBlock is fired
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// every tick during breaking (only once in creative).
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// For Bukkit plugins, it's exceedingly difficult! We have to make sure we call the VANILLA methods that will then
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// trigger Bukkit's hooks for plugins to respond to. These are likely to also trigger the relevant Forge events, but
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// to be safe we should trigger everything we possibly can that won't have too many side-effects.
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// Building Gadgets' implementation is a useful resource which I'm pretty sure works with WorldGuard:
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// https://github.com/Direwolf20-MC/BuildingGadgets/blob/1.12.x/src/main/java/com/direwolf20/buildinggadgets/common/items/gadgets/GadgetBuilding.java
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// See also: https://worldguard.enginehub.org/en/latest/regions/scope/#mod-and-plugin-support
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/**
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* Tests whether the given entity may place the given block at the given location. Does not actually place the block
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* (this gives callers more flexibility in how they use it, for example it allows different block placement methods
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* in {@link World} to be used depending on the situation). This should only be called server-side.
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* <p></p>
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* <i>Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
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* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
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* returns true, callers should actually place the block to ensure behaviour is consistent for other mods.</i>
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* <p></p>
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* <i>Also note that this method does <b>not</b> do blockstate-specific checks (notice it doesn't even take the
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* block being placed as a parameter; this is in line with the block place events). It is up to the caller to
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* determine whether the position is suitable for placing whatever kind of block is to be placed.</i>
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* @param placer The entity doing the placing, or null if the block is not being placed by an entity
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* @param world The world in which the block is being placed
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* @param pos The position of the block being placed
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* @return True if the given entity is allowed to place the block, false otherwise.
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*/
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public static boolean canPlaceBlock(@Nullable Entity placer, World world, BlockPos pos){
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if(world.isRemote){
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Wizardry.logger.warn("BlockUtils#canPlaceBlock called from the client side! Blocks should be modified server-side only");
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return true;
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}
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if(!EntityUtils.canDamageBlocks(placer, world)) return false; // General block damage prevention comes first
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if(world.isOutsideBuildHeight(pos)) return false;
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// This line *should* trigger bukkit plugin hooks
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if(placer instanceof EntityPlayer && !world.isBlockModifiable((EntityPlayer)placer, pos)) return false;
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BlockSnapshot snapshot = BlockSnapshot.getBlockSnapshot(world, pos);
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// Despite there being a separate event for players, BOTH events seem to be fired for players during normal placement
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if(ForgeEventFactory.onBlockPlace(placer, snapshot, EnumFacing.UP).isCanceled()) return false;
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if(placer instanceof EntityPlayer && ForgeEventFactory.onPlayerBlockPlace(
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(EntityPlayer)placer, snapshot, EnumFacing.UP, EnumHand.MAIN_HAND).isCanceled()){
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return false;
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}
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return true;
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}
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/**
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* Tests whether the given entity may break the block at the given location. Does not actually break the block (this
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* gives callers more flexibility in how they use it, for example it allows different block break methods in
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* {@link World} to be used depending on whether particles, sound, drops, etc. are desired). This should only be
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* called server-side.
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* <p></p>
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* This method is a shorthand for {@link BlockUtils#checkBlockBreakXP(Entity, World, BlockPos)} {@code >= 0}.
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* <p></p>
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* <i>Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
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* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
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* returns true, callers should actually break the block to ensure behaviour is consistent for other mods.</i>
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* @param breaker The entity doing the breaking, or null if the block is not being broken by an entity
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* @param world The world in which the block is being broken
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* @param pos The position of the block being broken
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* @return True if the given entity is allowed to break the block, false otherwise.
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*/
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public static boolean canBreakBlock(@Nullable Entity breaker, World world, BlockPos pos){
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return checkBlockBreakXP(breaker, world, pos) >= 0;
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}
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/**
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* Tests whether the given entity may break the block at the given location and returns the xp it should drop. Does
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* not actually break the block or drop the xp (this gives callers more flexibility in how they use it, for example
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* it allows different block break methods in {@link World} to be used depending on whether particles, sound, drops,
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* etc. are desired). This should only be called server-side.
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* <p></p>
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* <i>Be aware that this method triggers a variety of vanilla methods and Forge events, and depending on other
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* installed mods these may have side-effects. Use of this method just to query is therefore not advised - if it
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* returns true, callers should actually break the block to ensure behaviour is consistent for other mods.</i>
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* @param breaker The entity doing the breaking, or null if the block is not being broken by an entity
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* @param world The world in which the block is being broken
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* @param pos The position of the block being broken
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* @return The xp to be dropped if the given entity is allowed to break the block, -1 if the block cannot be broken.
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*/
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public static int checkBlockBreakXP(@Nullable Entity breaker, World world, BlockPos pos){
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if(world.isRemote){
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Wizardry.logger.warn("BlockUtils#checkBlockBreakXP called from the client side! Blocks should be modified server-side only");
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return 0;
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}
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if(!EntityUtils.canDamageBlocks(breaker, world)) return -1; // General block damage prevention comes first
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if(world.isOutsideBuildHeight(pos)) return -1;
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EntityPlayer fakeplayer = FakePlayerFactory.getMinecraft((WorldServer)world);
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if(breaker instanceof EntityPlayer){
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// This line *should* trigger bukkit plugin hooks
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if(!world.isBlockModifiable((EntityPlayer)breaker, pos)) return -1;
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}else if(breaker == null){
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// Also need this for dispensers
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if(!world.isBlockModifiable(fakeplayer, pos)) return -1;
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}
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// I think this is irrelevant in forge because it's only for vanilla entities, but bukkit might use it
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IBlockState state = world.getBlockState(pos);
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if(!state.getBlock().canEntityDestroy(state, world, pos, breaker)) return -1;
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// Although the forge event only needs an EntityLivingBase, it seems it's not supposed to be for players
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if(breaker instanceof EntityLiving && ForgeEventFactory.onEntityDestroyBlock((EntityLivingBase)breaker, pos, state)) return -1;
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// Need to trigger PlayerEvent.BreakSpeed as some claim mods (e.g. LandManager) use it instead of BlockEvent.BreakEvent
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if(breaker instanceof EntityPlayer && ForgeEventFactory.getBreakSpeed((EntityPlayer)breaker, state, 1, pos) < 0) return -1;
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if(breaker == null){ // Dispensers need to trigger something, so use a fake player as per BreakEvent's comment
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if(MinecraftForge.EVENT_BUS.post(new BlockEvent.BreakEvent(world, pos, state, fakeplayer))){
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return -1;
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}
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}
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int xp = 0;
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if(breaker instanceof EntityPlayerMP){
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xp = ForgeHooks.onBlockBreakEvent(world, ((EntityPlayerMP)breaker).interactionManager.getGameType(), (EntityPlayerMP)breaker, pos);
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}
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return xp;
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}
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// Specific blocks
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// ===============================================================================================================
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/**
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* Returns true if the block at the given position is a tree block (or other 'solid' vegetation, such as cacti).
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* Used for structure generation.
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* @param world The world the block is in
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* @param pos The position of the block to be tested
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* @return True if the given block is a tree block, false if not.
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*/
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public static boolean isTreeBlock(World world, BlockPos pos){
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Block block = world.getBlockState(pos).getBlock();
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return block instanceof BlockLog || block instanceof BlockCactus
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|| block.isLeaves(world.getBlockState(pos), world, pos) || block.isFoliage(world, pos)
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|| Settings.containsMetaBlock(Wizardry.settings.treeBlocks, world.getBlockState(pos));
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}
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/**
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* Returns the predominant wood type (see {@link net.minecraft.block.BlockPlanks.EnumType}) for the given biome, or
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* the default {@link net.minecraft.block.BlockPlanks.EnumType#OAK} for biomes with no trees. This is accurate for
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* most vanilla biomes
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* @param biome The biome to query
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* @return The wood type for the given biome
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*/
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public static BlockPlanks.EnumType getBiomeWoodVariant(Biome biome){
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// Unfortunately, I can't check all the wood types with the biome dictionary
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if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.CONIFEROUS)) return BlockPlanks.EnumType.SPRUCE;
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if(biome == Biomes.BIRCH_FOREST || biome == Biomes.BIRCH_FOREST_HILLS) return BlockPlanks.EnumType.BIRCH;
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if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.JUNGLE)) return BlockPlanks.EnumType.JUNGLE;
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if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SAVANNA)) return BlockPlanks.EnumType.ACACIA;
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// Not technically a tree type, but I think it fits quite well anyway
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if(BiomeDictionary.hasType(biome, BiomeDictionary.Type.SPOOKY)) return BlockPlanks.EnumType.DARK_OAK;
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// Everything else is oak
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return BlockPlanks.EnumType.OAK;
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}
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/**
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* Given the position of one half of a double chest, returns the position of the other half of that double chest.
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* @param world The world in which the chest is located
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* @param pos The position of one half of the double chest
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* @return The position of the other half of the double chest, or null if the given position is not part of a
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* double chest.
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*/
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public static BlockPos getConnectedChest(World world, BlockPos pos){
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Block block = world.getBlockState(pos).getBlock();
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if(block instanceof BlockChest){
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for(EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL){
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BlockPos pos1 = pos.offset(enumfacing);
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if(world.getBlockState(pos1).getBlock() == block){
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return pos1;
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}
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}
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}
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return null;
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}
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/**
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* Returns true if the given block is a water source block (specifically, water or flowing water with a level of 0).
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* @param state The block state to query
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* @return True if the given block state is a water source block, false otherwise.
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*/
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public static boolean isWaterSource(IBlockState state){
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return state.getMaterial() == Material.WATER && (state.getBlock() == Blocks.WATER || state.getBlock() == Blocks.FLOWING_WATER) && state.getValue(BlockLiquid.LEVEL) == 0;
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}
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/**
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* Returns true if the given block is a lava source block (specifically, lava or flowing lava with a level of 0).
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* @param state The block state to query
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* @return True if the given block state is a lava source block, false otherwise.
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*/
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public static boolean isLavaSource(IBlockState state){
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return state.getMaterial() == Material.LAVA && (state.getBlock() == Blocks.LAVA || state.getBlock() == Blocks.FLOWING_LAVA) && state.getValue(BlockLiquid.LEVEL) == 0;
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}
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/**
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* Freezes the given block, either by turning water to ice, lava to obsidian/cobblestone or by placing snow on top
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* of it if possible.
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* @param world The world the block is in
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* @param pos The position of the block to freeze
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* @param freezeLava True to freeze lava into obsidian or cobblestone, false to leave it unchanged
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* @return True if any blocks were changed, false if not.
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*/
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public static boolean freeze(World world, BlockPos pos, boolean freezeLava){
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IBlockState state = world.getBlockState(pos);
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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. <i>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.</i>
|
|
* @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 <i>all possible</i> 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. <i>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.</i>
|
|
* @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 <i>all possible</i> 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. <i>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.</i>
|
|
* @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 <i>all possible</i> 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<BlockPos> 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.<br>
|
|
* <br>
|
|
* <i>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.</i>
|
|
*/
|
|
@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<World, BlockPos> 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<IBlockState> 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));
|
|
|
|
}
|
|
|
|
}
|