Files
mc/server/block/lava.go
T

250 lines
6.6 KiB
Go
Raw Normal View History

2026-07-09 08:33:57 +08:00
package block
import (
"math/rand/v2"
"time"
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/df-mc/dragonfly/server/event"
"github.com/df-mc/dragonfly/server/world"
"github.com/df-mc/dragonfly/server/world/sound"
)
// Lava is a light-emitting fluid block that causes fire damage.
type Lava struct {
empty
// Still makes the lava not spread whenever it is updated. Still lava cannot be acquired in the game
// without world editing.
Still bool
// Depth is the depth of the water. This is a number from 1-8, where 8 is a source block and 1 is the
// smallest possible lava block.
Depth int
// Falling specifies if the lava is falling. Falling lava will always appear as a source block, but its
// behaviour differs when it starts spreading.
Falling bool
}
// neighboursLavaFlammable returns true if one a block adjacent to the passed position is flammable.
func neighboursLavaFlammable(pos cube.Pos, tx *world.Tx) bool {
for i := cube.Face(0); i < 6; i++ {
if flammable, ok := tx.Block(pos.Side(i)).(Flammable); ok && flammable.FlammabilityInfo().LavaFlammable {
return true
}
}
return false
}
// ReplaceableBy ...
func (l Lava) ReplaceableBy(b world.Block) bool {
if _, ok := b.(LiquidRemovable); ok {
_, displacer := b.(world.LiquidDisplacer)
_, liquid := b.(world.Liquid)
return displacer || liquid
}
return true
}
// EntityInside ...
func (l Lava) EntityInside(_ cube.Pos, _ *world.Tx, e world.Entity) {
if fallEntity, ok := e.(fallDistanceEntity); ok {
fallEntity.ResetFallDistance()
}
if flammable, ok := e.(flammableEntity); ok {
if l, ok := e.(livingEntity); ok {
l.Hurt(4, LavaDamageSource{})
}
flammable.SetOnFire(15 * time.Second)
}
}
// RandomTick ...
func (l Lava) RandomTick(pos cube.Pos, tx *world.Tx, r *rand.Rand) {
i := r.IntN(3)
if i > 0 {
for j := 0; j < i; j++ {
pos = pos.Add(cube.Pos{r.IntN(3) - 1, 1, r.IntN(3) - 1})
if _, ok := tx.Block(pos).(Air); ok {
if neighboursLavaFlammable(pos, tx) {
Fire{}.Start(tx, pos)
}
}
}
} else {
for j := 0; j < 3; j++ {
pos = pos.Add(cube.Pos{r.IntN(3) - 1, 0, r.IntN(3) - 1})
if _, ok := tx.Block(pos.Side(cube.FaceUp)).(Air); ok {
if flammable, ok := tx.Block(pos).(Flammable); ok && flammable.FlammabilityInfo().LavaFlammable && flammable.FlammabilityInfo().Encouragement > 0 {
Fire{}.Start(tx, pos)
}
}
}
}
}
// HasLiquidDrops ...
func (Lava) HasLiquidDrops() bool {
return false
}
// LiquidRemoveBlock plays a fizz sound at the position of the removed block.
func (Lava) LiquidRemoveBlock(pos cube.Pos, tx *world.Tx, _ world.Block) {
tx.PlaySound(pos.Vec3Centre(), sound.Fizz{})
}
// LightDiffusionLevel always returns 2.
func (Lava) LightDiffusionLevel() uint8 {
return 2
}
// LightEmissionLevel returns 15.
func (Lava) LightEmissionLevel() uint8 {
return 15
}
// NeighbourUpdateTick ...
func (l Lava) NeighbourUpdateTick(pos, _ cube.Pos, tx *world.Tx) {
if !l.Harden(pos, tx, nil) {
tx.ScheduleBlockUpdate(pos, l, tx.World().Dimension().LavaSpreadDuration())
}
}
// ScheduledTick ...
func (l Lava) ScheduledTick(pos cube.Pos, tx *world.Tx, _ *rand.Rand) {
if !l.Harden(pos, tx, nil) {
tickLiquid(l, pos, tx)
}
}
// LiquidDepth returns the depth of the lava.
func (l Lava) LiquidDepth() int {
return l.Depth
}
// SpreadDecay always returns 2.
func (Lava) SpreadDecay() int {
return 2
}
// WithDepth returns a new Lava block with the depth passed and falling if set to true.
func (l Lava) WithDepth(depth int, falling bool) world.Liquid {
l.Depth = depth
l.Falling = falling
l.Still = false
return l
}
// LiquidFalling checks if the lava is falling.
func (l Lava) LiquidFalling() bool {
return l.Falling
}
// BlastResistance always returns 500.
func (Lava) BlastResistance() float64 {
return 500
}
// LiquidType returns 10 as a unique identifier for the lava liquid.
func (Lava) LiquidType() string {
return "lava"
}
// Harden handles the hardening logic of lava.
func (l Lava) Harden(pos cube.Pos, tx *world.Tx, flownIntoBy *cube.Pos) bool {
var ok bool
var water, b world.Block
if flownIntoBy == nil {
var water, b world.Block
_, soulSoilFound := tx.Block(pos.Side(cube.FaceDown)).(SoulSoil)
pos.Neighbours(func(neighbour cube.Pos) {
if b != nil || neighbour[1] == pos[1]-1 {
return
}
if _, ok := tx.Block(neighbour).(BlueIce); ok {
if soulSoilFound {
b = Basalt{}
}
return
}
if waterBlock, ok := tx.Block(neighbour).(Water); ok {
water = waterBlock
if l.Depth == 8 && !l.Falling {
b = Obsidian{}
return
}
b = Cobblestone{}
}
}, tx.Range())
if b != nil {
ctx := event.C(tx)
if tx.World().Handler().HandleLiquidHarden(ctx, pos, l, water, b); ctx.Cancelled() {
return false
}
tx.PlaySound(pos.Vec3Centre(), sound.Fizz{})
tx.SetBlock(pos, b, nil)
return true
}
return false
}
water, ok = tx.Block(*flownIntoBy).(Water)
if !ok {
return false
}
if l.Depth == 8 && !l.Falling {
b = Obsidian{}
} else {
b = Cobblestone{}
}
ctx := event.C(tx)
if tx.World().Handler().HandleLiquidHarden(ctx, pos, l, water, b); ctx.Cancelled() {
return false
}
tx.SetBlock(pos, b, nil)
tx.PlaySound(pos.Vec3Centre(), sound.Fizz{})
return true
}
// EncodeBlock ...
func (l Lava) EncodeBlock() (name string, properties map[string]any) {
if l.Depth < 1 || l.Depth > 8 {
panic("invalid lava depth, must be between 1 and 8")
}
v := 8 - l.Depth
if l.Falling {
v += 8
}
if l.Still {
return "minecraft:lava", map[string]any{"liquid_depth": int32(v)}
}
return "minecraft:flowing_lava", map[string]any{"liquid_depth": int32(v)}
}
// allLava returns a list of all lava states.
func allLava() (b []world.Block) {
f := func(still, falling bool) {
b = append(b, Lava{Still: still, Falling: falling, Depth: 8})
b = append(b, Lava{Still: still, Falling: falling, Depth: 7})
b = append(b, Lava{Still: still, Falling: falling, Depth: 6})
b = append(b, Lava{Still: still, Falling: falling, Depth: 5})
b = append(b, Lava{Still: still, Falling: falling, Depth: 4})
b = append(b, Lava{Still: still, Falling: falling, Depth: 3})
b = append(b, Lava{Still: still, Falling: falling, Depth: 2})
b = append(b, Lava{Still: still, Falling: falling, Depth: 1})
}
f(true, true)
f(true, false)
f(false, false)
f(false, true)
return
}
// LavaDamageSource is used for damage caused by being in lava.
type LavaDamageSource struct{}
func (LavaDamageSource) ReducedByResistance() bool { return true }
func (LavaDamageSource) ReducedByArmour() bool { return true }
func (LavaDamageSource) Fire() bool { return true }
func (LavaDamageSource) IgnoreTotem() bool { return false }