minecraft-src/net/minecraft/world/level/block/WallBlock.java
2025-07-04 03:45:38 +03:00

297 lines
13 KiB
Java

package net.minecraft.world.level.block;
import com.google.common.collect.ImmutableMap;
import com.google.common.collect.Maps;
import com.mojang.serialization.MapCodec;
import java.util.Map;
import java.util.Map.Entry;
import java.util.function.Function;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.tags.BlockTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.item.context.BlockPlaceContext;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.level.LevelReader;
import net.minecraft.world.level.ScheduledTickAccess;
import net.minecraft.world.level.block.state.BlockBehaviour;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.StateDefinition.Builder;
import net.minecraft.world.level.block.state.properties.BlockStateProperties;
import net.minecraft.world.level.block.state.properties.BooleanProperty;
import net.minecraft.world.level.block.state.properties.EnumProperty;
import net.minecraft.world.level.block.state.properties.Property;
import net.minecraft.world.level.block.state.properties.WallSide;
import net.minecraft.world.level.material.FluidState;
import net.minecraft.world.level.material.Fluids;
import net.minecraft.world.level.pathfinder.PathComputationType;
import net.minecraft.world.phys.shapes.BooleanOp;
import net.minecraft.world.phys.shapes.CollisionContext;
import net.minecraft.world.phys.shapes.Shapes;
import net.minecraft.world.phys.shapes.VoxelShape;
public class WallBlock extends Block implements SimpleWaterloggedBlock {
public static final MapCodec<WallBlock> CODEC = simpleCodec(WallBlock::new);
public static final BooleanProperty UP = BlockStateProperties.UP;
public static final EnumProperty<WallSide> EAST = BlockStateProperties.EAST_WALL;
public static final EnumProperty<WallSide> NORTH = BlockStateProperties.NORTH_WALL;
public static final EnumProperty<WallSide> SOUTH = BlockStateProperties.SOUTH_WALL;
public static final EnumProperty<WallSide> WEST = BlockStateProperties.WEST_WALL;
public static final Map<Direction, EnumProperty<WallSide>> PROPERTY_BY_DIRECTION = ImmutableMap.copyOf(
Maps.newEnumMap(Map.of(Direction.NORTH, NORTH, Direction.EAST, EAST, Direction.SOUTH, SOUTH, Direction.WEST, WEST))
);
public static final BooleanProperty WATERLOGGED = BlockStateProperties.WATERLOGGED;
private final Function<BlockState, VoxelShape> shapes;
private final Function<BlockState, VoxelShape> collisionShapes;
private static final VoxelShape TEST_SHAPE_POST = Block.column(2.0, 0.0, 16.0);
private static final Map<Direction, VoxelShape> TEST_SHAPES_WALL = Shapes.rotateHorizontal(Block.boxZ(2.0, 16.0, 0.0, 9.0));
@Override
public MapCodec<WallBlock> codec() {
return CODEC;
}
public WallBlock(BlockBehaviour.Properties properties) {
super(properties);
this.registerDefaultState(
this.stateDefinition
.any()
.setValue(UP, true)
.setValue(NORTH, WallSide.NONE)
.setValue(EAST, WallSide.NONE)
.setValue(SOUTH, WallSide.NONE)
.setValue(WEST, WallSide.NONE)
.setValue(WATERLOGGED, false)
);
this.shapes = this.makeShapes(16.0F, 14.0F);
this.collisionShapes = this.makeShapes(24.0F, 24.0F);
}
private Function<BlockState, VoxelShape> makeShapes(float height, float width) {
VoxelShape voxelShape = Block.column(8.0, 0.0, height);
int i = 6;
Map<Direction, VoxelShape> map = Shapes.rotateHorizontal(Block.boxZ(6.0, 0.0, width, 0.0, 11.0));
Map<Direction, VoxelShape> map2 = Shapes.rotateHorizontal(Block.boxZ(6.0, 0.0, height, 0.0, 11.0));
return this.getShapeForEachState(blockState -> {
VoxelShape voxelShape2 = blockState.getValue(UP) ? voxelShape : Shapes.empty();
for (Entry<Direction, EnumProperty<WallSide>> entry : PROPERTY_BY_DIRECTION.entrySet()) {
voxelShape2 = Shapes.or(voxelShape2, switch ((WallSide)blockState.getValue((Property)entry.getValue())) {
case NONE -> Shapes.empty();
case LOW -> (VoxelShape)map.get(entry.getKey());
case TALL -> (VoxelShape)map2.get(entry.getKey());
});
}
return voxelShape2;
}, new Property[]{WATERLOGGED});
}
@Override
protected VoxelShape getShape(BlockState state, BlockGetter level, BlockPos pos, CollisionContext context) {
return (VoxelShape)this.shapes.apply(state);
}
@Override
protected VoxelShape getCollisionShape(BlockState state, BlockGetter level, BlockPos pos, CollisionContext context) {
return (VoxelShape)this.collisionShapes.apply(state);
}
@Override
protected boolean isPathfindable(BlockState state, PathComputationType pathComputationType) {
return false;
}
private boolean connectsTo(BlockState state, boolean sideSolid, Direction direction) {
Block block = state.getBlock();
boolean bl = block instanceof FenceGateBlock && FenceGateBlock.connectsToDirection(state, direction);
return state.is(BlockTags.WALLS) || !isExceptionForConnection(state) && sideSolid || block instanceof IronBarsBlock || bl;
}
@Override
public BlockState getStateForPlacement(BlockPlaceContext context) {
LevelReader levelReader = context.getLevel();
BlockPos blockPos = context.getClickedPos();
FluidState fluidState = context.getLevel().getFluidState(context.getClickedPos());
BlockPos blockPos2 = blockPos.north();
BlockPos blockPos3 = blockPos.east();
BlockPos blockPos4 = blockPos.south();
BlockPos blockPos5 = blockPos.west();
BlockPos blockPos6 = blockPos.above();
BlockState blockState = levelReader.getBlockState(blockPos2);
BlockState blockState2 = levelReader.getBlockState(blockPos3);
BlockState blockState3 = levelReader.getBlockState(blockPos4);
BlockState blockState4 = levelReader.getBlockState(blockPos5);
BlockState blockState5 = levelReader.getBlockState(blockPos6);
boolean bl = this.connectsTo(blockState, blockState.isFaceSturdy(levelReader, blockPos2, Direction.SOUTH), Direction.SOUTH);
boolean bl2 = this.connectsTo(blockState2, blockState2.isFaceSturdy(levelReader, blockPos3, Direction.WEST), Direction.WEST);
boolean bl3 = this.connectsTo(blockState3, blockState3.isFaceSturdy(levelReader, blockPos4, Direction.NORTH), Direction.NORTH);
boolean bl4 = this.connectsTo(blockState4, blockState4.isFaceSturdy(levelReader, blockPos5, Direction.EAST), Direction.EAST);
BlockState blockState6 = this.defaultBlockState().setValue(WATERLOGGED, fluidState.getType() == Fluids.WATER);
return this.updateShape(levelReader, blockState6, blockPos6, blockState5, bl, bl2, bl3, bl4);
}
@Override
protected BlockState updateShape(
BlockState state,
LevelReader level,
ScheduledTickAccess scheduledTickAccess,
BlockPos pos,
Direction direction,
BlockPos neighborPos,
BlockState neighborState,
RandomSource random
) {
if ((Boolean)state.getValue(WATERLOGGED)) {
scheduledTickAccess.scheduleTick(pos, Fluids.WATER, Fluids.WATER.getTickDelay(level));
}
if (direction == Direction.DOWN) {
return super.updateShape(state, level, scheduledTickAccess, pos, direction, neighborPos, neighborState, random);
} else {
return direction == Direction.UP
? this.topUpdate(level, state, neighborPos, neighborState)
: this.sideUpdate(level, pos, state, neighborPos, neighborState, direction);
}
}
private static boolean isConnected(BlockState state, Property<WallSide> heightProperty) {
return state.getValue(heightProperty) != WallSide.NONE;
}
private static boolean isCovered(VoxelShape firstShape, VoxelShape secondShape) {
return !Shapes.joinIsNotEmpty(secondShape, firstShape, BooleanOp.ONLY_FIRST);
}
private BlockState topUpdate(LevelReader level, BlockState state, BlockPos pos, BlockState secondState) {
boolean bl = isConnected(state, NORTH);
boolean bl2 = isConnected(state, EAST);
boolean bl3 = isConnected(state, SOUTH);
boolean bl4 = isConnected(state, WEST);
return this.updateShape(level, state, pos, secondState, bl, bl2, bl3, bl4);
}
private BlockState sideUpdate(LevelReader level, BlockPos firstPos, BlockState firstState, BlockPos secondPos, BlockState secondState, Direction dir) {
Direction direction = dir.getOpposite();
boolean bl = dir == Direction.NORTH
? this.connectsTo(secondState, secondState.isFaceSturdy(level, secondPos, direction), direction)
: isConnected(firstState, NORTH);
boolean bl2 = dir == Direction.EAST
? this.connectsTo(secondState, secondState.isFaceSturdy(level, secondPos, direction), direction)
: isConnected(firstState, EAST);
boolean bl3 = dir == Direction.SOUTH
? this.connectsTo(secondState, secondState.isFaceSturdy(level, secondPos, direction), direction)
: isConnected(firstState, SOUTH);
boolean bl4 = dir == Direction.WEST
? this.connectsTo(secondState, secondState.isFaceSturdy(level, secondPos, direction), direction)
: isConnected(firstState, WEST);
BlockPos blockPos = firstPos.above();
BlockState blockState = level.getBlockState(blockPos);
return this.updateShape(level, firstState, blockPos, blockState, bl, bl2, bl3, bl4);
}
private BlockState updateShape(
LevelReader level,
BlockState state,
BlockPos pos,
BlockState neighbour,
boolean northConnection,
boolean eastConnection,
boolean southConnection,
boolean westConnection
) {
VoxelShape voxelShape = neighbour.getCollisionShape(level, pos).getFaceShape(Direction.DOWN);
BlockState blockState = this.updateSides(state, northConnection, eastConnection, southConnection, westConnection, voxelShape);
return blockState.setValue(UP, this.shouldRaisePost(blockState, neighbour, voxelShape));
}
private boolean shouldRaisePost(BlockState state, BlockState neighbour, VoxelShape shape) {
boolean bl = neighbour.getBlock() instanceof WallBlock && (Boolean)neighbour.getValue(UP);
if (bl) {
return true;
} else {
WallSide wallSide = state.getValue(NORTH);
WallSide wallSide2 = state.getValue(SOUTH);
WallSide wallSide3 = state.getValue(EAST);
WallSide wallSide4 = state.getValue(WEST);
boolean bl2 = wallSide2 == WallSide.NONE;
boolean bl3 = wallSide4 == WallSide.NONE;
boolean bl4 = wallSide3 == WallSide.NONE;
boolean bl5 = wallSide == WallSide.NONE;
boolean bl6 = bl5 && bl2 && bl3 && bl4 || bl5 != bl2 || bl3 != bl4;
if (bl6) {
return true;
} else {
boolean bl7 = wallSide == WallSide.TALL && wallSide2 == WallSide.TALL || wallSide3 == WallSide.TALL && wallSide4 == WallSide.TALL;
return bl7 ? false : neighbour.is(BlockTags.WALL_POST_OVERRIDE) || isCovered(shape, TEST_SHAPE_POST);
}
}
}
private BlockState updateSides(
BlockState state, boolean northConnection, boolean eastConnection, boolean southConnection, boolean westConnection, VoxelShape wallShape
) {
return state.setValue(NORTH, this.makeWallState(northConnection, wallShape, (VoxelShape)TEST_SHAPES_WALL.get(Direction.NORTH)))
.setValue(EAST, this.makeWallState(eastConnection, wallShape, (VoxelShape)TEST_SHAPES_WALL.get(Direction.EAST)))
.setValue(SOUTH, this.makeWallState(southConnection, wallShape, (VoxelShape)TEST_SHAPES_WALL.get(Direction.SOUTH)))
.setValue(WEST, this.makeWallState(westConnection, wallShape, (VoxelShape)TEST_SHAPES_WALL.get(Direction.WEST)));
}
private WallSide makeWallState(boolean allowConnection, VoxelShape shape, VoxelShape neighbourShape) {
if (allowConnection) {
return isCovered(shape, neighbourShape) ? WallSide.TALL : WallSide.LOW;
} else {
return WallSide.NONE;
}
}
@Override
protected FluidState getFluidState(BlockState state) {
return state.getValue(WATERLOGGED) ? Fluids.WATER.getSource(false) : super.getFluidState(state);
}
@Override
protected boolean propagatesSkylightDown(BlockState state) {
return !(Boolean)state.getValue(WATERLOGGED);
}
@Override
protected void createBlockStateDefinition(Builder<Block, BlockState> builder) {
builder.add(UP, NORTH, EAST, WEST, SOUTH, WATERLOGGED);
}
@Override
protected BlockState rotate(BlockState state, Rotation rotation) {
switch (rotation) {
case CLOCKWISE_180:
return state.setValue(NORTH, (WallSide)state.getValue(SOUTH))
.setValue(EAST, (WallSide)state.getValue(WEST))
.setValue(SOUTH, (WallSide)state.getValue(NORTH))
.setValue(WEST, (WallSide)state.getValue(EAST));
case COUNTERCLOCKWISE_90:
return state.setValue(NORTH, (WallSide)state.getValue(EAST))
.setValue(EAST, (WallSide)state.getValue(SOUTH))
.setValue(SOUTH, (WallSide)state.getValue(WEST))
.setValue(WEST, (WallSide)state.getValue(NORTH));
case CLOCKWISE_90:
return state.setValue(NORTH, (WallSide)state.getValue(WEST))
.setValue(EAST, (WallSide)state.getValue(NORTH))
.setValue(SOUTH, (WallSide)state.getValue(EAST))
.setValue(WEST, (WallSide)state.getValue(SOUTH));
default:
return state;
}
}
@Override
protected BlockState mirror(BlockState state, Mirror mirror) {
switch (mirror) {
case LEFT_RIGHT:
return state.setValue(NORTH, (WallSide)state.getValue(SOUTH)).setValue(SOUTH, (WallSide)state.getValue(NORTH));
case FRONT_BACK:
return state.setValue(EAST, (WallSide)state.getValue(WEST)).setValue(WEST, (WallSide)state.getValue(EAST));
default:
return super.mirror(state, mirror);
}
}
}