cn.nukkit.block.BlockThin 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.api.PowerNukkitOnly;
import cn.nukkit.api.Since;
import cn.nukkit.math.AxisAlignedBB;
import cn.nukkit.math.BlockFace;
import cn.nukkit.math.SimpleAxisAlignedBB;
import cn.nukkit.utils.LevelException;
import static cn.nukkit.math.VectorMath.calculateFace;
/**
* @author xtypr
* @since 2015/12/6
* @apiNote Implements BlockConnectable only in PowerNukkit
*/
@PowerNukkitDifference(info = "Made it implement BlockConnectable")
public abstract class BlockThin extends BlockTransparent implements BlockConnectable {
protected BlockThin() {
}
@Override
public boolean isSolid() {
return false;
}
@Since("1.3.0.0-PN")
@PowerNukkitOnly
@Override
public boolean isSolid(BlockFace side) {
return false;
}
protected AxisAlignedBB recalculateBoundingBox() {
final double offNW = 7.0 / 16.0;
final double offSE = 9.0 / 16.0;
final double onNW = 0.0;
final double onSE = 1.0;
double w = offNW;
double e = offSE;
double n = offNW;
double s = offSE;
try {
boolean north = this.canConnect(this.north());
boolean south = this.canConnect(this.south());
boolean west = this.canConnect(this.west());
boolean east = this.canConnect(this.east());
w = west ? onNW : offNW;
e = east ? onSE : offSE;
n = north ? onNW : offNW;
s = south ? onSE : offSE;
} catch (LevelException ignore) {
//null sucks
}
return new SimpleAxisAlignedBB(
this.x + w,
this.y,
this.z + n,
this.x + e,
this.y + 1,
this.z + s
);
}
@PowerNukkitDifference(info = "Fixed connection logic for BE 1.16.0", since = "1.3.0.0-PN")
@Override
public boolean canConnect(Block block) {
switch (block.getId()) {
case GLASS_PANE:
case STAINED_GLASS_PANE:
case IRON_BARS:
case COBBLE_WALL:
return true;
default:
if (block instanceof BlockTrapdoor) {
BlockTrapdoor trapdoor = (BlockTrapdoor) block;
return trapdoor.isOpen() && trapdoor.getBlockFace() == calculateFace(this, trapdoor);
}
return block.isSolid();
}
}
}