package net.shadowfacts.phycon.network.block.cable import net.minecraft.block.* import net.minecraft.block.piston.PistonBehavior import net.minecraft.entity.player.PlayerEntity import net.minecraft.item.ItemPlacementContext import net.minecraft.state.StateManager import net.minecraft.state.property.EnumProperty import net.minecraft.util.ActionResult import net.minecraft.util.Hand import net.minecraft.util.Identifier import net.minecraft.util.hit.BlockHitResult import net.minecraft.util.math.BlockPos import net.minecraft.util.math.Direction import net.minecraft.util.math.Vec3d import net.minecraft.util.shape.VoxelShape import net.minecraft.util.shape.VoxelShapes import net.minecraft.world.BlockView import net.minecraft.world.World import net.minecraft.world.WorldAccess import net.shadowfacts.phycon.PhysicalConnectivity import net.shadowfacts.phycon.api.NetworkCable import net.shadowfacts.phycon.api.NetworkComponent import net.shadowfacts.phycon.init.PhyItems import net.shadowfacts.phycon.util.CableConnection import java.util.* /** * @author shadowfacts */ class CableBlock: Block( Settings.of(CABLE_MATERIAL) .nonOpaque() ), NetworkCable { companion object { val ID = Identifier(PhysicalConnectivity.MODID, "cable") val CABLE_MATERIAL = Material(MaterialColor.IRON, false, false, true, false, true, false, PistonBehavior.NORMAL) val CENTER_SHAPE = createCuboidShape(6.0, 6.0, 6.0, 10.0, 10.0, 10.0) val SIDE_SHAPES = mapOf( Direction.DOWN to createCuboidShape(6.0, 0.0, 6.0, 10.0, 6.0, 10.0), Direction.UP to createCuboidShape(6.0, 10.0, 6.0, 10.0, 16.0, 10.0), Direction.NORTH to createCuboidShape(6.0, 6.0, 0.0, 10.0, 10.0, 6.0), Direction.SOUTH to createCuboidShape(6.0, 6.0, 10.0, 10.0, 10.0, 16.0), Direction.WEST to createCuboidShape(0.0, 6.0, 6.0, 6.0, 10.0, 10.0), Direction.EAST to createCuboidShape(10.0, 6.0, 6.0, 16.0, 10.0, 10.0) ) private val SHAPE_CACHE = mutableMapOf() val CONNECTIONS: Map> = Direction.values().associate { it to EnumProperty.of(it.name.toLowerCase(), CableConnection::class.java) } fun getShape(state: BlockState): VoxelShape { return SHAPE_CACHE.getOrPut(state) { var shape = CENTER_SHAPE for ((side, prop) in CONNECTIONS) { if (state[prop] == CableConnection.ON) { shape = VoxelShapes.union(shape, SIDE_SHAPES[side]) } } return shape } } } init { defaultState = CONNECTIONS.values.fold(stateManager.defaultState) { acc, prop -> acc.with(prop, CableConnection.OFF) } } override fun getNetworkConnectedSides(state: BlockState, world: World, pos: BlockPos): Collection { val set = EnumSet.noneOf(Direction::class.java) for ((side, prop) in CONNECTIONS) { if (state[prop] == CableConnection.ON) { set.add(side) } } return set } override fun appendProperties(builder: StateManager.Builder) { super.appendProperties(builder) CONNECTIONS.values.forEach { builder.add(it) } } override fun getPlacementState(context: ItemPlacementContext): BlockState { return CONNECTIONS.entries.fold(defaultState, { acc, (dir, prop) -> acc.with(prop, getConnectionStateInDirection(context.world, context.blockPos, dir)) }) } override fun getStateForNeighborUpdate(state: BlockState, side: Direction, neighborState: BlockState, world: WorldAccess, blockPos_1: BlockPos, blockPos_2: BlockPos): BlockState { val prop = CONNECTIONS[side] val current = state[prop] return when (current) { CableConnection.DISABLED -> state else -> state.with(prop, getConnectionStateInDirection(world, blockPos_1, side)) } } private fun getConnectionStateInDirection(world: WorldAccess, pos: BlockPos, direction: Direction): CableConnection { val state = world.getBlockState(pos.offset(direction)) return when (state.block) { this -> { val prop = CONNECTIONS[direction.opposite] when (state[prop]) { CableConnection.DISABLED -> CableConnection.DISABLED else -> CableConnection.ON } } is NetworkComponent -> CableConnection.ON else -> CableConnection.OFF } } override fun onUse( state: BlockState, world: World, pos: BlockPos, player: PlayerEntity, hand: Hand, hitResult: BlockHitResult ): ActionResult { if (player.getStackInHand(hand).item == PhyItems.SCREWDRIVER) { val hitPos = Vec3d(hitResult.pos.x - pos.x, hitResult.pos.y - pos.y, hitResult.pos.z - pos.z) val hitConnection = SIDE_SHAPES.entries.firstOrNull { (_, shape) -> val box = shape.boundingBox hitPos.x >= box.minX && hitPos.x <= box.maxX && hitPos.y >= box.minY && hitPos.y <= box.maxY && hitPos.z >= box.minZ && hitPos.z <= box.maxZ } if (hitConnection != null) { val side = hitConnection.key val prop = CONNECTIONS[side] val newState = when (state[prop]) { CableConnection.DISABLED -> { // if the block this cable is connecting to on the side that will be re-enabled is a cable that // is disabled on the side that connects it to us, we also re-enable that cable to make sure both // "halves" of the connection are in the same state val connectedToPos = pos.offset(side) val connectedTo = world.getBlockState(connectedToPos) if (connectedTo.block == this && connectedTo[CONNECTIONS[side.opposite]] == CableConnection.DISABLED) { world.setBlockState(connectedToPos, connectedTo.with(CONNECTIONS[side.opposite], CableConnection.ON)) } state.with(prop, if (connectedTo.block is NetworkComponent) CableConnection.ON else CableConnection.OFF) } else -> state.with(prop, CableConnection.DISABLED) } world.setBlockState(pos, newState) } return ActionResult.SUCCESS } return ActionResult.PASS } override fun isTranslucent(blockState_1: BlockState?, blockView_1: BlockView?, blockPos_1: BlockPos?): Boolean { return true } // override fun isSimpleFullBlock(blockState_1: BlockState?, blockView_1: BlockView?, blockPos_1: BlockPos?): Boolean { // return false // } override fun getOutlineShape(state: BlockState, world: BlockView, pos: BlockPos, context: ShapeContext): VoxelShape { return getShape(state) } }