mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-06 04:25:05 -04:00
158 lines
5.2 KiB
C#
158 lines
5.2 KiB
C#
using System;
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namespace ClassicalSharp {
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/// <summary> Stores various properties about the blocks in Minecraft Classic. </summary>
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public partial class BlockInfo {
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internal bool[] isTransparent = new bool[BlocksCount];
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internal bool[] isTranslucent = new bool[BlocksCount];
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internal bool[] isOpaque = new bool[BlocksCount];
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internal bool[] isSprite = new bool[BlocksCount];
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internal bool[] isLiquid = new bool[BlocksCount];
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internal float[] heights = new float[BlocksCount];
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internal bool[] blocksLight = new bool[BlocksCount];
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internal bool[] emitsLight = new bool[BlocksCount];
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public const byte MaxDefinedBlock = (byte)Block.StoneBrick;
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public const byte BlocksCount = MaxDefinedBlock + 1;
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public void Init() {
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for( int tile = 1; tile < BlocksCount; tile++ ) {
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heights[tile] = 1f;
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blocksLight[tile] = true;
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isOpaque[tile] = true;
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}
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SetupOptimTextures();
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SetIsTranslucent( Block.StillWater, Block.Water );
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SetIsTransparent( Block.Glass, Block.Leaves, Block.Sapling,
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Block.RedMushroom, Block.BrownMushroom, Block.Rose,
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Block.Dandelion, Block.Slab );
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SetIsSprite( Block.Rose, Block.Sapling, Block.Dandelion,
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Block.BrownMushroom, Block.RedMushroom );
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SetBlockHeight( 8 / 16f, Block.Slab );
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SetBlocksLight( false, Block.Glass, Block.Leaves, Block.Sapling,
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Block.RedMushroom, Block.BrownMushroom, Block.Rose,
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Block.Dandelion );
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SetIsLiquid( Block.StillWater, Block.Water, Block.StillLava, Block.Lava );
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SetIsTransparent( Block.Snow, Block.Fire, Block.Rope, Block.CobblestoneSlab );
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SetBlocksLight( false, Block.Fire, Block.Rope );
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SetIsTranslucent( Block.Ice );
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SetIsSprite( Block.Rope, Block.Fire );
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SetBlockHeight( 8 / 16f, Block.CobblestoneSlab );
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SetBlockHeight( 2 / 16f, Block.Snow );
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SetEmitsLight( true, Block.Lava, Block.StillLava );
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SetupCullingCache();
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}
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public void SetDefaultBlockPermissions( bool[] canPlace, bool[] canDelete ) {
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for( int tile = (int)Block.Stone; tile <= (int)Block.Obsidian; tile++ ) {
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canPlace[tile] = true;
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canDelete[tile] = true;
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}
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canPlace[(int)Block.Grass] = false;
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canPlace[(int)Block.Lava] = false;
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canPlace[(int)Block.Water] = false;
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canPlace[(int)Block.StillLava] = false;
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canPlace[(int)Block.StillWater] = false;
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canPlace[(int)Block.Bedrock] = false;
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canDelete[(int)Block.Bedrock] = false;
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canDelete[(int)Block.Lava] = false;
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canDelete[(int)Block.Water] = false;
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canDelete[(int)Block.StillWater] = false;
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canDelete[(int)Block.StillLava] = false;
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}
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void SetIsTransparent( params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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isTransparent[(int)ids[i]] = true;
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isOpaque[(int)ids[i]] = false;
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}
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}
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void SetIsSprite( params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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isSprite[(int)ids[i]] = true;
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}
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}
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void SetIsTranslucent( params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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isTranslucent[(int)ids[i]] = true;
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isOpaque[(int)ids[i]] = false;
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}
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}
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void SetIsLiquid( params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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isLiquid[(int)ids[i]] = true;
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}
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}
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void SetBlockHeight( float height, params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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heights[(int)ids[i]] = height;
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}
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}
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void SetBlocksLight( bool blocks, params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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blocksLight[(int)ids[i]] = blocks;
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}
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}
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void SetEmitsLight( bool emits, params Block[] ids ) {
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for( int i = 0; i < ids.Length; i++ ) {
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emitsLight[(int)ids[i]] = emits;
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}
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}
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/// <summary> Gets whether the given block id is opaque/not see through. </summary>
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public bool IsOpaque( byte id ) {
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return isOpaque[id];
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}
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/// <summary> Gets whether the given block id is opaque/not see through, and occupies a full block. </summary>
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public bool IsFullAndOpaque( byte id ) {
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return isOpaque[id] && heights[id] == 1;
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}
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/// <summary> Gets whether the given block id is transparent/fully see through. </summary>
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/// <remarks> Alpha values are treated as either 'fully see through' or 'fully solid'. </remarks>
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public bool IsTransparent( byte id ) {
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return isTransparent[id];
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}
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/// <summary> Gets the tile height of the given block id. </summary>
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public float BlockHeight( byte id ) {
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return heights[id];
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}
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/// <summary> Gets whether the given block id is translucent/partially see through. </summary>
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/// <remarks>Colour values are blended into both the transparent and opaque blocks behind them. </remarks>
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public bool IsTranslucent( byte id ) {
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return isTranslucent[id];
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}
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/// <summary> Gets whether the given block blocks sunlight. </summary>
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public bool BlocksLight( byte id ) {
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return blocksLight[id];
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}
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/// <summary> Gets whether the given block id is a sprite. (flowers, saplings, fire, etc) </summary>
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public bool IsSprite( byte id ) {
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return isSprite[id];
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}
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/// <summary> Gets whether the given block id is a liquid. (water or lava) </summary>
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public bool IsLiquid( byte id ) {
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return isLiquid[id];
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}
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public bool EmitsLight( byte id ) {
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return emitsLight[id];
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}
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}
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} |