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2026-07-09 08:33:57 +08:00
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"
"time"
)
// WoodFenceGate is a block that can be used as an openable 1x1 barrier.
type WoodFenceGate struct {
transparent
bass
sourceWaterDisplacer
// Wood is the type of wood of the fence gate. This field must have one of the values found in the material
// package.
Wood WoodType
// Facing is the direction the fence gate swings open.
Facing cube.Direction
// Open is whether the fence gate is open.
Open bool
// Lowered lowers the fence gate by 3 pixels and is set when placed next to wall blocks.
Lowered bool
}
// BreakInfo ...
func (f WoodFenceGate) BreakInfo() BreakInfo {
return newBreakInfo(2, alwaysHarvestable, axeEffective, oneOf(f)).withBlastResistance(15)
}
// FlammabilityInfo ...
func (f WoodFenceGate) FlammabilityInfo() FlammabilityInfo {
if !f.Wood.Flammable() {
return newFlammabilityInfo(0, 0, false)
}
return newFlammabilityInfo(5, 20, true)
}
// FuelInfo ...
func (f WoodFenceGate) FuelInfo() item.FuelInfo {
if !f.Wood.Flammable() {
return item.FuelInfo{}
}
return newFuelInfo(time.Second * 15)
}
// UseOnBlock ...
func (f WoodFenceGate) UseOnBlock(pos cube.Pos, face cube.Face, _ mgl64.Vec3, tx *world.Tx, user item.User, ctx *item.UseContext) bool {
pos, _, used := firstReplaceable(tx, pos, face, f)
if !used {
return false
}
f.Facing = user.Rotation().Direction()
f.Lowered = f.shouldBeLowered(pos, tx)
place(tx, pos, f, user, ctx)
return placed(ctx)
}
// NeighbourUpdateTick ...
func (f WoodFenceGate) NeighbourUpdateTick(pos, _ cube.Pos, tx *world.Tx) {
if f.shouldBeLowered(pos, tx) != f.Lowered {
f.Lowered = !f.Lowered
tx.SetBlock(pos, f, nil)
}
}
// shouldBeLowered returns if the fence gate should be lowered or not, based on the neighbouring walls.
func (f WoodFenceGate) shouldBeLowered(pos cube.Pos, tx *world.Tx) bool {
leftSide := f.Facing.RotateLeft().Face()
_, left := tx.Block(pos.Side(leftSide)).(Wall)
_, right := tx.Block(pos.Side(leftSide.Opposite())).(Wall)
return left || right
}
// Activate ...
func (f WoodFenceGate) Activate(pos cube.Pos, _ cube.Face, tx *world.Tx, u item.User, _ *item.UseContext) bool {
f.Open = !f.Open
if f.Open && f.Facing.Opposite() == u.Rotation().Direction() {
f.Facing = f.Facing.Opposite()
}
tx.SetBlock(pos, f, nil)
if f.Open {
tx.PlaySound(pos.Vec3Centre(), sound.FenceGateOpen{Block: f})
return true
}
tx.PlaySound(pos.Vec3Centre(), sound.FenceGateClose{Block: f})
return true
}
// SideClosed ...
func (f WoodFenceGate) SideClosed(cube.Pos, cube.Pos, *world.Tx) bool {
return false
}
// EncodeItem ...
func (f WoodFenceGate) EncodeItem() (name string, meta int16) {
if f.Wood == OakWood() {
return "minecraft:fence_gate", 0
}
return "minecraft:" + f.Wood.String() + "_fence_gate", 0
}
// EncodeBlock ...
func (f WoodFenceGate) EncodeBlock() (name string, properties map[string]any) {
if f.Wood == OakWood() {
return "minecraft:fence_gate", map[string]any{"minecraft:cardinal_direction": f.Facing.String(), "open_bit": f.Open, "in_wall_bit": f.Lowered}
}
return "minecraft:" + f.Wood.String() + "_fence_gate", map[string]any{"minecraft:cardinal_direction": f.Facing.String(), "open_bit": f.Open, "in_wall_bit": f.Lowered}
}
// Model ...
func (f WoodFenceGate) Model() world.BlockModel {
return model.FenceGate{Facing: f.Facing, Open: f.Open}
}
// allFenceGates returns a list of all trapdoor types.
func allFenceGates() (fenceGates []world.Block) {
for _, w := range WoodTypes() {
for i := cube.Direction(0); i <= 3; i++ {
fenceGates = append(fenceGates, WoodFenceGate{Wood: w, Facing: i, Open: false, Lowered: false})
fenceGates = append(fenceGates, WoodFenceGate{Wood: w, Facing: i, Open: false, Lowered: true})
fenceGates = append(fenceGates, WoodFenceGate{Wood: w, Facing: i, Open: true, Lowered: true})
fenceGates = append(fenceGates, WoodFenceGate{Wood: w, Facing: i, Open: true, Lowered: false})
}
}
return
}