mirror of
https://github.com/Theta-Dev/ConstructionWand.git
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142 lines
8.3 KiB
Java
142 lines
8.3 KiB
Java
package thetadev.constructionwand.wand.action;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.Direction;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.level.Level;
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import net.minecraft.world.level.block.state.BlockState;
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import net.minecraft.world.phys.BlockHitResult;
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import thetadev.constructionwand.api.IWandAction;
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import thetadev.constructionwand.api.IWandSupplier;
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import thetadev.constructionwand.basics.ConfigServer;
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import thetadev.constructionwand.basics.WandUtil;
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import thetadev.constructionwand.basics.option.WandOptions;
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import thetadev.constructionwand.wand.undo.DestroySnapshot;
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import thetadev.constructionwand.wand.undo.ISnapshot;
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import javax.annotation.Nonnull;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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public class ActionDestruction implements IWandAction
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{
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@Override
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public int getLimit(ItemStack wand) {
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return ConfigServer.getWandProperties(wand.getItem()).getDestruction();
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}
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@Nonnull
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@Override
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public List<ISnapshot> getSnapshots(Level world, Player player, BlockHitResult rayTraceResult,
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ItemStack wand, WandOptions options, IWandSupplier supplier, int limit) {
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LinkedList<ISnapshot> destroySnapshots = new LinkedList<>();
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// Current list of block positions to process
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LinkedList<BlockPos> candidates = new LinkedList<>();
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// All positions that were processed (dont process blocks multiple times)
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HashSet<BlockPos> allCandidates = new HashSet<>();
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// Block face the wand was pointed at
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Direction breakFace = rayTraceResult.getDirection();
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// Block the wand was pointed at
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BlockPos startingPoint = rayTraceResult.getBlockPos();
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BlockState targetBlock = world.getBlockState(rayTraceResult.getBlockPos());
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// Is break direction allowed by lock?
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// Tried to break blocks from top/bottom face, so the wand should allow breaking in NS/EW direction
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if(breakFace == Direction.UP || breakFace == Direction.DOWN) {
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if(options.testLock(WandOptions.LOCK.NORTHSOUTH) || options.testLock(WandOptions.LOCK.EASTWEST))
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candidates.add(startingPoint);
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}
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// Tried to break blocks from side face, so the wand should allow breaking in horizontal/vertical direction
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else if(options.testLock(WandOptions.LOCK.HORIZONTAL) || options.testLock(WandOptions.LOCK.VERTICAL))
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candidates.add(startingPoint);
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// Process current candidates, stop when none are avaiable or block limit is reached
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while(!candidates.isEmpty() && destroySnapshots.size() < limit) {
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BlockPos currentCandidate = candidates.removeFirst();
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// Only break blocks facing the player, with no collidable blocks in between
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if(!WandUtil.isBlockPermeable(world, currentCandidate.offset(breakFace.getNormal()))) continue;
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try {
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BlockState candidateBlock = world.getBlockState(currentCandidate);
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// If target and candidate blocks match and the current candidate has not been processed
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if(options.matchBlocks(targetBlock.getBlock(), candidateBlock.getBlock()) &&
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allCandidates.add(currentCandidate)) {
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DestroySnapshot snapshot = DestroySnapshot.get(world, player, currentCandidate);
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if(snapshot == null) continue;
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destroySnapshots.add(snapshot);
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switch(breakFace) {
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case DOWN:
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case UP:
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if(options.testLock(WandOptions.LOCK.NORTHSOUTH)) {
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candidates.add(currentCandidate.offset(Direction.NORTH.getNormal()));
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candidates.add(currentCandidate.offset(Direction.SOUTH.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.EASTWEST)) {
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candidates.add(currentCandidate.offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.WEST.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.NORTHSOUTH) && options.testLock(WandOptions.LOCK.EASTWEST)) {
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candidates.add(currentCandidate.offset(Direction.NORTH.getNormal()).offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.NORTH.getNormal()).offset(Direction.WEST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.SOUTH.getNormal()).offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.SOUTH.getNormal()).offset(Direction.WEST.getNormal()));
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}
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break;
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case NORTH:
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case SOUTH:
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if(options.testLock(WandOptions.LOCK.HORIZONTAL)) {
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candidates.add(currentCandidate.offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.WEST.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.VERTICAL)) {
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.HORIZONTAL) && options.testLock(WandOptions.LOCK.VERTICAL)) {
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()).offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()).offset(Direction.WEST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()).offset(Direction.EAST.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()).offset(Direction.WEST.getNormal()));
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}
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break;
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case EAST:
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case WEST:
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if(options.testLock(WandOptions.LOCK.HORIZONTAL)) {
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candidates.add(currentCandidate.offset(Direction.NORTH.getNormal()));
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candidates.add(currentCandidate.offset(Direction.SOUTH.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.VERTICAL)) {
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()));
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}
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if(options.testLock(WandOptions.LOCK.HORIZONTAL) && options.testLock(WandOptions.LOCK.VERTICAL)) {
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()).offset(Direction.NORTH.getNormal()));
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candidates.add(currentCandidate.offset(Direction.UP.getNormal()).offset(Direction.SOUTH.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()).offset(Direction.NORTH.getNormal()));
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candidates.add(currentCandidate.offset(Direction.DOWN.getNormal()).offset(Direction.SOUTH.getNormal()));
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}
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break;
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}
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}
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} catch(Exception e) {
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// Can't do anything, could be anything.
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// Skip if anything goes wrong.
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}
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}
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return destroySnapshots;
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}
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@Nonnull
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@Override
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public List<ISnapshot> getSnapshotsFromAir(Level world, Player player, BlockHitResult rayTraceResult,
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ItemStack wand, WandOptions options, IWandSupplier supplier, int limit) {
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return new ArrayList<>();
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}
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}
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