120 lines
5.1 KiB
Java
120 lines
5.1 KiB
Java
package io.github.cottonmc.templates.block;
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import io.github.cottonmc.templates.api.TemplateInteractionUtil;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.ShapeContext;
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import net.minecraft.block.enums.SlabType;
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import net.minecraft.fluid.FluidState;
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import net.minecraft.fluid.Fluids;
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import net.minecraft.item.ItemPlacementContext;
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import net.minecraft.item.ItemStack;
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import net.minecraft.state.StateManager;
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import net.minecraft.state.property.EnumProperty;
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import net.minecraft.util.StringIdentifiable;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.shape.VoxelShape;
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import net.minecraft.util.shape.VoxelShapes;
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import net.minecraft.world.BlockView;
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import org.jetbrains.annotations.Nullable;
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//Extending SlabBlock from this is a little bit bold - let's see how this goes
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public class TemplateVerticalSlabBlock extends TemplateSlabBlock {
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public TemplateVerticalSlabBlock(Settings settings) {
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super(settings);
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setDefaultState(getDefaultState().with(AFFINITY, Affinity.X));
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}
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protected static final EnumProperty<Affinity> AFFINITY = EnumProperty.of("affinity", Affinity.class);
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protected static final VoxelShape NORTH_SHAPE = createCuboidShape(0, 0, 0, 16, 16, 8);
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protected static final VoxelShape EAST_SHAPE = createCuboidShape(8, 0, 0, 16, 16, 16);
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protected static final VoxelShape SOUTH_SHAPE = createCuboidShape(0, 0, 8, 16, 16, 16);
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protected static final VoxelShape WEST_SHAPE = createCuboidShape(0, 0, 0, 8, 16, 16);
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@Override
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protected void appendProperties(StateManager.Builder<Block, BlockState> builder) {
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super.appendProperties(builder.add(AFFINITY));
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}
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@Override
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public VoxelShape getOutlineShape(BlockState state, BlockView world, BlockPos pos, ShapeContext ctx) {
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SlabType type = state.get(TYPE);
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if(type == SlabType.DOUBLE) return VoxelShapes.fullCube();
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Affinity aff = state.get(AFFINITY);
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if(type == SlabType.BOTTOM && aff == Affinity.X) return WEST_SHAPE;
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if(type == SlabType.BOTTOM && aff == Affinity.Z) return NORTH_SHAPE;
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if(type == SlabType.TOP && aff == Affinity.X) return EAST_SHAPE;
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if(type == SlabType.TOP && aff == Affinity.Z) return SOUTH_SHAPE;
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return VoxelShapes.fullCube(); //unreachable
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}
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@Override
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public @Nullable BlockState getPlacementState(ItemPlacementContext ctx) {
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BlockPos pos = ctx.getBlockPos();
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BlockState existingState = ctx.getWorld().getBlockState(pos);
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if(existingState.isOf(this)) {
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return TemplateInteractionUtil.modifyPlacementState(existingState.with(TYPE, SlabType.DOUBLE).with(WATERLOGGED, false), ctx);
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} else {
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// double dx = ctx.getHitPos().x - ctx.getBlockPos().getX();
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// double dz = ctx.getHitPos().z - ctx.getBlockPos().getZ();
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//
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// Direction hmm = switch(ctx.getHorizontalPlayerFacing()) {
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// case NORTH, SOUTH -> dx < 0.5 ? Direction.WEST : Direction.EAST;
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// case EAST, WEST -> dz < 0.5 ? Direction.NORTH : Direction.SOUTH;
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// default -> Direction.NORTH; //unreachable
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// };
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Direction hmm = ctx.getHorizontalPlayerFacing();
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//So when you click on the ground, they place on the near side of the block rather than the far side.
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//Gives you more options when looking at a corner & it feels better imo
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if(ctx.getSide().getAxis().isVertical()) hmm = hmm.getOpposite();
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return TemplateInteractionUtil.modifyPlacementState(getDefaultState()
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.with(WATERLOGGED, ctx.getWorld().getFluidState(pos).getFluid() == Fluids.WATER)
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.with(TYPE, (hmm == Direction.NORTH || hmm == Direction.WEST) ? SlabType.BOTTOM : SlabType.TOP)
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.with(AFFINITY, (hmm == Direction.NORTH || hmm == Direction.SOUTH) ? Affinity.Z : Affinity.X), ctx);
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}
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}
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@Override
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public boolean canReplace(BlockState state, ItemPlacementContext ctx) {
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SlabType type = state.get(TYPE);
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if(type == SlabType.DOUBLE) return false;
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ItemStack stack = ctx.getStack();
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if(!stack.isOf(asItem())) return false;
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if(ctx.canReplaceExisting()) {
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//Easy check -> clicking on the floor or ceiling should complete the slab.
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//I don't think this check actually works lol, but vanilla has something like it
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//If you click on the floor or ceiling of the next block, you get !canReplaceExisting
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Direction dir = ctx.getSide();
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if(dir.getAxis().isVertical()) return true;
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//Hard check -> clicking the west face of a slab occupying the east half of the block should complete the slab.
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Affinity aff = state.get(AFFINITY);
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return (type == SlabType.BOTTOM && aff == Affinity.X && dir == Direction.EAST) ||
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(type == SlabType.BOTTOM && aff == Affinity.Z && dir == Direction.SOUTH) ||
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(type == SlabType.TOP && aff == Affinity.X && dir == Direction.WEST) ||
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(type == SlabType.TOP && aff == Affinity.Z && dir == Direction.NORTH);
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} else {
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//This looks wrong, right? if !ctx.canReplaceExisting, return "true"?
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//I'll chalk this up to a bad Yarn name. This method seems to return false when the placement was "bumped"
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//into this blockspace, like when you click the side of an end rod that's facing my block
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return true;
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}
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}
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enum Affinity implements StringIdentifiable {
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X, Z;
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@Override
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public String asString() {
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return this == X ? "x" : "z";
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}
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}
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}
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