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mc/server/block/wood_door.go
T
TarnaWijaya 26ed99fda6
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2026-07-09 08:33:57 +08:00

164 lines
5.5 KiB
Go

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
}