Core: Start working on a command that allows changing the properties of blocks. (Still a major WIP)

This commit is contained in:
UnknownShadow200 2016-10-05 09:32:40 +11:00
parent 4843c64bc8
commit ae122ffb41
16 changed files with 300 additions and 205 deletions

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@ -1,180 +1,184 @@
/* /*
Copyright 2015 MCGalaxy Copyright 2015 MCGalaxy
Dual-licensed under the Educational Community License, Version 2.0 and Dual-licensed under the Educational Community License, Version 2.0 and
the GNU General Public License, Version 3 (the "Licenses"); you may the GNU General Public License, Version 3 (the "Licenses"); you may
not use this file except in compliance with the Licenses. You may not use this file except in compliance with the Licenses. You may
obtain a copy of the Licenses at obtain a copy of the Licenses at
http://www.opensource.org/licenses/ecl2.php http://www.opensource.org/licenses/ecl2.php
http://www.gnu.org/licenses/gpl-3.0.html http://www.gnu.org/licenses/gpl-3.0.html
Unless required by applicable law or agreed to in writing, Unless required by applicable law or agreed to in writing,
software distributed under the Licenses are distributed on an "AS IS" software distributed under the Licenses are distributed on an "AS IS"
BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
or implied. See the Licenses for the specific language governing or implied. See the Licenses for the specific language governing
permissions and limitations under the Licenses. permissions and limitations under the Licenses.
*/ */
using System; using System;
using MCGalaxy.BlockBehaviour; using MCGalaxy.BlockPhysics;
using MCGalaxy.BlockPhysics;
namespace MCGalaxy.Blocks {
namespace MCGalaxy {
/// <summary> Returns whether this block handles the player placing a block at the given coordinates. </summary>
public sealed partial class Block { /// <remarks>If this returns true, the usual 'dirt/grass below' behaviour and 'adding to the BlockDB' is skipped. </remarks>
public delegate bool HandleDelete(Player p, byte oldBlock, ushort x, ushort y, ushort z);
/// <summary> Returns whether this block handles the player placing a block at the given coordinates. </summary>
/// <remarks>If this returns true, the usual 'dirt/grass below' behaviour and 'adding to the BlockDB' is skipped. </remarks> /// <summary> Returns whether this block handles the player deleting a block at the given coordinates. </summary>
public delegate bool HandleDelete(Player p, byte oldBlock, ushort x, ushort y, ushort z); /// <remarks>If this returns true, the usual 'checking dirt/grass below' and 'adding to the BlockDB' is skipped. </remarks>
internal static HandleDelete[] deleteHandlers = new HandleDelete[256]; public delegate bool HandlePlace(Player p, byte oldBlock, ushort x, ushort y, ushort z);
/// <summary> Returns whether this block handles the player deleting a block at the given coordinates. </summary> /// <summary> Returns whether this block handles the player walking through this block at the given coordinates. </summary>
/// <remarks>If this returns true, the usual 'checking dirt/grass below' and 'adding to the BlockDB' is skipped. </remarks> /// <remarks>If this returns true, the usual 'death check' behaviour is skipped. </remarks>
public delegate bool HandlePlace(Player p, byte oldBlock, ushort x, ushort y, ushort z); public delegate bool HandleWalkthrough(Player p, byte block, ushort x, ushort y, ushort z);
internal static HandlePlace[] placeHandlers = new Block.HandlePlace[256];
/// <summary> Called to handle the physics for this particular block. </summary>
/// <summary> Returns whether this block handles the player walking through this block at the given coordinates. </summary> /// <remarks>If this returns true, the usual 'death check' behaviour is skipped. </remarks>
/// <remarks>If this returns true, the usual 'death check' behaviour is skipped. </remarks> public delegate void HandlePhysics(Level lvl, ref Check C);
public delegate bool HandleWalkthrough(Player p, byte block, ushort x, ushort y, ushort z);
internal static HandleWalkthrough[] walkthroughHandlers = new Block.HandleWalkthrough[256]; public static class BlockBehaviour {
internal static HandleDelete[] deleteHandlers = new HandleDelete[256];
/// <summary> Called to handle the physics for this particular block. </summary> internal static HandlePlace[] placeHandlers = new HandlePlace[256];
/// <remarks>If this returns true, the usual 'death check' behaviour is skipped. </remarks> internal static HandleWalkthrough[] walkthroughHandlers = new HandleWalkthrough[256];
public delegate void HandlePhysics(Level lvl, ref Check C); internal static HandlePhysics[] physicsHandlers = new HandlePhysics[256];
internal static HandlePhysics[] physicsHandlers = new Block.HandlePhysics[256]; internal static HandlePhysics[] physicsDoorsHandlers = new HandlePhysics[256];
internal static HandlePhysics[] physicsDoorsHandlers = new Block.HandlePhysics[256];
internal static void SetupCoreHandlers() {
static void SetupCoreHandlers() { for (int i = 0; i < 256; i++) {
deleteHandlers[Block.rocketstart] = DeleteBehaviour.RocketStart; deleteHandlers[i] = null;
deleteHandlers[Block.firework] = DeleteBehaviour.Firework; placeHandlers[i] = null;
deleteHandlers[Block.c4det] = DeleteBehaviour.C4Det; walkthroughHandlers[i] = null;
}
placeHandlers[Block.dirt] = PlaceBehaviour.Dirt;
placeHandlers[Block.grass] = PlaceBehaviour.Grass; deleteHandlers[Block.rocketstart] = DeleteBehaviour.RocketStart;
placeHandlers[Block.staircasestep] = PlaceBehaviour.Stairs; deleteHandlers[Block.firework] = DeleteBehaviour.Firework;
placeHandlers[Block.c4] = PlaceBehaviour.C4; deleteHandlers[Block.c4det] = DeleteBehaviour.C4Det;
placeHandlers[Block.c4det] = PlaceBehaviour.C4Det;
placeHandlers[Block.dirt] = PlaceBehaviour.Dirt;
walkthroughHandlers[Block.checkpoint] = WalkthroughBehaviour.Checkpoint; placeHandlers[Block.grass] = PlaceBehaviour.Grass;
walkthroughHandlers[Block.air_switch] = WalkthroughBehaviour.Door; placeHandlers[Block.staircasestep] = PlaceBehaviour.Stairs;
walkthroughHandlers[Block.water_door] = WalkthroughBehaviour.Door; placeHandlers[Block.c4] = PlaceBehaviour.C4;
walkthroughHandlers[Block.lava_door] = WalkthroughBehaviour.Door; placeHandlers[Block.c4det] = PlaceBehaviour.C4Det;
walkthroughHandlers[Block.train] = WalkthroughBehaviour.Train;
walkthroughHandlers[Block.checkpoint] = WalkthroughBehaviour.Checkpoint;
for (int i = 0; i < 256; i++) { walkthroughHandlers[Block.air_switch] = WalkthroughBehaviour.Door;
if (Props[i].IsMessageBlock) { walkthroughHandlers[Block.water_door] = WalkthroughBehaviour.Door;
walkthroughHandlers[i] = (p, block, x, y, z) => walkthroughHandlers[Block.lava_door] = WalkthroughBehaviour.Door;
WalkthroughBehaviour.MessageBlock(p, block, x, y, z, true); walkthroughHandlers[Block.train] = WalkthroughBehaviour.Train;
deleteHandlers[i] = (p, block, x, y, z) =>
WalkthroughBehaviour.MessageBlock(p, block, x, y, z, false); for (int i = 0; i < 256; i++) {
} else if (Props[i].IsPortal) { if (Block.Props[i].IsMessageBlock) {
walkthroughHandlers[i] = (p, block, x, y, z) => walkthroughHandlers[i] = (p, block, x, y, z) =>
WalkthroughBehaviour.Portal(p, block, x, y, z, true); WalkthroughBehaviour.MessageBlock(p, block, x, y, z, true);
deleteHandlers[i] = (p, block, x, y, z) => deleteHandlers[i] = (p, block, x, y, z) =>
WalkthroughBehaviour.Portal(p, block, x, y, z, false); WalkthroughBehaviour.MessageBlock(p, block, x, y, z, false);
} } else if (Block.Props[i].IsPortal) {
walkthroughHandlers[i] = (p, block, x, y, z) =>
if (Block.Props[i].IsTDoor) { WalkthroughBehaviour.Portal(p, block, x, y, z, true);
deleteHandlers[i] = DeleteBehaviour.RevertDoor; deleteHandlers[i] = (p, block, x, y, z) =>
} else if (Props[i].ODoorId != Block.Zero) { WalkthroughBehaviour.Portal(p, block, x, y, z, false);
deleteHandlers[i] = DeleteBehaviour.ODoor; }
} else if (Block.Props[i].IsDoor) {
deleteHandlers[i] = DeleteBehaviour.Door; if (Block.Props[i].IsTDoor) {
} deleteHandlers[i] = DeleteBehaviour.RevertDoor;
} } else if (Block.Props[i].ODoorId != Block.Zero) {
deleteHandlers[i] = DeleteBehaviour.ODoor;
deleteHandlers[Block.door_tree_air] = DeleteBehaviour.RevertDoor; } else if (Block.Props[i].IsDoor) {
deleteHandlers[Block.door_tnt_air] = DeleteBehaviour.RevertDoor; deleteHandlers[i] = DeleteBehaviour.Door;
deleteHandlers[Block.door_green_air] = DeleteBehaviour.RevertDoor; }
SetupCorePhysicsHandlers(); }
}
deleteHandlers[Block.door_tree_air] = DeleteBehaviour.RevertDoor;
static void SetupCorePhysicsHandlers() { deleteHandlers[Block.door_tnt_air] = DeleteBehaviour.RevertDoor;
physicsHandlers[Block.birdblack] = BirdPhysics.Do; deleteHandlers[Block.door_green_air] = DeleteBehaviour.RevertDoor;
physicsHandlers[Block.birdwhite] = BirdPhysics.Do; }
physicsHandlers[Block.birdlava] = BirdPhysics.Do;
physicsHandlers[Block.birdwater] = BirdPhysics.Do; internal static void SetupCorePhysicsHandlers() {
physicsHandlers[Block.birdred] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air); physicsHandlers[Block.birdblack] = BirdPhysics.Do;
physicsHandlers[Block.birdblue] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air); physicsHandlers[Block.birdwhite] = BirdPhysics.Do;
physicsHandlers[Block.birdkill] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air); physicsHandlers[Block.birdlava] = BirdPhysics.Do;
physicsHandlers[Block.birdwater] = BirdPhysics.Do;
physicsHandlers[Block.snaketail] = SnakePhysics.DoTail; physicsHandlers[Block.birdred] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air);
physicsHandlers[Block.snake] = SnakePhysics.Do; physicsHandlers[Block.birdblue] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air);
physicsHandlers[Block.rockethead] = RocketPhysics.Do; physicsHandlers[Block.birdkill] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.air);
physicsHandlers[Block.firework] = FireworkPhysics.Do;
physicsHandlers[Block.zombiebody] = ZombiePhysics.Do; physicsHandlers[Block.snaketail] = SnakePhysics.DoTail;
physicsHandlers[Block.zombiehead] = ZombiePhysics.DoHead; physicsHandlers[Block.snake] = SnakePhysics.Do;
physicsHandlers[Block.creeper] = ZombiePhysics.Do; physicsHandlers[Block.rockethead] = RocketPhysics.Do;
physicsHandlers[Block.firework] = FireworkPhysics.Do;
physicsHandlers[Block.fishbetta] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.water); physicsHandlers[Block.zombiebody] = ZombiePhysics.Do;
physicsHandlers[Block.fishshark] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.water); physicsHandlers[Block.zombiehead] = ZombiePhysics.DoHead;
physicsHandlers[Block.fishlavashark] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.lava); physicsHandlers[Block.creeper] = ZombiePhysics.Do;
physicsHandlers[Block.fishgold] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water);
physicsHandlers[Block.fishsalmon] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water); physicsHandlers[Block.fishbetta] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.water);
physicsHandlers[Block.fishsponge] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water); physicsHandlers[Block.fishshark] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.water);
physicsHandlers[Block.fishlavashark] = (Level lvl, ref Check C) => HunterPhysics.DoKiller(lvl, ref C, Block.lava);
physicsHandlers[Block.water] = SimpleLiquidPhysics.DoWater; physicsHandlers[Block.fishgold] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water);
physicsHandlers[Block.activedeathwater] = SimpleLiquidPhysics.DoWater; physicsHandlers[Block.fishsalmon] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water);
physicsHandlers[Block.lava] = SimpleLiquidPhysics.DoLava; physicsHandlers[Block.fishsponge] = (Level lvl, ref Check C) => HunterPhysics.DoFlee(lvl, ref C, Block.water);
physicsHandlers[Block.activedeathlava] = SimpleLiquidPhysics.DoLava;
physicsHandlers[Block.WaterDown] = ExtLiquidPhysics.DoWaterfall; physicsHandlers[Block.water] = SimpleLiquidPhysics.DoWater;
physicsHandlers[Block.LavaDown] = ExtLiquidPhysics.DoLavafall; physicsHandlers[Block.activedeathwater] = SimpleLiquidPhysics.DoWater;
physicsHandlers[Block.WaterFaucet] = (Level lvl, ref Check C) => physicsHandlers[Block.lava] = SimpleLiquidPhysics.DoLava;
ExtLiquidPhysics.DoFaucet(lvl, ref C, Block.WaterDown); physicsHandlers[Block.activedeathlava] = SimpleLiquidPhysics.DoLava;
physicsHandlers[Block.LavaFaucet] = (Level lvl, ref Check C) => physicsHandlers[Block.WaterDown] = ExtLiquidPhysics.DoWaterfall;
ExtLiquidPhysics.DoFaucet(lvl, ref C, Block.LavaDown); physicsHandlers[Block.LavaDown] = ExtLiquidPhysics.DoLavafall;
physicsHandlers[Block.finiteWater] = FinitePhysics.DoWaterOrLava; physicsHandlers[Block.WaterFaucet] = (Level lvl, ref Check C) =>
physicsHandlers[Block.finiteLava] = FinitePhysics.DoWaterOrLava; ExtLiquidPhysics.DoFaucet(lvl, ref C, Block.WaterDown);
physicsHandlers[Block.finiteFaucet] = FinitePhysics.DoFaucet; physicsHandlers[Block.LavaFaucet] = (Level lvl, ref Check C) =>
physicsHandlers[Block.magma] = ExtLiquidPhysics.DoMagma; ExtLiquidPhysics.DoFaucet(lvl, ref C, Block.LavaDown);
physicsHandlers[Block.geyser] = ExtLiquidPhysics.DoGeyser; physicsHandlers[Block.finiteWater] = FinitePhysics.DoWaterOrLava;
physicsHandlers[Block.lava_fast] = SimpleLiquidPhysics.DoFastLava; physicsHandlers[Block.finiteLava] = FinitePhysics.DoWaterOrLava;
physicsHandlers[Block.fastdeathlava] = SimpleLiquidPhysics.DoFastLava; physicsHandlers[Block.finiteFaucet] = FinitePhysics.DoFaucet;
physicsHandlers[Block.magma] = ExtLiquidPhysics.DoMagma;
physicsHandlers[Block.air] = AirPhysics.DoAir; physicsHandlers[Block.geyser] = ExtLiquidPhysics.DoGeyser;
physicsHandlers[Block.dirt] = OtherPhysics.DoDirt; physicsHandlers[Block.lava_fast] = SimpleLiquidPhysics.DoFastLava;
physicsHandlers[Block.leaf] = LeafPhysics.DoLeaf; physicsHandlers[Block.fastdeathlava] = SimpleLiquidPhysics.DoFastLava;
physicsHandlers[Block.shrub] = OtherPhysics.DoShrub;
physicsHandlers[Block.fire] = FirePhysics.Do; physicsHandlers[Block.air] = AirPhysics.DoAir;
physicsHandlers[Block.lava_fire] = FirePhysics.Do; physicsHandlers[Block.dirt] = OtherPhysics.DoDirt;
physicsHandlers[Block.sand] = OtherPhysics.DoFalling; physicsHandlers[Block.leaf] = LeafPhysics.DoLeaf;
physicsHandlers[Block.gravel] = OtherPhysics.DoFalling; physicsHandlers[Block.shrub] = OtherPhysics.DoShrub;
physicsHandlers[Block.cobblestoneslab] = OtherPhysics.DoStairs; physicsHandlers[Block.fire] = FirePhysics.Do;
physicsHandlers[Block.staircasestep] = OtherPhysics.DoStairs; physicsHandlers[Block.lava_fire] = FirePhysics.Do;
physicsHandlers[Block.wood_float] = OtherPhysics.DoFloatwood; physicsHandlers[Block.sand] = OtherPhysics.DoFalling;
physicsHandlers[Block.gravel] = OtherPhysics.DoFalling;
physicsHandlers[Block.sponge] = (Level lvl, ref Check C) => OtherPhysics.DoSponge(lvl, ref C, false); physicsHandlers[Block.cobblestoneslab] = OtherPhysics.DoStairs;
physicsHandlers[Block.lava_sponge] = (Level lvl, ref Check C) => OtherPhysics.DoSponge(lvl, ref C, true); physicsHandlers[Block.staircasestep] = OtherPhysics.DoStairs;
physicsHandlers[Block.wood_float] = OtherPhysics.DoFloatwood;
//Special blocks that are not saved
physicsHandlers[Block.air_flood] = (Level lvl, ref Check C) => physicsHandlers[Block.sponge] = (Level lvl, ref Check C) => OtherPhysics.DoSponge(lvl, ref C, false);
AirPhysics.DoFlood(lvl, ref C, AirFlood.Full, Block.air_flood); physicsHandlers[Block.lava_sponge] = (Level lvl, ref Check C) => OtherPhysics.DoSponge(lvl, ref C, true);
physicsHandlers[Block.air_flood_layer] = (Level lvl, ref Check C) =>
AirPhysics.DoFlood(lvl, ref C, AirFlood.Layer, Block.air_flood_layer); //Special blocks that are not saved
physicsHandlers[Block.air_flood_down] = (Level lvl, ref Check C) => physicsHandlers[Block.air_flood] = (Level lvl, ref Check C) =>
AirPhysics.DoFlood(lvl, ref C, AirFlood.Down, Block.air_flood_down); AirPhysics.DoFlood(lvl, ref C, AirFlood.Full, Block.air_flood);
physicsHandlers[Block.air_flood_up] = (Level lvl, ref Check C) => physicsHandlers[Block.air_flood_layer] = (Level lvl, ref Check C) =>
AirPhysics.DoFlood(lvl, ref C, AirFlood.Up, Block.air_flood_up); AirPhysics.DoFlood(lvl, ref C, AirFlood.Layer, Block.air_flood_layer);
physicsHandlers[Block.air_flood_down] = (Level lvl, ref Check C) =>
physicsHandlers[Block.smalltnt] = TntPhysics.DoSmallTnt; AirPhysics.DoFlood(lvl, ref C, AirFlood.Down, Block.air_flood_down);
physicsHandlers[Block.bigtnt] = (Level lvl, ref Check C) => TntPhysics.DoLargeTnt(lvl, ref C, 1); physicsHandlers[Block.air_flood_up] = (Level lvl, ref Check C) =>
physicsHandlers[Block.nuketnt] = (Level lvl, ref Check C) => TntPhysics.DoLargeTnt(lvl, ref C, 4); AirPhysics.DoFlood(lvl, ref C, AirFlood.Up, Block.air_flood_up);
physicsHandlers[Block.tntexplosion] = TntPhysics.DoTntExplosion;
physicsHandlers[Block.train] = TrainPhysics.Do; physicsHandlers[Block.smalltnt] = TntPhysics.DoSmallTnt;
physicsHandlers[Block.bigtnt] = (Level lvl, ref Check C) => TntPhysics.DoLargeTnt(lvl, ref C, 1);
for (int i = 0; i < 256; i++) { physicsHandlers[Block.nuketnt] = (Level lvl, ref Check C) => TntPhysics.DoLargeTnt(lvl, ref C, 4);
//Adv physics updating anything placed next to water or lava physicsHandlers[Block.tntexplosion] = TntPhysics.DoTntExplosion;
if ((i >= Block.red && i <= Block.redmushroom) || i == Block.wood || physicsHandlers[Block.train] = TrainPhysics.Do;
i == Block.trunk || i == Block.bookcase) {
physicsHandlers[i] = OtherPhysics.DoOther; for (int i = 0; i < 256; i++) {
continue; //Adv physics updating anything placed next to water or lava
} if ((i >= Block.red && i <= Block.redmushroom) || i == Block.wood ||
i == Block.trunk || i == Block.bookcase) {
if (Block.odoor((byte)i) != Block.Zero) { physicsHandlers[i] = OtherPhysics.DoOther;
physicsHandlers[i] = DoorPhysics.oDoor; continue;
physicsDoorsHandlers[i] = DoorPhysics.oDoor; }
}
} if (Block.odoor((byte)i) != Block.Zero) {
} physicsHandlers[i] = DoorPhysics.oDoor;
} physicsDoorsHandlers[i] = DoorPhysics.oDoor;
} }
}
}
}
}

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@ -18,7 +18,7 @@
using System; using System;
using MCGalaxy.BlockPhysics; using MCGalaxy.BlockPhysics;
namespace MCGalaxy.BlockBehaviour { namespace MCGalaxy.Blocks {
internal static class DeleteBehaviour { internal static class DeleteBehaviour {

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@ -18,7 +18,7 @@
using MCGalaxy.BlockPhysics; using MCGalaxy.BlockPhysics;
using System; using System;
namespace MCGalaxy.BlockBehaviour { namespace MCGalaxy.Blocks {
internal static class PlaceBehaviour { internal static class PlaceBehaviour {

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@ -21,7 +21,7 @@ using System.Data;
using MCGalaxy.BlockPhysics; using MCGalaxy.BlockPhysics;
using MCGalaxy.SQL; using MCGalaxy.SQL;
namespace MCGalaxy.BlockBehaviour { namespace MCGalaxy.Blocks {
internal static class WalkthroughBehaviour { internal static class WalkthroughBehaviour {
internal static bool Door(Player p, byte block, ushort x, ushort y, ushort z) { internal static bool Door(Player p, byte block, ushort x, ushort y, ushort z) {

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@ -23,12 +23,12 @@ namespace MCGalaxy {
public sealed partial class Block { public sealed partial class Block {
public static BlockProperties[] Props = new BlockProperties[256]; public static BlockProps[] Props = new BlockProps[256];
public static Dictionary<string, byte> Aliases = new Dictionary<string, byte>(); public static Dictionary<string, byte> Aliases = new Dictionary<string, byte>();
static void SetCoreProperties() { static void SetCoreProperties() {
for (int i = 0; i < 256; i++) for (int i = 0; i < 256; i++)
Props[i] = new BlockProperties((byte)i); Props[i] = new BlockProps((byte)i);
for (int i = 0; i < 256; i++) { for (int i = 0; i < 256; i++) {
// Fallback for unrecognised physics blocks // Fallback for unrecognised physics blocks
if (i >= CpeCount) Props[i].ConvertId = Block.orange; if (i >= CpeCount) Props[i].ConvertId = Block.orange;

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@ -18,6 +18,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using MCGalaxy.Blocks;
namespace MCGalaxy namespace MCGalaxy
{ {
@ -47,7 +48,8 @@ namespace MCGalaxy
public static void SetBlocks() { public static void SetBlocks() {
SetCoreProperties(); SetCoreProperties();
SetupCoreHandlers(); BlockBehaviour.SetupCoreHandlers();
BlockBehaviour.SetupCorePhysicsHandlers();
InitDefaults(); InitDefaults();
// Custom permissions set by the user. // Custom permissions set by the user.

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@ -104,7 +104,7 @@ namespace MCGalaxy
return block >= water && block <= lavastill; return block >= water && block <= lavastill;
} }
public static bool Mover(byte block) { return walkthroughHandlers[block] != null; } public static bool Mover(byte block) { return BlockBehaviour.walkthroughHandlers[block] != null; }
public static bool FireKill(byte block) { return block != air && Props[block].LavaKills; } public static bool FireKill(byte block) { return block != air && Props[block].LavaKills; }

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@ -19,7 +19,7 @@ using System;
namespace MCGalaxy.Blocks { namespace MCGalaxy.Blocks {
public struct BlockProperties { public struct BlockProps {
/// <summary> ID of block these properties are associated with. </summary> /// <summary> ID of block these properties are associated with. </summary>
public byte BlockId; public byte BlockId;
@ -64,8 +64,8 @@ namespace MCGalaxy.Blocks {
/// <summary> Whether this block should allow trains to go over them. </summary> /// <summary> Whether this block should allow trains to go over them. </summary>
public bool IsRails; public bool IsRails;
public BlockProperties(byte block) { public BlockProps(byte block) {
this = default(BlockProperties); this = default(BlockProps);
BlockId = block; BlockId = block;
ConvertId = block; ConvertId = block;
SaveConvertId = block; SaveConvertId = block;

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@ -115,7 +115,7 @@ namespace MCGalaxy.Commands
} }
} }
static void OutputBlockProps(Player p, byte b) { static void OutputBlockProps(Player p, byte b) {
BlockProperties props = Block.Props[b]; BlockProps props = Block.Props[b];
if (Block.LightPass(b, 0, BlockDefinition.GlobalDefs)) if (Block.LightPass(b, 0, BlockDefinition.GlobalDefs))
Player.Message(p, "Block will allow light through"); Player.Message(p, "Block will allow light through");

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@ -0,0 +1,86 @@
/*
Copyright 2015 MCGalaxy
Dual-licensed under the Educational Community License, Version 2.0 and
the GNU General Public License, Version 3 (the "Licenses"); you may
not use this file except in compliance with the Licenses. You may
obtain a copy of the Licenses at
http://www.opensource.org/licenses/ecl2.php
http://www.gnu.org/licenses/gpl-3.0.html
Unless required by applicable law or agreed to in writing,
software distributed under the Licenses are distributed on an "AS IS"
BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
or implied. See the Licenses for the specific language governing
permissions and limitations under the Licenses.
*/
using System;
using MCGalaxy.Blocks;
namespace MCGalaxy.Commands.World {
public sealed class CmdBlockProperties : Command {
public override string name { get { return "blockproperties"; } }
public override string shortcut { get { return "blockprops"; } }
public override string type { get { return CommandTypes.World; } }
public override bool museumUsable { get { return true; } }
public override LevelPermission defaultRank { get { return LevelPermission.Admin; } }
public override void Use(Player p, string message) {
if (message == "") { Help(p); return; }
string[] args = message.SplitSpaces(4);
if (args.Length < 3) { Help(p); return; }
string scope = args[0].ToLower();
if (scope != "core" && scope != "global" && scope != "level") {
Player.Message(p, "&cScope must \"core\", \"global\", or \"level\""); return;
}
byte id;
if (!byte.TryParse(args[1], out id)) {
Player.Message(p, "&c\"{0}\" is not a valid block id.", id); return;
}
string prop = args[2].ToLower();
// TODO: global and level custom blocks
// TODO: adding core blocks, changing core block names
if (scope != "core") {
Player.Message(p, "Sorry! Custom blocks still a WIP."); return;
}
if (Block.Name(id).CaselessEq("unknown")) {
Player.Message(p, "Sorry! Adding blocks still a WIP."); return;
}
if (prop == "portal") {
ToggleBool(p, id, "a portal",
(ref BlockProps props) => props.IsPortal = !props.IsPortal,
(BlockProps props) => props.IsPortal);
} else if (prop == "rails") {
ToggleBool(p, id, "train rails",
(ref BlockProps props) => props.IsRails = !props.IsRails,
(BlockProps props) => props.IsRails);
} else if (prop == "mb" || prop == "messageblock") {
ToggleBool(p, id, "a message block",
(ref BlockProps props) => props.IsMessageBlock = !props.IsMessageBlock,
(BlockProps props) => props.IsMessageBlock);
}
}
delegate void BoolSetter(ref BlockProps props);
static void ToggleBool(Player p, byte id, string name, BoolSetter setter,
Func<BlockProps, bool> getter) {
BlockProps props = Block.Props[id];
setter(ref props);
Block.Props[id] = props;
Player.Message(p, "Block {0} is {1}: {2}", Block.Name(id),
name, getter(props) ? "&aYes" : "&cNo");
BlockBehaviour.SetupCoreHandlers();
}
public override void Help(Player p) {
Player.Message(p, "%T/blockprops [scope] [id] [property] <value>");
Player.Message(p, "%HSets various properties for blocks.");
Player.Message(p, "%H[scope] can be \"core\", \"global\", or \"level");
}
}
}

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@ -52,10 +52,10 @@ namespace MCGalaxy.Commands.World {
oldMain.unload = true; oldMain.unload = true;
Server.mainLevel.unload = false; Server.mainLevel.unload = false;
Server.level = map; Server.level = map;
SrvProperties.Save(); SrvProperties.Save();
Player.Message(p, "Set main level to \"{0}\"", map); Player.Message(p, "Set main level to \"{0}\"", map);
} }
} }

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@ -18,7 +18,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Data; using System.Data;
using MCGalaxy.BlockBehaviour; using MCGalaxy.Blocks;
using MCGalaxy.SQL; using MCGalaxy.SQL;
namespace MCGalaxy.Commands.Building { namespace MCGalaxy.Commands.Building {

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@ -17,6 +17,7 @@
*/ */
using System; using System;
using System.Threading; using System.Threading;
using MCGalaxy.Blocks;
using MCGalaxy.BlockPhysics; using MCGalaxy.BlockPhysics;
using MCGalaxy.Games; using MCGalaxy.Games;
@ -131,10 +132,10 @@ namespace MCGalaxy {
lastCheck = ListCheck.Count; lastCheck = ListCheck.Count;
const uint mask = PhysicsArgs.TypeMask; const uint mask = PhysicsArgs.TypeMask;
Block.HandlePhysics[] handlers = Block.physicsHandlers; HandlePhysics[] handlers = BlockBehaviour.physicsHandlers;
ExtraInfoHandler extraHandler = ExtraInfoPhysics.DoNormal; ExtraInfoHandler extraHandler = ExtraInfoPhysics.DoNormal;
if (physics == 5) { if (physics == 5) {
handlers = Block.physicsDoorsHandlers; handlers = BlockBehaviour.physicsDoorsHandlers;
extraHandler = ExtraInfoPhysics.DoDoorsOnly; extraHandler = ExtraInfoPhysics.DoDoorsOnly;
} }
@ -146,7 +147,7 @@ namespace MCGalaxy {
PhysicsUpdate(x, y, z, C.data, this); PhysicsUpdate(x, y, z, C.data, this);
OnPhysicsUpdateEvent.Call(x, y, z, C.data, this); OnPhysicsUpdateEvent.Call(x, y, z, C.data, this);
if ((C.data.Raw & mask) == 0 || extraHandler(this, ref C)) { if ((C.data.Raw & mask) == 0 || extraHandler(this, ref C)) {
Block.HandlePhysics handler = handlers[blocks[C.b]]; HandlePhysics handler = handlers[blocks[C.b]];
if (handler != null) { if (handler != null) {
handler(this, ref C); handler(this, ref C);
} else if ((C.data.Raw & mask) == 0 || !C.data.HasWait) { } else if ((C.data.Raw & mask) == 0 || !C.data.HasWait) {

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@ -34,14 +34,14 @@ namespace MCGalaxy.BlockPhysics {
for (int cz = -dirZ; cz != 2 * dirZ; cz += dirZ) for (int cz = -dirZ; cz != 2 * dirZ; cz += dirZ)
{ {
byte tileBelow = lvl.GetTile((ushort)(x + cx),(ushort)(y + cy - 1), (ushort)(z + cz)); byte tileBelow = lvl.GetTile((ushort)(x + cx),(ushort)(y + cy - 1), (ushort)(z + cz));
byte tile = lvl.GetTile((ushort)(x + cx),(ushort)(y + cy), (ushort)(z + cz)); byte tile = lvl.GetTile((ushort)(x + cx), (ushort)(y + cy), (ushort)(z + cz));
if (Block.Props[tileBelow].IsRails && (tile == Block.air || tile == Block.water)) { if (Block.Props[tileBelow].IsRails && (tile == Block.air || tile == Block.water)) {
lvl.AddUpdate(lvl.PosToInt((ushort)(x + cx), lvl.AddUpdate(lvl.PosToInt((ushort)(x + cx),
(ushort)(y + cy), (ushort)(z + cz)), Block.train); (ushort)(y + cy), (ushort)(z + cz)), Block.train);
lvl.AddUpdate(C.b, Block.air); lvl.AddUpdate(C.b, Block.air);
byte newBlock = tileBelow == Block.red ? Block.obsidian : Block.glass; byte newBlock = tileBelow == Block.op_air ? Block.glass : Block.obsidian;
PhysicsArgs args = default(PhysicsArgs); PhysicsArgs args = default(PhysicsArgs);
args.Type1 = PhysicsArgs.Wait; args.Value1 = 5; args.Type1 = PhysicsArgs.Wait; args.Value1 = 5;
args.Type2 = PhysicsArgs.Revert; args.Value2 = tileBelow; args.Type2 = PhysicsArgs.Revert; args.Value2 = tileBelow;

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@ -87,7 +87,7 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="API\WhoWas.cs" /> <Compile Include="API\WhoWas.cs" />
<Compile Include="Blocks\Behaviour\Block.Behaviour.cs" /> <Compile Include="Blocks\Behaviour\BlockBehaviour.cs" />
<Compile Include="Blocks\Behaviour\DeleteBehaviour.cs" /> <Compile Include="Blocks\Behaviour\DeleteBehaviour.cs" />
<Compile Include="Blocks\Behaviour\PlaceBehaviour.cs" /> <Compile Include="Blocks\Behaviour\PlaceBehaviour.cs" />
<Compile Include="Blocks\Behaviour\WalkthroughBehaviour.cs" /> <Compile Include="Blocks\Behaviour\WalkthroughBehaviour.cs" />
@ -370,6 +370,7 @@
<Compile Include="Commands\Scripting\CmdPLoad.cs" /> <Compile Include="Commands\Scripting\CmdPLoad.cs" />
<Compile Include="Commands\Scripting\CmdPUnload.cs" /> <Compile Include="Commands\Scripting\CmdPUnload.cs" />
<Compile Include="Commands\World\CmdBlockDB.cs" /> <Compile Include="Commands\World\CmdBlockDB.cs" />
<Compile Include="Commands\World\CmdBlockProperties.cs" />
<Compile Include="Commands\World\CmdCopyLVL.cs" /> <Compile Include="Commands\World\CmdCopyLVL.cs" />
<Compile Include="Commands\World\CmdDeleteLvl.cs" /> <Compile Include="Commands\World\CmdDeleteLvl.cs" />
<Compile Include="Commands\World\CmdFixGrass.cs" /> <Compile Include="Commands\World\CmdFixGrass.cs" />

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@ -18,6 +18,7 @@ using System.IO;
using System.Text; using System.Text;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using System.Threading; using System.Threading;
using MCGalaxy.Blocks;
using MCGalaxy.BlockPhysics; using MCGalaxy.BlockPhysics;
using MCGalaxy.Commands; using MCGalaxy.Commands;
using MCGalaxy.Games; using MCGalaxy.Games;
@ -133,7 +134,7 @@ namespace MCGalaxy {
if (deleteMode) { return ChangeBlock(x, y, z, Block.air, 0); } if (deleteMode) { return ChangeBlock(x, y, z, Block.air, 0); }
bool changed = true; bool changed = true;
Block.HandleDelete handler = Block.deleteHandlers[old]; HandleDelete handler = BlockBehaviour.deleteHandlers[old];
if (handler != null) { if (handler != null) {
if (handler(this, old, x, y, z)) return false; if (handler(this, old, x, y, z)) return false;
} else { } else {
@ -153,7 +154,7 @@ namespace MCGalaxy {
return true; return true;
} }
Block.HandlePlace handler = Block.placeHandlers[block]; HandlePlace handler = BlockBehaviour.placeHandlers[block];
if (handler != null) { if (handler != null) {
if (handler(this, old, x, y, z)) return false; if (handler(this, old, x, y, z)) return false;
} else { } else {
@ -367,11 +368,11 @@ namespace MCGalaxy {
byte bHead = level.GetTile(x, y, z); byte bHead = level.GetTile(x, y, z);
byte bFeet = level.GetTile(x, (ushort)(y - 1), z); byte bFeet = level.GetTile(x, (ushort)(y - 1), z);
Block.HandleWalkthrough handler = Block.walkthroughHandlers[bHead]; HandleWalkthrough handler = BlockBehaviour.walkthroughHandlers[bHead];
if (handler != null && handler(this, bHead, x, y, z)) { if (handler != null && handler(this, bHead, x, y, z)) {
lastWalkthrough = level.PosToInt(x, y, z); return; lastWalkthrough = level.PosToInt(x, y, z); return;
} }
handler = Block.walkthroughHandlers[bFeet]; handler = BlockBehaviour.walkthroughHandlers[bFeet];
if (handler != null && handler(this, bFeet, x, (ushort)(y - 1), z)) { if (handler != null && handler(this, bFeet, x, (ushort)(y - 1), z)) {
lastWalkthrough = level.PosToInt(x, (ushort)(y - 1), z); return; lastWalkthrough = level.PosToInt(x, (ushort)(y - 1), z); return;
} }