the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "FenceGateTile.h"
3#include "AABB.h"
4#include "net.minecraft.world.level.h"
5#include "net.minecraft.h"
6#include "LevelEvent.h"
7
8FenceGateTile::FenceGateTile(int id) : DirectionalTile(id, Material::wood, isSolidRender() )
9{
10}
11
12Icon *FenceGateTile::getTexture(int face, int data)
13{
14 return Tile::wood->getTexture(face);
15}
16
17bool FenceGateTile::mayPlace(Level *level, int x, int y, int z)
18{
19 if (!level->getMaterial(x, y - 1, z)->isSolid()) return false;
20 return Tile::mayPlace(level, x, y, z);
21}
22
23AABB *FenceGateTile::getAABB(Level *level, int x, int y, int z)
24{
25 int data = level->getData(x, y, z);
26 if (isOpen(data))
27 {
28 return NULL;
29 }
30 // 4J Brought forward change from 1.2.3 to fix hit box rotation
31 if (data == Direction::NORTH || data == Direction::SOUTH)
32 {
33 return AABB::newTemp(x, y, z + 6.0f / 16.0f, x + 1, y + 1.5f, z + 10.0f / 16.0f);
34 }
35 return AABB::newTemp(x + 6.0f / 16.0f, y, z, x + 10.0f / 16.0f, y + 1.5f, z + 1);
36 //return AABB::newTemp(x, y, z, x + 1, y + 1.5f, z + 1);
37}
38
39// 4J - Brought forward from 1.2.3 to fix hit box rotation
40void FenceGateTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param
41{
42 int data = getDirection(level->getData(x, y, z));
43 if (data == Direction::NORTH || data == Direction::SOUTH)
44 {
45 setShape(0, 0, 6.0f / 16.0f, 1, 1.0f, 10.0f / 16.0f);
46 }
47 else
48 {
49 setShape(6.0f / 16.0f, 0, 0, 10.0f / 16.0f, 1.0f, 1);
50 }
51}
52
53bool FenceGateTile::blocksLight()
54{
55 return false;
56}
57
58bool FenceGateTile::isSolidRender(bool isServerLevel)
59{
60 return false;
61}
62
63bool FenceGateTile::isCubeShaped()
64{
65 return false;
66}
67
68bool FenceGateTile::isPathfindable(LevelSource *level, int x, int y, int z)
69{
70 return isOpen(level->getData(x, y, z));
71}
72
73int FenceGateTile::getRenderShape()
74{
75 return Tile::SHAPE_FENCE_GATE;
76}
77
78void FenceGateTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance)
79{
80 int dir = (((Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3)) % 4;
81 level->setData(x, y, z, dir, Tile::UPDATE_CLIENTS);
82}
83
84bool FenceGateTile::use(Level *level, int x, int y, int z, shared_ptr<Player> player, int clickedFace, float clickX, float clickY, float clickZ, bool soundOnly/*=false*/) // 4J added soundOnly param
85{
86 if (soundOnly)
87 {
88 // 4J - added - just do enough to play the sound
89 level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); // 4J - changed event to pass player rather than NULL as the source of the event so we can filter the broadcast properly
90 return false;
91 }
92
93 int data = level->getData(x, y, z);
94 if (isOpen(data))
95 {
96 level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS);
97 }
98 else
99 {
100 // open the door from the player
101 int dir = (((Mth::floor(player->yRot * 4 / (360) + 0.5)) & 3)) % 4;
102 int current = getDirection(data);
103 if (current == ((dir + 2) % 4))
104 {
105 data = dir;
106 }
107 level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS);
108 }
109 level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
110 return true;
111}
112
113void FenceGateTile::neighborChanged(Level *level, int x, int y, int z, int type)
114{
115 if (level->isClientSide) return;
116
117 int data = level->getData(x, y, z);
118
119 bool signal = level->hasNeighborSignal(x, y, z);
120 if (signal || ((type > 0 && Tile::tiles[type]->isSignalSource()) || type == 0))
121 {
122 if (signal && !isOpen(data))
123 {
124 level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS);
125 level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
126 }
127 else if (!signal && isOpen(data))
128 {
129 level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS);
130 level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0);
131 }
132 }
133}
134
135bool FenceGateTile::isOpen(int data)
136{
137 return (data & OPEN_BIT) != 0;
138}
139
140void FenceGateTile::registerIcons(IconRegister *iconRegister)
141{
142 // None
143}
144
145bool FenceGateTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face)
146{
147 return true;
148}