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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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"time"
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)
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// WoodDoor is a block that can be used as an openable 1x2 barrier.
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type WoodDoor struct {
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transparent
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bass
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sourceWaterDisplacer
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// Wood is the type of wood of the door. This field must have one of the values found in the material
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// package.
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Wood WoodType
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// Facing is the direction that the door opens towards. When closed, the door sits on the side of its
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// block on the opposite direction.
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Facing cube.Direction
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// Open is whether the door is open.
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Open bool
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// Top is whether the block is the top or bottom half of a door.
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Top bool
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// Right is whether the door hinge is on the right side.
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Right bool
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}
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// FlammabilityInfo ...
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func (d WoodDoor) FlammabilityInfo() FlammabilityInfo {
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if !d.Wood.Flammable() {
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return newFlammabilityInfo(0, 0, false)
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}
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return newFlammabilityInfo(0, 0, true)
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}
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// FuelInfo ...
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func (d WoodDoor) FuelInfo() item.FuelInfo {
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if !d.Wood.Flammable() {
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return item.FuelInfo{}
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}
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return newFuelInfo(time.Second * 10)
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}
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// Model ...
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func (d WoodDoor) Model() world.BlockModel {
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return model.Door{Facing: d.Facing, Open: d.Open, Right: d.Right}
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}
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// NeighbourUpdateTick ...
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func (d WoodDoor) NeighbourUpdateTick(pos, _ cube.Pos, tx *world.Tx) {
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if d.Top {
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if _, ok := tx.Block(pos.Side(cube.FaceDown)).(WoodDoor); !ok {
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breakBlockNoDrops(d, pos, tx)
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}
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} else if solid := tx.Block(pos.Side(cube.FaceDown)).Model().FaceSolid(pos.Side(cube.FaceDown), cube.FaceUp, tx); !solid {
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breakBlock(d, pos, tx)
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} else if _, ok := tx.Block(pos.Side(cube.FaceUp)).(WoodDoor); !ok {
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breakBlockNoDrops(d, pos, tx)
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}
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}
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// UseOnBlock handles the directional placing of doors
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func (d WoodDoor) UseOnBlock(pos cube.Pos, face cube.Face, _ mgl64.Vec3, tx *world.Tx, user item.User, ctx *item.UseContext) bool {
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if face != cube.FaceUp {
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// Doors can only be placed when clicking the top face.
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return false
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}
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below := pos
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pos = pos.Side(cube.FaceUp)
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if !replaceableWith(tx, pos, d) || !replaceableWith(tx, pos.Side(cube.FaceUp), d) {
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return false
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}
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if !tx.Block(below).Model().FaceSolid(below, cube.FaceUp, tx) {
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return false
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}
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d.Facing = user.Rotation().Direction()
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left := tx.Block(pos.Side(d.Facing.RotateLeft().Face()))
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right := tx.Block(pos.Side(d.Facing.RotateRight().Face()))
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if _, ok := left.Model().(model.Door); ok {
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d.Right = true
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}
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// The side the door hinge is on can be affected by the blocks to the left and right of the door. In particular,
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// opaque blocks on the right side of the door with transparent blocks on the left side result in a right sided
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// door hinge.
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if diffuser, ok := right.(LightDiffuser); !ok || diffuser.LightDiffusionLevel() != 0 {
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if diffuser, ok := left.(LightDiffuser); ok && diffuser.LightDiffusionLevel() == 0 {
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d.Right = true
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}
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}
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ctx.IgnoreBBox = true
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place(tx, pos, d, user, ctx)
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place(tx, pos.Side(cube.FaceUp), WoodDoor{Wood: d.Wood, Facing: d.Facing, Top: true, Right: d.Right}, user, ctx)
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ctx.CountSub = 1
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return placed(ctx)
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}
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// Activate ...
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func (d WoodDoor) Activate(pos cube.Pos, _ cube.Face, tx *world.Tx, _ item.User, _ *item.UseContext) bool {
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d.Open = !d.Open
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tx.SetBlock(pos, d, nil)
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otherPos := pos.Side(cube.Face(boolByte(!d.Top)))
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other := tx.Block(otherPos)
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if door, ok := other.(WoodDoor); ok {
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door.Open = d.Open
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tx.SetBlock(otherPos, door, nil)
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}
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if d.Open {
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tx.PlaySound(pos.Vec3Centre(), sound.DoorOpen{Block: d})
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return true
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}
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tx.PlaySound(pos.Vec3Centre(), sound.DoorClose{Block: d})
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return true
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}
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// BreakInfo ...
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func (d WoodDoor) BreakInfo() BreakInfo {
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return newBreakInfo(3, alwaysHarvestable, axeEffective, oneOf(d))
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}
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// SideClosed ...
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func (d WoodDoor) SideClosed(cube.Pos, cube.Pos, *world.Tx) bool {
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return false
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}
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// EncodeItem ...
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func (d WoodDoor) EncodeItem() (name string, meta int16) {
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if d.Wood == OakWood() {
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return "minecraft:wooden_door", 0
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}
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return "minecraft:" + d.Wood.String() + "_door", 0
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}
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// EncodeBlock ...
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func (d WoodDoor) EncodeBlock() (name string, properties map[string]any) {
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if d.Wood == OakWood() {
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return "minecraft:wooden_door", map[string]any{"minecraft:cardinal_direction": d.Facing.RotateRight().String(), "door_hinge_bit": d.Right, "open_bit": d.Open, "upper_block_bit": d.Top}
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}
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return "minecraft:" + d.Wood.String() + "_door", map[string]any{"minecraft:cardinal_direction": d.Facing.RotateRight().String(), "door_hinge_bit": d.Right, "open_bit": d.Open, "upper_block_bit": d.Top}
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}
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// allDoors returns a list of all door types
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func allDoors() (doors []world.Block) {
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for _, w := range WoodTypes() {
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for i := cube.Direction(0); i <= 3; i++ {
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: false, Right: false})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: true, Right: false})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: true, Right: false})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: false, Right: false})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: false, Right: true})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: false, Top: true, Right: true})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: true, Right: true})
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doors = append(doors, WoodDoor{Wood: w, Facing: i, Open: true, Top: false, Right: true})
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}
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}
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return
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}
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