Package org.spout.vanilla.material.block.solid

Source Code of org.spout.vanilla.material.block.solid.Anvil

/*
* 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.solid;

import org.spout.api.entity.Entity;
import org.spout.api.entity.Player;
import org.spout.api.event.Cause;
import org.spout.api.event.player.Action;
import org.spout.api.geo.cuboid.Block;
import org.spout.api.material.BlockMaterial;
import org.spout.api.material.block.BlockFace;
import org.spout.api.material.block.BlockFaces;

import org.spout.math.vector.Vector3f;
import org.spout.vanilla.component.entity.inventory.WindowHolder;
import org.spout.vanilla.data.resources.VanillaMaterialModels;
import org.spout.vanilla.event.inventory.AnvilOpenEvent;
import org.spout.vanilla.inventory.block.AnvilInventory;
import org.spout.vanilla.inventory.window.block.AnvilWindow;
import org.spout.vanilla.material.VanillaMaterials;
import org.spout.vanilla.material.block.Directional;
import org.spout.vanilla.material.block.Solid;
import org.spout.vanilla.util.PlayerUtil;

public class Anvil extends Solid implements Directional {
  public Anvil(String name, int id) {
    super(name, id, VanillaMaterialModels.ANVIL);
    this.setHardness(5.0F).setResistance(6000.0F);
  }

  @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
      // block.getWorld().createAndSpawnEntity(block.getPosition(), block.getComponentType().getClass(), LoadOption.NO_LOAD);
      block.setMaterial(VanillaMaterials.AIR);
    }
  }

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

  @Override
  public void onPlacement(Block block, short data, BlockFace against, Vector3f clickedPos, boolean isClickedBlock, Cause<?> cause) {
    super.onPlacement(block, data, against, clickedPos, isClickedBlock, cause);
    this.setFacing(block, PlayerUtil.getFacing(cause));
  }

  @Override
  public void onInteractBy(Entity entity, Block block, Action type, BlockFace clickedFace) {
    if (!(entity instanceof Player)) {
      return;
    }
    if (!Action.RIGHT_CLICK.equals(type)) {
      return;
    }

    Player player = (Player) entity;
    AnvilInventory inventory = new AnvilInventory();
    AnvilOpenEvent event = player.getEngine().getEventManager().callEvent(new AnvilOpenEvent(block, inventory, player));
    if (!event.isCancelled()) {
      player.get(WindowHolder.class).openWindow(new AnvilWindow(player, new AnvilInventory(), block));
    }
  }

  /**
   * Gets the damage state of an Anvil, a value from 0 to 3
   *
   * @param block to get the damage of
   * @return Damage value
   */
  public int getDamage(Block block) {
    return block.getDataField(0xc);
  }

  /**
   * Sets the damage state of an Anvil
   *
   * @param block to set the damage for
   * @param damage state to set to, a value from 0 to 3
   */
  public void setDamage(Block block, int damage) {
    block.setDataField(0xc, damage);
  }

  @Override
  public BlockFace getFacing(Block block) {
    return BlockFaces.NESW.get(block.getDataField(0x3));
  }

  @Override
  public void setFacing(Block block, BlockFace facing) {
    block.setDataField(0x3, BlockFaces.NESW.indexOf(facing, 0));
  }
}
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