Plex-FAWE/src/main/java/com/sk89q/worldedit/data/BlockData.java

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// $Id$
/*
* WorldEdit
* Copyright (C) 2010, 2011 sk89q <http://www.sk89q.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.sk89q.worldedit.data;
import com.sk89q.worldedit.CuboidClipboard.FlipDirection;
import com.sk89q.worldedit.blocks.BlockID;
/**
* Block data related classes.
*
* @author sk89q
*/
public final class BlockData {
/**
* Rotate a block's data value 90 degrees (north->east->south->west->north);
*
* @param type
* @param data
* @return
*/
public static int rotate90(int type, int data) {
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
switch (data) {
case 1: return 3;
case 2: return 4;
case 3: return 2;
case 4: return 1;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
case 6: return 7;
case 7: return 8;
case 8: return 9;
case 9: return 6;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
switch (data & 0x7) {
case 0: return 1;
case 1: return 0;
case 2: return 5;
case 3: return 4;
case 4: return 2;
case 5: return 3;
}
break;
case BlockID.WOODEN_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
switch (data) {
case 0: return 2;
case 1: return 3;
case 2: return 1;
case 3: return 0;
}
break;
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
int thrown = data & 0x8;
int withoutThrown = data & ~0x8;
switch (withoutThrown) {
case 1: return 3 | thrown;
case 2: return 4 | thrown;
case 3: return 2 | thrown;
case 4: return 1 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
int topHalf = data & 0x8;
int swung = data & 0x4;
int withoutFlags = data & ~(0x8 | 0x4);
switch (withoutFlags) {
case 0: return 1 | topHalf | swung;
case 1: return 2 | topHalf | swung;
case 2: return 3 | topHalf | swung;
case 3: return 0 | topHalf | swung;
}
break;
case BlockID.SIGN_POST:
return (data + 4) % 16;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.DISPENSER:
switch (data) {
case 2: return 5;
case 3: return 4;
case 4: return 2;
case 5: return 3;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
switch (data) {
case 0: return 1;
case 1: return 2;
case 2: return 3;
case 3: return 0;
}
break;
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
int dir = data & 0x03;
int delay = data - dir;
switch (dir) {
case 0: return 1 | delay;
case 1: return 2 | delay;
case 2: return 3 | delay;
case 3: return 0 | delay;
}
break;
case BlockID.TRAP_DOOR:
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int open = data & 0x4;
int withoutOpen = data & ~0x4;
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switch (withoutOpen) {
case 0: return 3 | open;
case 1: return 2 | open;
case 2: return 0 | open;
case 3: return 1 | open;
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}
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break;
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
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final int rest = data & ~0x7;
switch (data & 0x7) {
case 2: return 5 | rest;
case 3: return 4 | rest;
case 4: return 2 | rest;
case 5: return 3 | rest;
}
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break;
case BlockID.BROWN_MUSHROOM_CAP:
case BlockID.RED_MUSHROOM_CAP:
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if (data >= 10) return data;
return (data * 3) % 10;
case BlockID.VINE:
return ((data << 1) | (data >> 3)) & 0xf;
case BlockID.FENCE_GATE:
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return ((data + 1) & 0x3) | (data & ~0x3);
}
return data;
}
/**
* Rotate a block's data value -90 degrees (north<-east<-south<-west<-north);
*
* @param type
* @param data
* @return
*/
public static int rotate90Reverse(int type, int data) {
// case ([0-9]+): return ([0-9]+) -> case \2: return \1
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
switch (data) {
case 3: return 1;
case 4: return 2;
case 2: return 3;
case 1: return 4;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
case 7: return 6;
case 8: return 7;
case 9: return 8;
case 6: return 9;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
switch (data & 0x7) {
case 1: return 0;
case 0: return 1;
case 5: return 2;
case 4: return 3;
case 2: return 4;
case 3: return 5;
}
break;
case BlockID.WOODEN_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
switch (data) {
case 2: return 0;
case 3: return 1;
case 1: return 2;
case 0: return 3;
}
break;
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
int thrown = data & 0x8;
int withoutThrown = data & ~0x8;
switch (withoutThrown) {
case 3: return 1 | thrown;
case 4: return 2 | thrown;
case 2: return 3 | thrown;
case 1: return 4 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
int topHalf = data & 0x8;
int swung = data & 0x4;
int withoutFlags = data & ~(0x8 | 0x4);
switch (withoutFlags) {
case 1: return 0 | topHalf | swung;
case 2: return 1 | topHalf | swung;
case 3: return 2 | topHalf | swung;
case 0: return 3 | topHalf | swung;
}
break;
case BlockID.SIGN_POST:
return (data + 12) % 16;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.DISPENSER:
switch (data) {
case 5: return 2;
case 4: return 3;
case 2: return 4;
case 3: return 5;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
switch (data) {
case 1: return 0;
case 2: return 1;
case 3: return 2;
case 0: return 3;
}
break;
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
int dir = data & 0x03;
int delay = data - dir;
switch (dir) {
case 1: return 0 | delay;
case 2: return 1 | delay;
case 3: return 2 | delay;
case 0: return 3 | delay;
}
break;
case BlockID.TRAP_DOOR:
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int open = data & 0x4;
int withoutOpen = data & ~0x4;
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switch (withoutOpen) {
case 3: return 0 | open;
case 2: return 1 | open;
case 0: return 2 | open;
case 1: return 3 | open;
}
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
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final int rest = data & ~0x7;
switch (data & 0x7) {
case 5: return 2 | rest;
case 4: return 3 | rest;
case 2: return 4 | rest;
case 3: return 5 | rest;
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}
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break;
case BlockID.BROWN_MUSHROOM_CAP:
case BlockID.RED_MUSHROOM_CAP:
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if (data >= 10) return data;
return (data * 7) % 10;
case BlockID.VINE:
return ((data >> 1) | (data << 3)) & 0xf;
case BlockID.FENCE_GATE:
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return ((data + 3) & 0x3) | (data & ~0x3);
}
return data;
}
/**
* Flip a block's data value.
*
* @param type
* @param data
* @return
*/
public static int flip(int type, int data) {
return rotate90(type, rotate90(type, data));
}
/**
* Flip a block's data value.
*
* @param type
* @param data
* @param direction
* @return
*/
public static int flip(int type, int data, FlipDirection direction) {
int flipX = 0;
int flipY = 0;
int flipZ = 0;
switch (direction) {
case NORTH_SOUTH:
flipX = 1;
break;
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case WEST_EAST:
flipZ = 1;
break;
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case UP_DOWN:
flipY = 1;
break;
}
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
switch (data & ~0x8) {
case 1: return data + flipX;
case 2: return data - flipX;
case 3: return data + flipZ;
case 4: return data - flipZ;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
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case 6: return data + flipX + flipZ * 3;
case 7: return data - flipX + flipZ;
case 8: return data + flipX - flipZ;
case 9: return data - flipX - flipZ * 3;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
switch (data & 0x7) {
case 0:
case 1:
return data;
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case 2:
case 3:
return data ^ flipX;
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case 4:
case 5:
return data ^ flipZ;
}
break;
case BlockID.WOODEN_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
case BlockID.BRICK_STAIRS:
case BlockID.STONE_BRICK_STAIRS:
switch (data) {
case 0:
case 1:
return data ^ flipX;
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case 2:
case 3:
return data ^ flipZ;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
data ^= flipY << 3;
switch (data & 0x3) {
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case 0: return data + flipX + flipZ * 3;
case 1: return data - flipX + flipZ;
case 2: return data + flipX - flipZ;
case 3: return data - flipX - flipZ * 3;
}
break;
case BlockID.SIGN_POST:
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switch (direction) {
case NORTH_SOUTH:
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return (16 - data) & 0xf;
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case WEST_EAST:
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return (8 - data) & 0xf;
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}
break;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.DISPENSER:
switch (data) {
case 2:
case 3:
return data ^ flipZ;
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case 4:
case 5:
return data ^ flipX;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
switch (data & 0x3) {
case 0:
case 2:
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return data ^ (flipZ << 1);
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case 1:
case 3:
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return data ^ (flipX << 1);
}
break;
case BlockID.TRAP_DOOR:
switch (data & 0x3) {
case 0:
case 1:
return data ^ flipZ;
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case 2:
case 3:
return data ^ flipX;
}
break;
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
switch (data & ~0x8) {
case 0:
case 1:
return data ^ flipY;
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case 2:
case 3:
return data ^ flipZ;
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case 4:
case 5:
return data ^ flipX;
}
break;
case BlockID.RED_MUSHROOM_CAP:
case BlockID.BROWN_MUSHROOM_CAP:
switch (data) {
case 1:
case 4:
case 7:
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data += flipX * 2;
break;
case 3:
case 6:
case 9:
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data -= flipX * 2;
break;
}
switch (data) {
case 1:
case 2:
case 3:
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return data + flipZ * 6;
case 7:
case 8:
case 9:
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return data - flipZ * 6;
}
break;
case BlockID.VINE:
final int bit1, bit2;
switch (direction) {
case NORTH_SOUTH:
bit1 = 0x2;
bit2 = 0x8;
break;
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case WEST_EAST:
bit1 = 0x1;
bit2 = 0x4;
break;
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default:
return data;
}
int newData = data & ~(bit1 | bit2);
if ((data & bit1) != 0) newData |= bit2;
if ((data & bit2) != 0) newData |= bit1;
return newData;
case BlockID.FENCE_GATE:
switch (data & 0x3) {
case 0:
case 2:
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return data ^ flipZ * 2;
case 1:
case 3:
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return data ^ flipX * 2;
}
break;
}
return data;
}
/**
* Cycle a block's data value. This usually goes through some rotational pattern
* depending on the block. If it returns -1, it means the id and data specified
* do not have anything to cycle to.
*
* @param type block id to be cycled
* @param data block data value that it starts at
* @param increment whether to go forward (1) or backward (-1) in the cycle
* @return the new data value for the block
*/
public static int cycle(int type, int data, int increment) {
switch (type) {
case BlockID.LOG:
case BlockID.LONG_GRASS:
case BlockID.STONE_BRICK:
case BlockID.SILVERFISH_BLOCK:
return (data + increment) % 3;
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_ON:
case BlockID.REDSTONE_TORCH_OFF:
if (data == 5) return -1;
/* FALL-THROUGH */
case BlockID.WOODEN_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
case BlockID.BRICK_STAIRS:
case BlockID.STONE_BRICK_STAIRS:
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
case BlockID.TRAP_DOOR:
return (data + increment) % 4;
case BlockID.STEP:
case BlockID.DOUBLE_STEP:
case BlockID.CAKE_BLOCK:
return (data + increment) % 6;
case BlockID.CROPS:
case BlockID.PUMPKIN_STEM:
case BlockID.MELON_STEM:
return (data + increment) % 7;
case BlockID.SOIL:
case BlockID.SNOW:
return (data + increment) % 9;
case BlockID.RED_MUSHROOM_CAP:
case BlockID.BROWN_MUSHROOM_CAP:
return (data + increment) % 10;
case BlockID.CACTUS:
case BlockID.REED:
case BlockID.SIGN_POST:
return (data + increment) % 16;
case BlockID.VINE:
return (data - 1 + increment) % 15 + 1;
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.DISPENSER:
return (data + increment) % 4 + 2;
case BlockID.WALL_SIGN:
return ((data + increment) - 2) % 4 + 2;
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
int dir = data & 0x3;
int delay = data & 0x0c;
return (dir + increment) % 4 | delay;
case BlockID.MINECART_TRACKS:
if (data >= 6 && data <= 9) {
return (data + increment) % 4 + 6;
} else {
return -1;
}
case BlockID.SAPLING:
int saplingType = data & 0x02;
int age = data & 0x0c;
return (saplingType + increment) % 3 | age;
case BlockID.LEAVES:
int tree = data & 0x03;
int leafMeta = data & 0x0c;
return (tree + increment) % 4 | leafMeta;
case BlockID.CLOTH:
if (increment > 0) {
data = nextClothColor(data);
} else if (increment < 0) {
data = prevClothColor(data);
} else {
return -1; // shouldn't have a 0 increment anyway
}
return data;
case BlockID.FENCE_GATE:
int direction = data & 0x03;
int open = data & 0x04;
return (direction + increment) % 4 | open;
default:
return -1;
}
}
/**
* Returns the data value for the next color of cloth in the rainbow. This
* should not be used if you want to just increment the data value.
* @param data
* @return
*/
public static int nextClothColor(int data) {
switch (data) {
case 0: return 8;
case 8: return 7;
case 7: return 15;
case 15: return 12;
case 12: return 14;
case 14: return 1;
case 1: return 4;
case 4: return 5;
case 5: return 13;
case 13: return 9;
case 9: return 3;
case 3: return 11;
case 11: return 10;
case 10: return 2;
case 2: return 6;
case 6: return 0;
}
return 0;
}
/**
* Returns the data value for the previous ext color of cloth in the rainbow.
* This should not be used if you want to just increment the data value.
* @param data
* @return
*/
public static int prevClothColor(int data) {
switch (data) {
case 8: return 0;
case 7: return 8;
case 15: return 7;
case 12: return 15;
case 14: return 12;
case 1: return 14;
case 4: return 1;
case 5: return 4;
case 13: return 5;
case 9: return 13;
case 3: return 9;
case 11: return 3;
case 10: return 11;
case 2: return 10;
case 6: return 2;
case 0: return 6;
}
return 0;
}
}