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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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4.0 kB · 148 lines
C++
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148#include "stdafx.h"#include "FenceGateTile.h"#include "AABB.h"#include "net.minecraft.world.level.h"#include "net.minecraft.h"#include "LevelEvent.h"
FenceGateTile::FenceGateTile(int id) : DirectionalTile(id, Material::wood, isSolidRender() ){}
Icon *FenceGateTile::getTexture(int face, int data){ return Tile::wood->getTexture(face);}
bool FenceGateTile::mayPlace(Level *level, int x, int y, int z){ if (!level->getMaterial(x, y - 1, z)->isSolid()) return false; return Tile::mayPlace(level, x, y, z);}
AABB *FenceGateTile::getAABB(Level *level, int x, int y, int z){ int data = level->getData(x, y, z); if (isOpen(data)) { return NULL; } // 4J Brought forward change from 1.2.3 to fix hit box rotation if (data == Direction::NORTH || data == Direction::SOUTH) { return AABB::newTemp(x, y, z + 6.0f / 16.0f, x + 1, y + 1.5f, z + 10.0f / 16.0f); } return AABB::newTemp(x + 6.0f / 16.0f, y, z, x + 10.0f / 16.0f, y + 1.5f, z + 1); //return AABB::newTemp(x, y, z, x + 1, y + 1.5f, z + 1);}
// 4J - Brought forward from 1.2.3 to fix hit box rotationvoid FenceGateTile::updateShape(LevelSource *level, int x, int y, int z, int forceData, shared_ptr<TileEntity> forceEntity) // 4J added forceData, forceEntity param{ int data = getDirection(level->getData(x, y, z)); if (data == Direction::NORTH || data == Direction::SOUTH) { setShape(0, 0, 6.0f / 16.0f, 1, 1.0f, 10.0f / 16.0f); } else { setShape(6.0f / 16.0f, 0, 0, 10.0f / 16.0f, 1.0f, 1); }}
bool FenceGateTile::blocksLight(){ return false;}
bool FenceGateTile::isSolidRender(bool isServerLevel){ return false;}
bool FenceGateTile::isCubeShaped(){ return false;}
bool FenceGateTile::isPathfindable(LevelSource *level, int x, int y, int z){ return isOpen(level->getData(x, y, z));}
int FenceGateTile::getRenderShape(){ return Tile::SHAPE_FENCE_GATE;}
void FenceGateTile::setPlacedBy(Level *level, int x, int y, int z, shared_ptr<LivingEntity> by, shared_ptr<ItemInstance> itemInstance){ int dir = (((Mth::floor(by->yRot * 4 / (360) + 0.5)) & 3)) % 4; level->setData(x, y, z, dir, Tile::UPDATE_CLIENTS);}
bool 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{ if (soundOnly) { // 4J - added - just do enough to play the sound 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 return false; }
int data = level->getData(x, y, z); if (isOpen(data)) { level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS); } else { // open the door from the player int dir = (((Mth::floor(player->yRot * 4 / (360) + 0.5)) & 3)) % 4; int current = getDirection(data); if (current == ((dir + 2) % 4)) { data = dir; } level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS); } level->levelEvent(player, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); return true;}
void FenceGateTile::neighborChanged(Level *level, int x, int y, int z, int type){ if (level->isClientSide) return;
int data = level->getData(x, y, z);
bool signal = level->hasNeighborSignal(x, y, z); if (signal || ((type > 0 && Tile::tiles[type]->isSignalSource()) || type == 0)) { if (signal && !isOpen(data)) { level->setData(x, y, z, data | OPEN_BIT, Tile::UPDATE_CLIENTS); level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); } else if (!signal && isOpen(data)) { level->setData(x, y, z, data & ~OPEN_BIT, Tile::UPDATE_CLIENTS); level->levelEvent(nullptr, LevelEvent::SOUND_OPEN_DOOR, x, y, z, 0); } }}
bool FenceGateTile::isOpen(int data){ return (data & OPEN_BIT) != 0;}
void FenceGateTile::registerIcons(IconRegister *iconRegister){ // None}
bool FenceGateTile::shouldRenderFace(LevelSource *level, int x, int y, int z, int face){ return true;}