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game logic: add support for redstone repeaters and comparator blocks
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package de.bixilon.minosoft.data.mappings.blocks.types
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import com.google.gson.JsonObject
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import de.bixilon.minosoft.data.mappings.ResourceLocation
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import de.bixilon.minosoft.data.mappings.versions.Registries
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abstract class AbstractRedstoneGateBlock(resourceLocation: ResourceLocation, mappings: Registries, data: JsonObject) : HorizontalFacingBlock(resourceLocation, mappings, data)
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@ -105,6 +105,8 @@ open class Block(
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"DoorBlock" -> DoorBlock(resourceLocation, mappings, data)
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"DoorBlock" -> DoorBlock(resourceLocation, mappings, data)
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"LeverBlock" -> LeverBlock(resourceLocation, mappings, data)
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"LeverBlock" -> LeverBlock(resourceLocation, mappings, data)
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"NoteBlock" -> NoteBlock(resourceLocation, mappings, data)
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"NoteBlock" -> NoteBlock(resourceLocation, mappings, data)
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"RepeaterBlock" -> RepeaterBlock(resourceLocation, mappings, data)
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"ComparatorBlock" -> ComparatorBlock(resourceLocation, mappings, data)
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else -> Block(resourceLocation, mappings, data)
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else -> Block(resourceLocation, mappings, data)
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}
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}
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package de.bixilon.minosoft.data.mappings.blocks.types
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import com.google.gson.JsonObject
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import de.bixilon.minosoft.data.inventory.ItemStack
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import de.bixilon.minosoft.data.mappings.ResourceLocation
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import de.bixilon.minosoft.data.mappings.blocks.BlockState
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import de.bixilon.minosoft.data.mappings.blocks.BlockUsages
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import de.bixilon.minosoft.data.mappings.blocks.properties.BlockProperties
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import de.bixilon.minosoft.data.mappings.versions.Registries
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import de.bixilon.minosoft.data.player.Hands
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import de.bixilon.minosoft.gui.rendering.input.camera.RaycastHit
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import de.bixilon.minosoft.protocol.network.connection.PlayConnection
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import glm_.vec3.Vec3i
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open class ComparatorBlock(resourceLocation: ResourceLocation, mappings: Registries, data: JsonObject) : AbstractRedstoneGateBlock(resourceLocation, mappings, data) {
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override fun getPlacementState(connection: PlayConnection, raycastHit: RaycastHit): BlockState? {
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TODO()
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}
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override fun use(connection: PlayConnection, blockState: BlockState, blockPosition: Vec3i, raycastHit: RaycastHit, hands: Hands, itemStack: ItemStack?): BlockUsages {
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connection.world[blockPosition] = blockState.cycle(BlockProperties.STRUCTURE_BLOCK_MODE)
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return BlockUsages.SUCCESS
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}
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}
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package de.bixilon.minosoft.data.mappings.blocks.types
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import com.google.gson.JsonObject
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import de.bixilon.minosoft.data.mappings.ResourceLocation
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import de.bixilon.minosoft.data.mappings.versions.Registries
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abstract class HorizontalFacingBlock(resourceLocation: ResourceLocation, mappings: Registries, data: JsonObject) :Block(resourceLocation, mappings, data)
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package de.bixilon.minosoft.data.mappings.blocks.types
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import com.google.gson.JsonObject
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import de.bixilon.minosoft.data.inventory.ItemStack
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import de.bixilon.minosoft.data.mappings.ResourceLocation
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import de.bixilon.minosoft.data.mappings.blocks.BlockState
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import de.bixilon.minosoft.data.mappings.blocks.BlockUsages
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import de.bixilon.minosoft.data.mappings.blocks.properties.BlockProperties
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import de.bixilon.minosoft.data.mappings.versions.Registries
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import de.bixilon.minosoft.data.player.Hands
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import de.bixilon.minosoft.gui.rendering.input.camera.RaycastHit
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import de.bixilon.minosoft.protocol.network.connection.PlayConnection
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import glm_.vec3.Vec3i
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open class RepeaterBlock(resourceLocation: ResourceLocation, mappings: Registries, data: JsonObject) : AbstractRedstoneGateBlock(resourceLocation, mappings, data) {
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override fun getPlacementState(connection: PlayConnection, raycastHit: RaycastHit): BlockState? {
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TODO()
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}
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override fun use(connection: PlayConnection, blockState: BlockState, blockPosition: Vec3i, raycastHit: RaycastHit, hands: Hands, itemStack: ItemStack?): BlockUsages {
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connection.world[blockPosition] = blockState.cycle(BlockProperties.REPEATER_DELAY)
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return BlockUsages.SUCCESS
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}
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}
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