99 lines
3.1 KiB
C#
99 lines
3.1 KiB
C#
using System;
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using TrueCraft.API.Logic;
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using TrueCraft.API.World;
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using TrueCraft.API;
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using TrueCraft.API.Networking;
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namespace TrueCraft.Core.Logic
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{
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/// <summary>
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/// Provides common implementations of block logic.
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/// </summary>
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public abstract class BlockProvider : IBlockProvider, IItemProvider
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{
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public virtual bool BlockRightClicked(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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return true;
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}
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public virtual bool BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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throw new NotImplementedException();
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}
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public virtual void BlockMined(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
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{
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// TODO: Spawn item entity
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var stack = new ItemStack(descriptor.ID, 1, descriptor.Metadata);
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user.Inventory.PickUpStack(stack);
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world.SetBlockID(descriptor.Coordinates, 0);
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}
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public virtual void BlockUpdate(BlockDescriptor descriptor, IWorld world)
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{
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// This space intentionally left blank
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}
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public virtual void BlockScheduledEvent(BlockDescriptor descriptor, IWorld world, object data)
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{
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// This space intentionally left blank
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}
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short IItemProvider.ID
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{
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get
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{
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return ID;
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}
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}
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/// <summary>
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/// The ID of the block.
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/// </summary>
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public abstract byte ID { get; }
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/// <summary>
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/// The maximum amount that can be in a single stack of this block.
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/// </summary>
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public virtual sbyte MaximumStack { get { return 64; } }
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/// <summary>
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/// How resist the block is to explosions.
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/// </summary>
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public virtual double BlastResistance { get { return 0; } }
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/// <summary>
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/// How resist the block is to player mining/digging.
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/// </summary>
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public virtual double Hardness { get { return 0; } }
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/// <summary>
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/// The light level emitted by the block. 0 - 15
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/// </summary>
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public virtual byte Luminance { get { return 0; } }
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/// <summary>
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/// Whether or not the block is opaque
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/// </summary>
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public virtual bool Opaque { get { return true; } }
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/// <summary>
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/// The amount removed from the light level as it passes through this block.
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/// 255 - Let no light pass through(this may change)
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/// Notes:
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/// - This isn't needed for opaque blocks
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/// - This is needed since some "partial" transparent blocks remove more than 1 level from light passing through such as Ice.
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/// </summary>
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public virtual byte LightModifier { get { return 1; } }
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/// <summary>
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/// The name of the block as it would appear to players.
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/// </summary>
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public virtual string DisplayName { get { return string.Empty; } }
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public virtual Tuple<int, int> GetTextureMap(byte metadata)
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{
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return null;
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}
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}
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} |