BCLib/src/main/java/ru/bclib/util/BlocksHelper.java
2021-06-21 20:21:08 +03:00

192 lines
6.8 KiB
Java

package ru.bclib.util;
import java.util.Map;
import java.util.Random;
import com.google.common.collect.Maps;
import net.minecraft.core.BlockPos;
import net.minecraft.core.BlockPos.MutableBlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.ClipContext.Fluid;
import net.minecraft.world.level.LevelAccessor;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.Mirror;
import net.minecraft.world.level.block.Rotation;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.Property;
public class BlocksHelper {
private static final Map<Block, Integer> COLOR_BY_BLOCK = Maps.newHashMap();
public static final int FLAG_UPDATE_BLOCK = 1;
public static final int FLAG_SEND_CLIENT_CHANGES = 2;
public static final int FLAG_NO_RERENDER = 4;
public static final int FORSE_RERENDER = 8;
public static final int FLAG_IGNORE_OBSERVERS = 16;
public static final int SET_SILENT = FLAG_UPDATE_BLOCK | FLAG_IGNORE_OBSERVERS | FLAG_SEND_CLIENT_CHANGES;
public static final int SET_OBSERV = FLAG_UPDATE_BLOCK | FLAG_SEND_CLIENT_CHANGES;
public static final Direction[] HORIZONTAL = makeHorizontal();
public static final Direction[] DIRECTIONS = Direction.values();
private static final MutableBlockPos POS = new MutableBlockPos();
protected static final BlockState AIR = Blocks.AIR.defaultBlockState();
protected static final BlockState WATER = Blocks.WATER.defaultBlockState();
public static void addBlockColor(Block block, int color) {
COLOR_BY_BLOCK.put(block, color);
}
public static int getBlockColor(Block block) {
return COLOR_BY_BLOCK.getOrDefault(block, 0xFF000000);
}
public static void setWithoutUpdate(LevelAccessor world, BlockPos pos, BlockState state) {
world.setBlock(pos, state, SET_SILENT);
}
public static void setWithoutUpdate(LevelAccessor world, BlockPos pos, Block block) {
world.setBlock(pos, block.defaultBlockState(), SET_SILENT);
}
public static void setWithUpdate(LevelAccessor world, BlockPos pos, BlockState state) {
world.setBlock(pos, state, SET_OBSERV);
}
public static void setWithUpdate(LevelAccessor world, BlockPos pos, Block block) {
world.setBlock(pos, block.defaultBlockState(), SET_OBSERV);
}
public static int upRay(LevelAccessor world, BlockPos pos, int maxDist) {
int length = 0;
for (int j = 1; j < maxDist && (world.isEmptyBlock(pos.above(j))); j++) {
length++;
}
return length;
}
public static int downRay(LevelAccessor world, BlockPos pos, int maxDist) {
int length = 0;
for (int j = 1; j < maxDist && (world.isEmptyBlock(pos.below(j))); j++) {
length++;
}
return length;
}
public static int downRayRep(LevelAccessor world, BlockPos pos, int maxDist) {
POS.set(pos);
for (int j = 1; j < maxDist && (world.getBlockState(POS)).getMaterial().isReplaceable(); j++) {
POS.setY(POS.getY() - 1);
}
return pos.getY() - POS.getY();
}
public static int raycastSqr(LevelAccessor world, BlockPos pos, int dx, int dy, int dz, int maxDist) {
POS.set(pos);
for (int j = 1; j < maxDist && (world.getBlockState(POS)).getMaterial().isReplaceable(); j++) {
POS.move(dx, dy, dz);
}
return (int) pos.distSqr(POS);
}
/**
* Rotates {@link BlockState} horizontally. Used in block classes with {@link Direction} {@link Property} in rotate function.
* @param state - {@link BlockState} to mirror;
* @param rotation - {@link Rotation};
* @param facing - Block {@link Direction} {@link Property}.
* @return Rotated {@link BlockState}.
*/
public static BlockState rotateHorizontal(BlockState state, Rotation rotation, Property<Direction> facing) {
return state.setValue(facing, rotation.rotate(state.getValue(facing)));
}
/**
* Mirrors {@link BlockState} horizontally. Used in block classes with {@link Direction} {@link Property} in mirror function.
* @param state - {@link BlockState} to mirror;
* @param mirror - {@link Mirror};
* @param facing - Block {@link Direction} {@link Property}.
* @return Mirrored {@link BlockState}.
*/
public static BlockState mirrorHorizontal(BlockState state, Mirror mirror, Property<Direction> facing) {
return state.rotate(mirror.getRotation(state.getValue(facing)));
}
/**
* Counts the amount of same block down.
* @param world - {@link LevelAccessor} world;
* @param pos - {@link BlockPos} start position;
* @param block - {@link Block} to count.
* @return Integer amount of blocks.
*/
public static int getLengthDown(LevelAccessor world, BlockPos pos, Block block) {
int count = 1;
while (world.getBlockState(pos.below(count)).getBlock() == block) {
count++;
}
return count;
}
/**
* Creates a new {@link Direction} array with clockwise order:
* NORTH, EAST, SOUTH, WEST
* @return Array of {@link Direction}.
*/
public static Direction[] makeHorizontal() {
return new Direction[] { Direction.NORTH, Direction.EAST, Direction.SOUTH, Direction.WEST };
}
/**
* Get any random horizontal {@link Direction}.
* @param random - {@link Random}.
* @return {@link Direction}.
*/
public static Direction randomHorizontal(Random random) {
return HORIZONTAL[random.nextInt(4)];
}
/**
* Get any random {@link Direction} including vertical and horizontal.
* @param random - {@link Random}.
* @return {@link Direction}.
*/
public static Direction randomDirection(Random random) {
return DIRECTIONS[random.nextInt(6)];
}
/**
* Check if block is {@link Fluid} or not.
* @param state - {@link BlockState} to check.
* @return {@code true} if block is fluid and {@code false} if not.
*/
public static boolean isFluid(BlockState state) {
return !state.getFluidState().isEmpty();
}
/**
* Check if block is "invulnerable" like Bedrock.
* @param state - {@link BlockState} to check;
* @param world - {@link BlockGetter} world where BlockState exist;
* @param pos - {@link BlockPos} where BlockState is.
* @return {@code true} if block is "invulnerable" and {@code false} if not.
*/
public static boolean isInvulnerable(BlockState state, BlockGetter world, BlockPos pos) {
return state.getDestroySpeed(world, pos) < 0;
}
/**
* Check if block is "invulnerable" like Bedrock. Unlike safe function will pass world and position parameters as {@code null}.
* @param state - {@link BlockState} to check.
* @return {@code true} if block is "invulnerable" and {@code false} if not.
*/
public static boolean isInvulnerableUnsafe(BlockState state) {
try {
return isInvulnerable(state, null, null);
}
catch (Exception e) {
return false;
}
}
}