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wood_door.go
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wood_door.go
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package block
import (
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/df-mc/dragonfly/server/block/model"
"github.com/df-mc/dragonfly/server/item"
"github.com/df-mc/dragonfly/server/world"
"github.com/df-mc/dragonfly/server/world/sound"
"github.com/go-gl/mathgl/mgl64"
)
// WoodDoor is a block that can be used as an openable 1x2 barrier.
type WoodDoor struct {
transparent
bass
// Wood is the type of wood of the door. This field must have one of the values found in the material
// package.
Wood WoodType
// Facing is the direction the door is facing.
Facing cube.Direction
// Open is whether or not the door is open.
Open bool
// Top is whether the block is the top or bottom half of a door
Top bool
// Right is whether the door hinge is on the right side
Right bool
}
// FlammabilityInfo ...
func (d WoodDoor) FlammabilityInfo() FlammabilityInfo {
if !d.Wood.Flammable() {
return newFlammabilityInfo(0, 0, false)
}
return newFlammabilityInfo(0, 0, true)
}
// Model ...
func (d WoodDoor) Model() world.BlockModel {
return model.Door{Facing: d.Facing, Open: d.Open, Right: d.Right}
}
// NeighbourUpdateTick ...
func (d WoodDoor) NeighbourUpdateTick(pos, _ cube.Pos, w *world.World) {
if d.Top {
if _, ok := w.Block(pos.Side(cube.FaceDown)).(WoodDoor); !ok {
w.BreakBlock(pos)
}
} else {
if solid := w.Block(pos.Side(cube.FaceDown)).Model().FaceSolid(pos.Side(cube.FaceDown), cube.FaceUp, w); !solid {
w.BreakBlock(pos)
} else if _, ok := w.Block(pos.Side(cube.FaceUp)).(WoodDoor); !ok {
w.BreakBlock(pos)
}
}
}
// UseOnBlock handles the directional placing of doors
func (d WoodDoor) UseOnBlock(pos cube.Pos, face cube.Face, _ mgl64.Vec3, w *world.World, user item.User, ctx *item.UseContext) bool {
pos, face, used := firstReplaceable(w, pos, face, d)
if !used {
return false
}
if face != cube.FaceUp {
return false
}
if solid := w.Block(pos.Side(cube.FaceDown)).Model().FaceSolid(pos.Side(cube.FaceDown), cube.FaceUp, w); !solid {
return false
}
if _, ok := w.Block(pos.Side(cube.FaceUp)).(Air); !ok {
return false
}
d.Facing = user.Facing()
left := w.Block(pos.Side(d.Facing.RotateLeft90().Face()))
right := w.Block(pos.Side(d.Facing.RotateRight90().Face()))
if door, ok := left.(WoodDoor); ok {
if door.Wood == d.Wood {
d.Right = true
}
}
// The side the door hinge is on can be affected by the blocks to the left and right of the door. In particular,
// opaque blocks on the right side of the door with transparent blocks on the left side result in a right sided
// door hinge.
if diffuser, ok := right.(LightDiffuser); !ok || diffuser.LightDiffusionLevel() != 0 {
if diffuser, ok := left.(LightDiffuser); ok && diffuser.LightDiffusionLevel() == 0 {
d.Right = true
}
}
ctx.IgnoreAABB = true
place(w, pos, d, user, ctx)
place(w, pos.Side(cube.FaceUp), WoodDoor{Wood: d.Wood, Facing: d.Facing, Top: true, Right: d.Right}, user, ctx)
return placed(ctx)
}
// Activate ...
func (d WoodDoor) Activate(pos cube.Pos, _ cube.Face, w *world.World, _ item.User) {
d.Open = !d.Open
w.PlaceBlock(pos, d)
otherPos := pos.Side(cube.Face(boolByte(!d.Top)))
other := w.Block(otherPos)
if door, ok := other.(WoodDoor); ok {
door.Open = d.Open
w.PlaceBlock(otherPos, door)
}
w.PlaySound(pos.Vec3Centre(), sound.Door{})
}
// BreakInfo ...
func (d WoodDoor) BreakInfo() BreakInfo {
return newBreakInfo(3, alwaysHarvestable, axeEffective, oneOf(d))
}
// CanDisplace ...
func (d WoodDoor) CanDisplace(l world.Liquid) bool {
_, water := l.(Water)
return water
}
// SideClosed ...
func (d WoodDoor) SideClosed(cube.Pos, cube.Pos, *world.World) bool {
return false
}
// EncodeItem ...
func (d WoodDoor) EncodeItem() (name string, meta int16) {
switch d.Wood {
case OakWood():
return "minecraft:wooden_door", 0
case SpruceWood():
return "minecraft:spruce_door", 0
case BirchWood():
return "minecraft:birch_door", 0
case JungleWood():
return "minecraft:jungle_door", 0
case AcaciaWood():
return "minecraft:acacia_door", 0
case DarkOakWood():
return "minecraft:dark_oak_door", 0
case CrimsonWood():
return "minecraft:crimson_door", 0
case WarpedWood():
return "minecraft:warped_door", 0
}
panic("invalid wood type")
}
// EncodeBlock ...
func (d WoodDoor) EncodeBlock() (name string, properties map[string]interface{}) {
direction := 3
switch d.Facing {
case cube.South:
direction = 1
case cube.West:
direction = 2
case cube.East:
direction = 0
}
switch d.Wood {
case OakWood():
return "minecraft:wooden_door", map[string]interface{}{"direction": int32(direction), "door_hinge_bit": d.Right, "open_bit": d.Open, "upper_block_bit": d.Top}
default:
return "minecraft:" + d.Wood.String() + "_door", map[string]interface{}{"direction": int32(direction), "door_hinge_bit": d.Right, "open_bit": d.Open, "upper_block_bit": d.Top}
}
}
// allDoors returns a list of all door types
func allDoors() (doors []world.Block) {
for _, w := range WoodTypes() {
for i := cube.Direction(0); i <= 3; i++ {
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: false, Right: false})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: true, Right: false})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: true, Right: false})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: false, Right: false})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: false, Right: true})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: true, Right: true})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: true, Right: true})
doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: false, Right: true})
}
}
return
}