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package block
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import (
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"github.com/df-mc/dragonfly/server/block/cube"
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"github.com/df-mc/dragonfly/server/block/model"
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"github.com/df-mc/dragonfly/server/item"
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"github.com/df-mc/dragonfly/server/world"
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"github.com/df-mc/dragonfly/server/world/sound"
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"github.com/go-gl/mathgl/mgl64"
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)
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// Stairs are blocks that allow entities to walk up blocks without jumping.
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type Stairs struct {
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transparent
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sourceWaterDisplacer
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// Block is the block to use for the type of stair.
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Block world.Block
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// UpsideDown specifies if the stairs are upside down. If set to true, the full side is at the top part
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// of the block.
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UpsideDown bool
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// Facing is the direction that the full side of the stairs is facing.
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Facing cube.Direction
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}
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// UseOnBlock handles the directional placing of stairs and makes sure they are properly placed upside down
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// when needed.
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func (s Stairs) UseOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3, tx *world.Tx, user item.User, ctx *item.UseContext) (used bool) {
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pos, face, used = firstReplaceable(tx, pos, face, s)
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if !used {
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return
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}
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s.Facing = user.Rotation().Direction()
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if face == cube.FaceDown || (clickPos[1] > 0.5 && face != cube.FaceUp) {
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s.UpsideDown = true
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}
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place(tx, pos, s, user, ctx)
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return placed(ctx)
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}
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// Model ...
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func (s Stairs) Model() world.BlockModel {
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return model.Stair{Facing: s.Facing, UpsideDown: s.UpsideDown}
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}
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// BreakInfo ...
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func (s Stairs) BreakInfo() BreakInfo {
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breakInfo := s.Block.(Breakable).BreakInfo()
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return newBreakInfo(breakInfo.Hardness, breakInfo.Harvestable, breakInfo.Effective, oneOf(s)).withBlastResistance(breakInfo.BlastResistance)
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}
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// Instrument ...
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func (s Stairs) Instrument() sound.Instrument {
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if _, ok := s.Block.(Planks); ok {
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return sound.Bass()
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}
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if _, ok := s.Block.(BambooMosaic); ok {
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return sound.Bass()
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}
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return sound.BassDrum()
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}
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// FlammabilityInfo ...
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func (s Stairs) FlammabilityInfo() FlammabilityInfo {
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if flammable, ok := s.Block.(Flammable); ok {
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return flammable.FlammabilityInfo()
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}
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return newFlammabilityInfo(0, 0, false)
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}
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// FuelInfo ...
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func (s Stairs) FuelInfo() item.FuelInfo {
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if fuel, ok := s.Block.(item.Fuel); ok {
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return fuel.FuelInfo()
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}
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return item.FuelInfo{}
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}
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// EncodeItem ...
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func (s Stairs) EncodeItem() (name string, meta int16) {
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return "minecraft:" + encodeStairsBlock(s.Block) + "_stairs", 0
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}
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// EncodeBlock ...
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func (s Stairs) EncodeBlock() (name string, properties map[string]any) {
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return "minecraft:" + encodeStairsBlock(s.Block) + "_stairs", map[string]any{"upside_down_bit": s.UpsideDown, "weirdo_direction": toStairsDirection(s.Facing)}
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}
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// toStairDirection converts a facing to a stair's direction for Minecraft.
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func toStairsDirection(v cube.Direction) int32 {
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return int32(3 - v)
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}
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// SideClosed ...
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func (s Stairs) SideClosed(pos, side cube.Pos, tx *world.Tx) bool {
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return s.Model().FaceSolid(pos, pos.Face(side), tx)
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}
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// CanRedstoneWireStepDown ...
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func (Stairs) CanRedstoneWireStepDown(cube.Pos, cube.Pos, *world.Tx) bool {
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return false
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}
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// allStairs returns all states of stairs.
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func allStairs() (stairs []world.Block) {
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f := func(facing cube.Direction, upsideDown bool) {
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for _, s := range StairsBlocks() {
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stairs = append(stairs, Stairs{Facing: facing, UpsideDown: upsideDown, Block: s})
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}
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}
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for i := cube.Direction(0); i <= 3; i++ {
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f(i, true)
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f(i, false)
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}
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return
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}
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