Allow screwdrivering cables and switches
This commit is contained in:
parent
9acceeae3c
commit
e6faa34355
|
@ -1,5 +1,6 @@
|
|||
package net.shadowfacts.phycon.item
|
||||
|
||||
import net.minecraft.block.BlockState
|
||||
import net.minecraft.block.Blocks
|
||||
import net.minecraft.entity.ItemEntity
|
||||
import net.minecraft.item.Item
|
||||
|
@ -25,9 +26,29 @@ class ScrewdriverItem: Item(Settings()) {
|
|||
}
|
||||
|
||||
override fun useOnBlock(context: ItemUsageContext): ActionResult {
|
||||
if (context.player?.isSneaking != true) return ActionResult.PASS
|
||||
|
||||
val state = context.world.getBlockState(context.blockPos)
|
||||
val block = state.block
|
||||
if (block is DeviceBlock<*>) {
|
||||
|
||||
val newState =
|
||||
when (block) {
|
||||
is DeviceBlock<*> -> screwdriverDeviceBlock(context, state, block)
|
||||
PhyBlocks.CABLE -> screwdriverCableBlock(context)
|
||||
PhyBlocks.SWITCH -> screwdriverSwitchBlock(context)
|
||||
else -> null
|
||||
}
|
||||
|
||||
if (newState != null) {
|
||||
context.world.setBlockState(context.blockPos, newState)
|
||||
context.world.playSound(context.player, context.blockPos, SoundEvents.BLOCK_METAL_PLACE, SoundCategory.BLOCKS, 0.8f, 0.65f)
|
||||
return ActionResult.SUCCESS
|
||||
} else {
|
||||
return ActionResult.PASS
|
||||
}
|
||||
}
|
||||
|
||||
private fun screwdriverDeviceBlock(context: ItemUsageContext, state: BlockState, block: DeviceBlock<*>): BlockState? {
|
||||
if (!context.world.isClient) {
|
||||
val be = block.getBlockEntity(context.world, context.blockPos)!!
|
||||
|
||||
|
@ -46,29 +67,44 @@ class ScrewdriverItem: Item(Settings()) {
|
|||
|
||||
val entity = ItemEntity(context.world, context.blockPos.x.toDouble(), context.blockPos.y.toDouble(), context.blockPos.z.toDouble(), stack)
|
||||
context.world.spawnEntity(entity)
|
||||
}
|
||||
|
||||
var newState = Blocks.AIR.defaultState
|
||||
return if (block is FaceDeviceBlock<*>) {
|
||||
screwdriverFaceDeviceBlock(context, state, block)
|
||||
} else {
|
||||
Blocks.AIR.defaultState
|
||||
}
|
||||
}
|
||||
|
||||
if (block is FaceDeviceBlock<*>) {
|
||||
private fun screwdriverFaceDeviceBlock(context: ItemUsageContext, state: BlockState, block: FaceDeviceBlock<*>): BlockState? {
|
||||
val hitInsideBlock = Vec3d(context.hitPos.x - context.blockPos.x, context.hitPos.y - context.blockPos.y, context.hitPos.z - context.blockPos.z)
|
||||
val faceShape = block.faceShapes[state[FaceDeviceBlock.FACING]]!!
|
||||
// if we hit the face part of block, leave the cable behind
|
||||
if (faceShape.boundingBox.containsInclusive(hitInsideBlock)) {
|
||||
newState = PhyBlocks.CABLE.getInitialState(context.world, context.blockPos)
|
||||
return PhyBlocks.CABLE.getInitialState(context.world, context.blockPos)
|
||||
} else {
|
||||
if (!context.world.isClient) {
|
||||
val cable = ItemEntity(context.world, context.blockPos.x.toDouble(), context.blockPos.y.toDouble(), context.blockPos.z.toDouble(), ItemStack(PhyBlocks.CABLE))
|
||||
context.world.spawnEntity(cable)
|
||||
}
|
||||
return Blocks.AIR.defaultState
|
||||
}
|
||||
}
|
||||
|
||||
context.world.setBlockState(context.blockPos, newState, 3, 512)
|
||||
private fun screwdriverCableBlock(context: ItemUsageContext): BlockState? {
|
||||
if (!context.world.isClient) {
|
||||
val entity = ItemEntity(context.world, context.blockPos.x.toDouble(), context.blockPos.y.toDouble(), context.blockPos.z.toDouble(), ItemStack(PhyBlocks.CABLE))
|
||||
context.world.spawnEntity(entity)
|
||||
}
|
||||
return Blocks.AIR.defaultState
|
||||
}
|
||||
|
||||
context.world.playSound(context.player, context.blockPos, SoundEvents.BLOCK_METAL_PLACE, SoundCategory.BLOCKS, 0.8f, 0.65f)
|
||||
private fun screwdriverSwitchBlock(context: ItemUsageContext): BlockState? {
|
||||
if (!context.world.isClient) {
|
||||
val entity = ItemEntity(context.world, context.blockPos.x.toDouble(), context.blockPos.y.toDouble(), context.blockPos.z.toDouble(), ItemStack(PhyBlocks.SWITCH))
|
||||
context.world.spawnEntity(entity)
|
||||
}
|
||||
return Blocks.AIR.defaultState
|
||||
}
|
||||
|
||||
return ActionResult.SUCCESS
|
||||
} else {
|
||||
return ActionResult.PASS
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue