use of cn.nukkit.math.BlockFace in project Nukkit by Nukkit.
the class BlockHopper method place.
@Override
public boolean place(Item item, Block block, Block target, BlockFace face, double fx, double fy, double fz, Player player) {
BlockFace facing = face.getOpposite();
if (facing == BlockFace.UP) {
facing = BlockFace.DOWN;
}
this.setDamage(facing.getIndex());
boolean powered = this.level.isBlockPowered(this);
if (powered == this.isEnabled()) {
this.setEnabled(!powered);
}
this.level.setBlock(this, this);
CompoundTag nbt = new CompoundTag().putList(new ListTag<>("Items")).putString("id", BlockEntity.HOPPER).putInt("x", (int) this.x).putInt("y", (int) this.y).putInt("z", (int) this.z);
new BlockEntityHopper(this.level.getChunk(this.getFloorX() >> 4, this.getFloorZ() >> 4), nbt);
return true;
}
use of cn.nukkit.math.BlockFace in project Nukkit by Nukkit.
the class NewJungleTree method generate.
@Override
public boolean generate(ChunkManager worldIn, NukkitRandom rand, Vector3 vectorPosition) {
BlockVector3 position = new BlockVector3(vectorPosition.getFloorX(), vectorPosition.getFloorY(), vectorPosition.getFloorZ());
int i = rand.nextBoundedInt(3) + this.minTreeHeight;
boolean flag = true;
if (position.getY() >= 1 && position.getY() + i + 1 <= 256) {
for (int j = position.getY(); j <= position.getY() + 1 + i; ++j) {
int k = 1;
if (j == position.getY()) {
k = 0;
}
if (j >= position.getY() + 1 + i - 2) {
k = 2;
}
BlockVector3 pos2 = new BlockVector3();
for (int l = position.getX() - k; l <= position.getX() + k && flag; ++l) {
for (int i1 = position.getZ() - k; i1 <= position.getZ() + k && flag; ++i1) {
if (j >= 0 && j < 256) {
pos2.setComponents(l, j, i1);
if (!this.canGrowInto(worldIn.getBlockIdAt(pos2.x, pos2.y, pos2.z))) {
flag = false;
}
} else {
flag = false;
}
}
}
}
if (!flag) {
return false;
} else {
BlockVector3 down = position.down();
int block = worldIn.getBlockIdAt(down.x, down.y, down.z);
if ((block == Block.GRASS || block == Block.DIRT || block == Block.FARMLAND) && position.getY() < 256 - i - 1) {
this.setDirtAt(worldIn, down);
int k2 = 3;
int l2 = 0;
for (int i3 = position.getY() - 3 + i; i3 <= position.getY() + i; ++i3) {
int i4 = i3 - (position.getY() + i);
int j1 = 1 - i4 / 2;
for (int k1 = position.getX() - j1; k1 <= position.getX() + j1; ++k1) {
int l1 = k1 - position.getX();
for (int i2 = position.getZ() - j1; i2 <= position.getZ() + j1; ++i2) {
int j2 = i2 - position.getZ();
if (Math.abs(l1) != j1 || Math.abs(j2) != j1 || rand.nextBoundedInt(2) != 0 && i4 != 0) {
BlockVector3 blockpos = new BlockVector3(k1, i3, i2);
int id = worldIn.getBlockIdAt(blockpos.x, blockpos.y, blockpos.z);
if (id == Block.AIR || id == Block.LEAVES || id == Block.VINE) {
this.setBlockAndNotifyAdequately(worldIn, blockpos, this.metaLeaves);
}
}
}
}
}
for (int j3 = 0; j3 < i; ++j3) {
BlockVector3 up = position.up(j3);
int id = worldIn.getBlockIdAt(up.x, up.y, up.z);
if (id == Block.AIR || id == Block.LEAVES || id == Block.VINE) {
this.setBlockAndNotifyAdequately(worldIn, up, this.metaWood);
if (j3 > 0) {
if (rand.nextBoundedInt(3) > 0 && isAirBlock(worldIn, position.add(-1, j3, 0))) {
this.addVine(worldIn, position.add(-1, j3, 0), 8);
}
if (rand.nextBoundedInt(3) > 0 && isAirBlock(worldIn, position.add(1, j3, 0))) {
this.addVine(worldIn, position.add(1, j3, 0), 2);
}
if (rand.nextBoundedInt(3) > 0 && isAirBlock(worldIn, position.add(0, j3, -1))) {
this.addVine(worldIn, position.add(0, j3, -1), 1);
}
if (rand.nextBoundedInt(3) > 0 && isAirBlock(worldIn, position.add(0, j3, 1))) {
this.addVine(worldIn, position.add(0, j3, 1), 4);
}
}
}
}
for (int k3 = position.getY() - 3 + i; k3 <= position.getY() + i; ++k3) {
int j4 = k3 - (position.getY() + i);
int k4 = 2 - j4 / 2;
BlockVector3 pos2 = new BlockVector3();
for (int l4 = position.getX() - k4; l4 <= position.getX() + k4; ++l4) {
for (int i5 = position.getZ() - k4; i5 <= position.getZ() + k4; ++i5) {
pos2.setComponents(l4, k3, i5);
if (worldIn.getBlockIdAt(pos2.x, pos2.y, pos2.z) == Block.LEAVES) {
BlockVector3 blockpos2 = pos2.west();
BlockVector3 blockpos3 = pos2.east();
BlockVector3 blockpos4 = pos2.north();
BlockVector3 blockpos1 = pos2.south();
if (rand.nextBoundedInt(4) == 0 && worldIn.getBlockIdAt(blockpos2.x, blockpos2.y, blockpos2.z) == Block.AIR) {
this.addHangingVine(worldIn, blockpos2, 8);
}
if (rand.nextBoundedInt(4) == 0 && worldIn.getBlockIdAt(blockpos3.x, blockpos3.y, blockpos3.z) == Block.AIR) {
this.addHangingVine(worldIn, blockpos3, 2);
}
if (rand.nextBoundedInt(4) == 0 && worldIn.getBlockIdAt(blockpos4.x, blockpos4.y, blockpos4.z) == Block.AIR) {
this.addHangingVine(worldIn, blockpos4, 1);
}
if (rand.nextBoundedInt(4) == 0 && worldIn.getBlockIdAt(blockpos1.x, blockpos1.y, blockpos1.z) == Block.AIR) {
this.addHangingVine(worldIn, blockpos1, 4);
}
}
}
}
}
if (rand.nextBoundedInt(5) == 0 && i > 5) {
for (int l3 = 0; l3 < 2; ++l3) {
for (BlockFace enumfacing : BlockFace.Plane.HORIZONTAL) {
if (rand.nextBoundedInt(4 - l3) == 0) {
BlockFace enumfacing1 = enumfacing.getOpposite();
this.placeCocoa(worldIn, rand.nextBoundedInt(3), position.add(enumfacing1.getXOffset(), i - 5 + l3, enumfacing1.getZOffset()), enumfacing);
}
}
}
}
return true;
} else {
return false;
}
}
} else {
return false;
}
}
use of cn.nukkit.math.BlockFace in project Nukkit by Nukkit.
the class ObjectDarkOakTree method generate.
@Override
public boolean generate(ChunkManager level, NukkitRandom rand, Vector3 position) {
int i = rand.nextBoundedInt(3) + rand.nextBoundedInt(2) + 6;
int j = position.getFloorX();
int k = position.getFloorY();
int l = position.getFloorZ();
if (k >= 1 && k + i + 1 < 256) {
Vector3 blockpos = position.down();
int block = level.getBlockIdAt(blockpos.getFloorX(), blockpos.getFloorY(), blockpos.getFloorZ());
if (block != Block.GRASS && block != Block.DIRT) {
return false;
} else if (!this.placeTreeOfHeight(level, position, i)) {
return false;
} else {
this.setDirtAt(level, blockpos);
this.setDirtAt(level, blockpos.east());
this.setDirtAt(level, blockpos.south());
this.setDirtAt(level, blockpos.south().east());
BlockFace enumfacing = BlockFace.Plane.HORIZONTAL.random(rand);
int i1 = i - rand.nextBoundedInt(4);
int j1 = 2 - rand.nextBoundedInt(3);
int k1 = j;
int l1 = l;
int i2 = k + i - 1;
for (int j2 = 0; j2 < i; ++j2) {
if (j2 >= i1 && j1 > 0) {
k1 += enumfacing.getXOffset();
l1 += enumfacing.getZOffset();
--j1;
}
int k2 = k + j2;
Vector3 blockpos1 = new Vector3(k1, k2, l1);
int material = level.getBlockIdAt(blockpos1.getFloorX(), blockpos1.getFloorY(), blockpos1.getFloorZ());
if (material == Block.AIR || material == Block.LEAVES) {
this.placeLogAt(level, blockpos1);
this.placeLogAt(level, blockpos1.east());
this.placeLogAt(level, blockpos1.south());
this.placeLogAt(level, blockpos1.east().south());
}
}
for (int i3 = -2; i3 <= 0; ++i3) {
for (int l3 = -2; l3 <= 0; ++l3) {
int k4 = -1;
this.placeLeafAt(level, k1 + i3, i2 + k4, l1 + l3);
this.placeLeafAt(level, 1 + k1 - i3, i2 + k4, l1 + l3);
this.placeLeafAt(level, k1 + i3, i2 + k4, 1 + l1 - l3);
this.placeLeafAt(level, 1 + k1 - i3, i2 + k4, 1 + l1 - l3);
if ((i3 > -2 || l3 > -1) && (i3 != -1 || l3 != -2)) {
k4 = 1;
this.placeLeafAt(level, k1 + i3, i2 + k4, l1 + l3);
this.placeLeafAt(level, 1 + k1 - i3, i2 + k4, l1 + l3);
this.placeLeafAt(level, k1 + i3, i2 + k4, 1 + l1 - l3);
this.placeLeafAt(level, 1 + k1 - i3, i2 + k4, 1 + l1 - l3);
}
}
}
if (rand.nextBoolean()) {
this.placeLeafAt(level, k1, i2 + 2, l1);
this.placeLeafAt(level, k1 + 1, i2 + 2, l1);
this.placeLeafAt(level, k1 + 1, i2 + 2, l1 + 1);
this.placeLeafAt(level, k1, i2 + 2, l1 + 1);
}
for (int j3 = -3; j3 <= 4; ++j3) {
for (int i4 = -3; i4 <= 4; ++i4) {
if ((j3 != -3 || i4 != -3) && (j3 != -3 || i4 != 4) && (j3 != 4 || i4 != -3) && (j3 != 4 || i4 != 4) && (Math.abs(j3) < 3 || Math.abs(i4) < 3)) {
this.placeLeafAt(level, k1 + j3, i2, l1 + i4);
}
}
}
for (int k3 = -1; k3 <= 2; ++k3) {
for (int j4 = -1; j4 <= 2; ++j4) {
if ((k3 < 0 || k3 > 1 || j4 < 0 || j4 > 1) && rand.nextBoundedInt(3) <= 0) {
int l4 = rand.nextBoundedInt(3) + 2;
for (int i5 = 0; i5 < l4; ++i5) {
this.placeLogAt(level, new Vector3(j + k3, i2 - i5 - 1, l + j4));
}
for (int j5 = -1; j5 <= 1; ++j5) {
for (int l2 = -1; l2 <= 1; ++l2) {
this.placeLeafAt(level, k1 + k3 + j5, i2, l1 + j4 + l2);
}
}
for (int k5 = -2; k5 <= 2; ++k5) {
for (int l5 = -2; l5 <= 2; ++l5) {
if (Math.abs(k5) != 2 || Math.abs(l5) != 2) {
this.placeLeafAt(level, k1 + k3 + k5, i2 - 1, l1 + j4 + l5);
}
}
}
}
}
}
return true;
}
} else {
return false;
}
}
use of cn.nukkit.math.BlockFace in project Nukkit by Nukkit.
the class ObjectSavannaTree method generate.
public boolean generate(ChunkManager level, NukkitRandom rand, Vector3 position) {
int i = rand.nextBoundedInt(3) + rand.nextBoundedInt(3) + 5;
boolean flag = true;
if (position.getY() >= 1 && position.getY() + i + 1 <= 256) {
for (int j = (int) position.getY(); j <= position.getY() + 1 + i; ++j) {
int k = 1;
if (j == position.getY()) {
k = 0;
}
if (j >= position.getY() + 1 + i - 2) {
k = 2;
}
Vector3 vector3 = new Vector3();
for (int l = (int) position.getX() - k; l <= position.getX() + k && flag; ++l) {
for (int i1 = (int) position.getZ() - k; i1 <= position.getZ() + k && flag; ++i1) {
if (j >= 0 && j < 256) {
vector3.setComponents(l, j, i1);
if (!this.canGrowInto(level.getBlockIdAt((int) vector3.x, (int) vector3.y, (int) vector3.z))) {
flag = false;
}
} else {
flag = false;
}
}
}
}
if (!flag) {
return false;
} else {
Vector3 down = position.down();
int block = level.getBlockIdAt(down.getFloorX(), down.getFloorY(), down.getFloorZ());
if ((block == Block.GRASS || block == Block.DIRT) && position.getY() < 256 - i - 1) {
this.setDirtAt(level, position.down());
BlockFace face = BlockFace.Plane.HORIZONTAL.random(rand);
int k2 = i - rand.nextBoundedInt(4) - 1;
int l2 = 3 - rand.nextBoundedInt(3);
int i3 = position.getFloorX();
int j1 = position.getFloorZ();
int k1 = 0;
for (int l1 = 0; l1 < i; ++l1) {
int i2 = position.getFloorY() + l1;
if (l1 >= k2 && l2 > 0) {
i3 += face.getXOffset();
j1 += face.getZOffset();
--l2;
}
Vector3 blockpos = new Vector3(i3, i2, j1);
int material = level.getBlockIdAt(blockpos.getFloorX(), blockpos.getFloorY(), blockpos.getFloorZ());
if (material == Block.AIR || material == Block.LEAVES) {
this.placeLogAt(level, blockpos);
k1 = i2;
}
}
Vector3 blockpos2 = new Vector3(i3, k1, j1);
for (int j3 = -3; j3 <= 3; ++j3) {
for (int i4 = -3; i4 <= 3; ++i4) {
if (Math.abs(j3) != 3 || Math.abs(i4) != 3) {
this.placeLeafAt(level, blockpos2.add(j3, 0, i4));
}
}
}
blockpos2 = blockpos2.up();
for (int k3 = -1; k3 <= 1; ++k3) {
for (int j4 = -1; j4 <= 1; ++j4) {
this.placeLeafAt(level, blockpos2.add(k3, 0, j4));
}
}
this.placeLeafAt(level, blockpos2.east(2));
this.placeLeafAt(level, blockpos2.west(2));
this.placeLeafAt(level, blockpos2.south(2));
this.placeLeafAt(level, blockpos2.north(2));
i3 = position.getFloorX();
j1 = position.getFloorZ();
BlockFace face1 = BlockFace.Plane.HORIZONTAL.random(rand);
if (face1 != face) {
int l3 = k2 - rand.nextBoundedInt(2) - 1;
int k4 = 1 + rand.nextBoundedInt(3);
k1 = 0;
for (int l4 = l3; l4 < i && k4 > 0; --k4) {
if (l4 >= 1) {
int j2 = position.getFloorY() + l4;
i3 += face1.getXOffset();
j1 += face1.getZOffset();
Vector3 blockpos1 = new Vector3(i3, j2, j1);
int material1 = level.getBlockIdAt(blockpos1.getFloorX(), blockpos1.getFloorY(), blockpos1.getFloorZ());
if (material1 == Block.AIR || material1 == Block.LEAVES) {
this.placeLogAt(level, blockpos1);
k1 = j2;
}
}
++l4;
}
if (k1 > 0) {
Vector3 blockpos3 = new Vector3(i3, k1, j1);
for (int i5 = -2; i5 <= 2; ++i5) {
for (int k5 = -2; k5 <= 2; ++k5) {
if (Math.abs(i5) != 2 || Math.abs(k5) != 2) {
this.placeLeafAt(level, blockpos3.add(i5, 0, k5));
}
}
}
blockpos3 = blockpos3.up();
for (int j5 = -1; j5 <= 1; ++j5) {
for (int l5 = -1; l5 <= 1; ++l5) {
this.placeLeafAt(level, blockpos3.add(j5, 0, l5));
}
}
}
}
return true;
} else {
return false;
}
}
} else {
return false;
}
}
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