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TrueCraft/TrueCraft.API/Logic/IBlockProvider.cs
Drew DeVault 805320ce8f Implement caves
This:

- Implements caves with 3D noise
- Moves periodic chunk updates to the thread pool
- Fixes a handful of small bugs
2015-05-03 19:49:43 -06:00

30 lines
1.5 KiB
C#

using System;
using TrueCraft.API.World;
using TrueCraft.API.Networking;
using TrueCraft.API.Server;
using fNbt;
namespace TrueCraft.API.Logic
{
public interface IBlockProvider
{
byte ID { get; }
double BlastResistance { get; }
double Hardness { get; }
byte Luminance { get; }
bool Opaque { get; }
byte LightModifier { get; }
string DisplayName { get; }
BoundingBox? BoundingBox { get; } // NOTE: Will this eventually need to be metadata-aware?
Tuple<int, int> GetTextureMap(byte metadata);
void GenerateDropEntity(BlockDescriptor descriptor, IWorld world, IMultiplayerServer server);
void BlockLeftClicked(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
bool BlockRightClicked(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
void BlockMined(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
void BlockUpdate(BlockDescriptor descriptor, BlockDescriptor source, IMultiplayerServer server, IWorld world);
void BlockScheduledEvent(BlockDescriptor descriptor, IWorld world, object data);
void BlockLoadedFromChunk(BlockDescriptor descriptor, IMultiplayerServer server, IWorld world);
void TileEntityLoadedForClient(BlockDescriptor descriptor, IWorld world, NbtCompound compound, IRemoteClient client);
}
}