Package org.spout.vanilla.material.block

Source Code of org.spout.vanilla.material.block.SolidMoving

/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.material.block;

import org.spout.api.entity.Entity;
import org.spout.api.geo.LoadOption;
import org.spout.api.geo.cuboid.Block;
import org.spout.api.material.BlockMaterial;
import org.spout.api.material.block.BlockFace;
import org.spout.api.util.cuboid.CuboidBlockMaterialBuffer;

import org.spout.vanilla.component.entity.substance.FallingBlock;
import org.spout.vanilla.material.VanillaBlockMaterial;
import org.spout.vanilla.material.VanillaMaterials;

public class SolidMoving extends Solid {
  public SolidMoving(String name, int id, int data, VanillaBlockMaterial parent) {
    this(name, id, data, parent, null);
  }

  public SolidMoving(String name, int id, int data, VanillaBlockMaterial parent, String model) {
    super(name, id, data, parent, model);
  }

  public SolidMoving(String name, int id, String model) {
    super(name, id, model);
  }

  @Override
  public boolean hasPhysics() {
    return true;
  }

  @Override
  public void onUpdate(BlockMaterial oldMaterial, Block block) {
    super.onUpdate(oldMaterial, block);
    if (!block.translate(BlockFace.BOTTOM).getMaterial().isPlacementObstacle()) {
      // turn this block into a mobile block
      Entity e = block.getWorld().createAndSpawnEntity(block.getPosition(), LoadOption.NO_LOAD, FallingBlock.class);
      e.get(FallingBlock.class).setMaterial(this);
      block.setMaterial(VanillaMaterials.AIR);
    }
  }

  /**
   * Simulates the result of a blocks falling inside a buffer. If the blocks reach the bottom of the buffer without hitting any obstacles they may either be removed or stopped at the bottom. If the
   * block at (x, y, z) is not a SolidMoving, nothing will happen, else it and the blocks above will be subject to the simulation. If the blocks fall on a placement obstacle (such as a torch) they will
   * be removed.
   *
   * @param buffer The buffer in which to simulate the fall.
   * @param x The x coordinate of the block.
   * @param y The y coordinate of the block.
   * @param z The Z coordinate of the block.
   * @param remove If the blocks should be removed after reaching the bottom of the buffer, or stopped.
   */
  public static void simulateFall(CuboidBlockMaterialBuffer buffer, int x, int y, int z, boolean remove) {
    // Do not touch this, you cannot replace this be entities and real physics!
    if (!buffer.isInside(x, y, z)) {
      return;
    }
    BlockMaterial falling = buffer.get(x, y, z);
    if (!(falling instanceof SolidMoving)) {
      return;
    }
    int baseY = buffer.getBase().getFloorY();
    for (int obstacleY = y; --obstacleY >= baseY; ) {
      if (FallingBlock.isFallingObstacle(buffer.get(x, obstacleY, z))) {
        // obstacle found
        if (obstacleY == y - 1) {
          // right underneath, nowhere to fall
          return;
        }
        if (buffer.get(x, ++obstacleY, z).isPlacementObstacle()) {
          // blocks can't stay here. Delete them
          remove = true;
          break;
        }
        do {
          // move the blocks above the obstacle
          buffer.set(x, obstacleY++, z, falling);
          buffer.set(x, y++, z, VanillaMaterials.AIR);
        } while ((falling = buffer.get(x, y, z)) instanceof SolidMoving);
        return;
      }
    }
    // no obstacle found
    if (remove) {
      // delete the blocks
      final int topY = buffer.getTop().getFloorY() - 1;
      do {
        buffer.set(x, y++, z, VanillaMaterials.AIR);
      } while (y <= topY && buffer.get(x, y, z) instanceof SolidMoving);
    } else {
      // move the blocks to the bottom of the buffer
      do {
        buffer.set(x, baseY++, z, falling);
        buffer.set(x, y++, z, VanillaMaterials.AIR);
      } while ((falling = buffer.get(x, y, z)) instanceof SolidMoving);
    }
  }
}
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