cn.nukkit.block.BlockRailPowered Maven / Gradle / Ivy
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A Minecraft Bedrock Edition server software implementation made in Java from scratch which supports all new features.
package cn.nukkit.block;
import cn.nukkit.api.PowerNukkitDifference;
import cn.nukkit.item.Item;
import cn.nukkit.api.PowerNukkitOnly;
import cn.nukkit.api.Since;
import cn.nukkit.blockproperty.BlockProperties;
import cn.nukkit.level.Level;
import cn.nukkit.math.Vector3;
import cn.nukkit.utils.OptionalBoolean;
import cn.nukkit.utils.Rail;
import cn.nukkit.utils.RedstoneComponent;
import javax.annotation.Nonnull;
/**
* @author Snake1999, larryTheCoder (Nukkit Project, Minecart and Riding Project)
* @since 2016/1/11
*/
@PowerNukkitDifference(info = "Implements RedstoneComponent.", since = "1.4.0.0-PN")
public class BlockRailPowered extends BlockRail implements RedstoneComponent {
public BlockRailPowered() {
this(0);
canBePowered = true;
}
public BlockRailPowered(int meta) {
super(meta);
}
@Override
public int getId() {
return POWERED_RAIL;
}
@Since("1.4.0.0-PN")
@PowerNukkitOnly
@Nonnull
@Override
public BlockProperties getProperties() {
return ACTIVABLE_PROPERTIES;
}
@Override
public String getName() {
return "Powered Rail";
}
@Override
@PowerNukkitDifference(info = "Using new method for checking if powered", since = "1.4.0.0-PN")
public int onUpdate(int type) {
// Warning: I din't recommended this on slow networks server or slow client
// Network below 86Kb/s. This will became unresponsive to clients
// When updating the block state. Espicially on the world with many rails.
// Trust me, I tested this on my server.
if (type == Level.BLOCK_UPDATE_NORMAL || type == Level.BLOCK_UPDATE_REDSTONE || type == Level.BLOCK_UPDATE_SCHEDULED) {
if (super.onUpdate(type) == Level.BLOCK_UPDATE_NORMAL) {
return 0; // Already broken
}
if (!this.level.getServer().isRedstoneEnabled()) {
return 0;
}
boolean wasPowered = isActive();
boolean isPowered = this.isGettingPower()
|| checkSurrounding(this, true, 0)
|| checkSurrounding(this, false, 0);
// Avoid Block mistake
if (wasPowered != isPowered) {
setActive(isPowered);
level.updateAround(down());
if (getOrientation().isAscending()) {
level.updateAround(up());
}
}
return type;
}
return 0;
}
/**
* Check the surrounding of the rail
*
* @param pos The rail position
* @param relative The relative of the rail that will be checked
* @param power The count of the rail that had been counted
* @return Boolean of the surrounding area. Where the powered rail on!
*/
private boolean checkSurrounding(Vector3 pos, boolean relative, int power) {
// The powered rail can power up to 8 blocks only
if (power >= 8) {
return false;
}
// The position of the floor numbers
int dx = pos.getFloorX();
int dy = pos.getFloorY();
int dz = pos.getFloorZ();
// First: get the base block
BlockRail block;
Block block2 = level.getBlock(new Vector3(dx, dy, dz));
// Second: check if the rail is Powered rail
if (Rail.isRailBlock(block2)) {
block = (BlockRail) block2;
} else {
return false;
}
// Used to check if the next ascending rail should be what
Rail.Orientation base = null;
boolean onStraight = true;
// Third: Recalculate the base position
switch (block.getOrientation()) {
case STRAIGHT_NORTH_SOUTH:
if (relative) {
dz++;
} else {
dz--;
}
break;
case STRAIGHT_EAST_WEST:
if (relative) {
dx--;
} else {
dx++;
}
break;
case ASCENDING_EAST:
if (relative) {
dx--;
} else {
dx++;
dy++;
onStraight = false;
}
base = Rail.Orientation.STRAIGHT_EAST_WEST;
break;
case ASCENDING_WEST:
if (relative) {
dx--;
dy++;
onStraight = false;
} else {
dx++;
}
base = Rail.Orientation.STRAIGHT_EAST_WEST;
break;
case ASCENDING_NORTH:
if (relative) {
dz++;
} else {
dz--;
dy++;
onStraight = false;
}
base = Rail.Orientation.STRAIGHT_NORTH_SOUTH;
break;
case ASCENDING_SOUTH:
if (relative) {
dz++;
dy++;
onStraight = false;
} else {
dz--;
}
base = Rail.Orientation.STRAIGHT_NORTH_SOUTH;
break;
default:
// Unable to determinate the rail orientation
// Wrong rail?
return false;
}
// Next check the if rail is on power state
return canPowered(new Vector3(dx, dy, dz), base, power, relative)
|| onStraight && canPowered(new Vector3(dx, dy - 1., dz), base, power, relative);
}
@PowerNukkitDifference(info = "Using new method for checking if powered", since = "1.4.0.0-PN")
protected boolean canPowered(Vector3 pos, Rail.Orientation state, int power, boolean relative) {
Block block = level.getBlock(pos);
// What! My block is air??!! Impossible! XD
if (!(block instanceof BlockRailPowered)) {
return false;
}
// Sometimes the rails are diffrent orientation
Rail.Orientation base = ((BlockRailPowered) block).getOrientation();
// Possible way how to know when the rail is activated is rail were directly powered
// OR recheck the surrounding... Which will returns here =w=
return (state != Rail.Orientation.STRAIGHT_EAST_WEST
|| base != Rail.Orientation.STRAIGHT_NORTH_SOUTH
&& base != Rail.Orientation.ASCENDING_NORTH
&& base != Rail.Orientation.ASCENDING_SOUTH)
&& (state != Rail.Orientation.STRAIGHT_NORTH_SOUTH
|| base != Rail.Orientation.STRAIGHT_EAST_WEST
&& base != Rail.Orientation.ASCENDING_EAST
&& base != Rail.Orientation.ASCENDING_WEST)
&& (this.isGettingPower() || checkSurrounding(pos, relative, power + 1));
}
@Override
public boolean isActive() {
return getBooleanValue(ACTIVE);
}
@Since("1.4.0.0-PN")
@PowerNukkitOnly
@Override
public OptionalBoolean isRailActive() {
return OptionalBoolean.of(getBooleanValue(ACTIVE));
}
@Since("1.4.0.0-PN")
@PowerNukkitOnly
@Override
public void setRailActive(boolean active) {
setBooleanValue(ACTIVE, active);
}
}