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