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