using System; namespace ClassicalSharp { public partial class BlockInfo { bool[] isTransparent = new bool[blocksCount]; bool[] isTranslucent = new bool[blocksCount]; bool[] isOpaque = new bool[blocksCount]; bool[] isSprite = new bool[blocksCount]; bool[] isLiquid = new bool[blocksCount]; float[] heights = new float[blocksCount]; bool[] blocksLight = new bool[blocksCount]; const byte blocksCount = (byte)Block.StoneBrick + 1; public void Init() { for( int tile = 1; tile < blocksCount; tile++ ) { heights[tile] = 1f; blocksLight[tile] = true; isOpaque[tile] = true; } SetupOptimTextures(); SetIsTranslucent( Block.StillWater, Block.Water ); SetIsTransparent( Block.Glass, Block.Leaves, Block.Sapling, Block.RedMushroom, Block.BrownMushroom, Block.Rose, Block.Dandelion, Block.Slab ); SetIsSprite( Block.Rose, Block.Sapling, Block.Dandelion, Block.BrownMushroom, Block.RedMushroom ); SetBlockHeight( 8 / 16f, Block.Slab ); SetBlocksLight( false, Block.Glass, Block.Leaves, Block.Sapling, Block.RedMushroom, Block.BrownMushroom, Block.Rose, Block.Dandelion ); SetIsLiquid( Block.StillWater, Block.Water, Block.StillLava, Block.Lava ); SetIsTransparent( Block.Snow, Block.Fire, Block.Rope, Block.CobblestoneSlab ); SetBlocksLight( false, Block.Fire, Block.Rope ); SetIsTranslucent( Block.Ice ); SetIsSprite( Block.Rope, Block.Fire ); SetBlockHeight( 8 / 16f, Block.CobblestoneSlab ); SetBlockHeight( 2 / 16f, Block.Snow ); 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 SetIsTransparent( params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { isTransparent[(int)ids[i]] = true; isOpaque[(int)ids[i]] = false; } } void SetIsSprite( params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { isSprite[(int)ids[i]] = true; } } void SetIsTranslucent( params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { isTranslucent[(int)ids[i]] = true; isOpaque[(int)ids[i]] = false; } } void SetIsLiquid( params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { isLiquid[(int)ids[i]] = true; } } void SetBlockHeight( float height, params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { heights[(int)ids[i]] = height; } } void SetBlocksLight( bool blocks, params Block[] ids ) { for( int i = 0; i < ids.Length; i++ ) { blocksLight[(int)ids[i]] = blocks; } } /// 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. /// Note that these blocks's 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. /// Note that these blocks's 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]; } } }