using System;
namespace ClassicalSharp {
/// Stores various properties about the blocks in Minecraft Classic.
public partial class BlockInfo {
internal bool[] isTransparent = new bool[BlocksCount];
internal bool[] isTranslucent = new bool[BlocksCount];
internal bool[] isOpaque = new bool[BlocksCount];
internal bool[] isSprite = new bool[BlocksCount];
internal bool[] isLiquid = new bool[BlocksCount];
internal float[] heights = new float[BlocksCount];
internal bool[] blocksLight = new bool[BlocksCount];
internal bool[] emitsLight = new bool[BlocksCount];
internal string[] names = new string[BlocksCount];
internal FastColour[] fogColours = new FastColour[BlocksCount];
internal float[] fogDensities = new float[BlocksCount];
public const byte MaxDefinedCpeBlock = (byte)Block.StoneBrick;
public const int CpeBlocksCount = MaxDefinedCpeBlock + 1;
public const byte MaxDefinedBlock = byte.MaxValue;
public const int BlocksCount = MaxDefinedBlock + 1;
public void Init() {
for( int tile = 1; tile < BlocksCount; tile++ ) {
heights[tile] = 1f;
blocksLight[tile] = true;
isOpaque[tile] = true;
}
for( int i = 0; i < CpeBlocksCount; i++ ) {
names[i] = Enum.GetName( typeof( Block ), (byte)i );
}
for( int i = CpeBlocksCount; i < BlocksCount; i++ ) {
names[i] = "Invalid";
}
fogDensities[(byte)Block.StillWater] = 0.1f;
fogColours[(byte)Block.StillWater] = new FastColour( 5, 5, 51 );
fogDensities[(byte)Block.Water] = 0.1f;
fogColours[(byte)Block.Water] = new FastColour( 5, 5, 51 );
fogDensities[(byte)Block.StillLava] = 2f;
fogColours[(byte)Block.StillLava] = new FastColour( 153, 25, 0 );
fogDensities[(byte)Block.Lava] = 2f;
fogColours[(byte)Block.Lava] = new FastColour( 153, 25, 0 );
SetupTextures();
SetBlockHeight( Block.Slab, 8/16f );
SetBlockHeight( Block.CobblestoneSlab, 8/16f );
SetBlockHeight( Block.Snow, 2/16f );
MarkTranslucent( Block.StillWater ); MarkTranslucent( Block.Water );
MarkTranslucent( Block.Ice );
MarkTransparent( Block.Glass, false ); MarkTransparent( Block.Leaves, false );
MarkTransparent( Block.Slab, true ); MarkTransparent( Block.Snow, true );
MarkTransparent( Block.CobblestoneSlab, true );
MarkSprite( Block.Rose ); MarkSprite( Block.Sapling );
MarkSprite( Block.Dandelion ); MarkSprite( Block.BrownMushroom );
MarkSprite( Block.RedMushroom ); MarkSprite( Block.Rope );
MarkSprite( Block.Fire );
SetIsLiquid( Block.StillWater ); SetIsLiquid( Block.Water );
SetIsLiquid( Block.StillLava ); SetIsLiquid( Block.Lava );
SetEmitsLight( Block.Lava, true ); SetEmitsLight( Block.StillLava, true );
SetEmitsLight( Block.Magma, true ); SetEmitsLight( Block.Fire, true );
SetupCullingCache();
}
public void SetDefaultBlockPermissions( bool[] canPlace, bool[] canDelete ) {
for( int tile = (int)Block.Stone; tile <= (int)Block.Obsidian; tile++ ) {
canPlace[tile] = true;
canDelete[tile] = true;
}
canPlace[(int)Block.Grass] = false;
canPlace[(int)Block.Lava] = false;
canPlace[(int)Block.Water] = false;
canPlace[(int)Block.StillLava] = false;
canPlace[(int)Block.StillWater] = false;
canPlace[(int)Block.Bedrock] = false;
canDelete[(int)Block.Bedrock] = false;
canDelete[(int)Block.Lava] = false;
canDelete[(int)Block.Water] = false;
canDelete[(int)Block.StillWater] = false;
canDelete[(int)Block.StillLava] = false;
}
void MarkTransparent( Block id, bool blocks ) {
isTransparent[(int)id] = true;
blocksLight[(int)id] = blocks;
isOpaque[(int)id] = false;
}
void MarkSprite( Block id ) {
isSprite[(int)id] = true;
isTransparent[(int)id] = true;
blocksLight[(int)id] = false;
isOpaque[(int)id] = false;
}
void MarkTranslucent( Block id ) {
isTranslucent[(int)id] = true;
isOpaque[(int)id] = false;
}
void SetIsLiquid( Block id ) {
isLiquid[(int)id] = true;
}
void SetBlockHeight( Block id, float height ) {
heights[(int)id] = height;
}
void SetBlocksLight( Block id, bool blocks ) {
blocksLight[(int)id] = blocks;
}
void SetEmitsLight( Block id, bool emits ) {
emitsLight[(int)id] = emits;
}
/// Gets whether the given block id is opaque/not see through.
public bool IsOpaque( byte id ) {
return isOpaque[id];
}
/// Gets whether the given block id is opaque/not see through, and occupies a full block.
public bool IsFullAndOpaque( byte id ) {
return isOpaque[id] && heights[id] == 1;
}
/// Gets whether the given block id is transparent/fully see through.
/// Alpha values are treated as either 'fully see through' or 'fully solid'.
public bool IsTransparent( byte id ) {
return isTransparent[id];
}
/// Gets the tile height of the given block id.
public float BlockHeight( byte id ) {
return heights[id];
}
/// Gets whether the given block id is translucent/partially see through.
/// Colour values are blended into both the transparent and opaque blocks behind them.
public bool IsTranslucent( byte id ) {
return isTranslucent[id];
}
/// Gets whether the given block blocks sunlight.
public bool BlocksLight( byte id ) {
return blocksLight[id];
}
/// Gets whether the given block id is a sprite. (flowers, saplings, fire, etc)
public bool IsSprite( byte id ) {
return isSprite[id];
}
/// Gets whether the given block id is a liquid. (water or lava)
public bool IsLiquid( byte id ) {
return isLiquid[id];
}
public bool EmitsLight( byte id ) {
return emitsLight[id];
}
public float FogDensity( byte id ) {
return fogDensities[id];
}
public FastColour FogColour( byte id ) {
return fogColours[id];
}
public string GetName( byte id ) {
return names[id];
}
public void ResetBlockInfo( byte id ) {
isTransparent[id] = false;
isTranslucent[id] = false;
isOpaque[id] = true;
isSprite[id] = false;
isLiquid[id] = false;
heights[id] = 1;
blocksLight[id] = true;
emitsLight[id] = true;
names[id] = "Invalid";
fogColours[id] = default( FastColour );
fogDensities[id] = 0;
SetAll( 0, (Block)id );
SetupCullingCache();
}
}
}