This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
TrueCraft/TrueCraft.Core/Logic/BlockProvider.cs
2015-01-26 16:25:11 -07:00

68 lines
2.0 KiB
C#

using System;
using TrueCraft.API.Logic;
namespace TrueCraft.Core.Logic
{
/// <summary>
/// Provides common implementations of block logic.
/// </summary>
public abstract class BlockProvider : IBlockProvider, IItemProvider
{
short IItemProvider.ID
{
get
{
return ID;
}
}
/// <summary>
/// The ID of the block.
/// </summary>
public abstract byte ID { get; }
/// <summary>
/// The maximum amount that can be in a single stack of this block.
/// </summary>
public virtual sbyte MaximumStack { get { return 64; } }
/// <summary>
/// How resist the block is to explosions.
/// </summary>
public virtual double BlastResistance { get { return 0; } }
/// <summary>
/// How resist the block is to player mining/digging.
/// </summary>
public virtual double Hardness { get { return 0; } }
/// <summary>
/// The light level emitted by the block. 0 - 15
/// </summary>
public virtual byte Luminance { get { return 0; } }
/// <summary>
/// Whether or not the block is opaque
/// </summary>
public virtual bool Opaque { get { return true; } }
/// <summary>
/// The amount removed from the light level as it passes through this block.
/// 255 - Let no light pass through(this may change)
/// Notes:
/// - This isn't needed for opaque blocks
/// - This is needed since some "partial" transparent blocks remove more than 1 level from light passing through such as Ice.
/// </summary>
public virtual byte LightModifier { get { return 1; } }
/// <summary>
/// The name of the block as it would appear to players.
/// </summary>
public virtual string DisplayName { get { return string.Empty; } }
public virtual Tuple<int, int> GetTextureMap(byte metadata)
{
return null;
}
}
}