// $Id$ /* * WorldEdit * Copyright (C) 2010, 2011 sk89q and contributors * * 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 . */ package com.sk89q.worldedit.blocks; import com.sk89q.worldedit.CuboidClipboard.FlipDirection; /** * 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 | (data & ~0x7); case 1: return 0 | (data & ~0x7); case 2: return 5 | (data & ~0x7); case 3: return 4 | (data & ~0x7); case 4: return 2 | (data & ~0x7); case 5: return 3 | (data & ~0x7); } break; case BlockID.WOODEN_STAIRS: case BlockID.COBBLESTONE_STAIRS: case BlockID.BRICK_STAIRS: case BlockID.STONE_BRICK_STAIRS: case BlockID.NETHER_BRICK_STAIRS: case BlockID.SANDSTONE_STAIRS: case BlockID.SPRUCE_WOOD_STAIRS: case BlockID.BIRCH_WOOD_STAIRS: case BlockID.JUNGLE_WOOD_STAIRS: switch (data) { case 0: return 2; case 1: return 3; case 2: return 1; case 3: return 0; case 4: return 6; case 5: return 7; case 6: return 5; case 7: return 4; } break; case BlockID.LEVER: case BlockID.STONE_BUTTON: case BlockID.WOODEN_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: case BlockID.COCOA_PLANT: case BlockID.TRIPWIRE_HOOK: int extra = data & ~0x3; int withoutFlags = data & 0x3; switch (withoutFlags) { case 0: return 1 | extra; case 1: return 2 | extra; case 2: return 3 | extra; case 3: return 0 | extra; } break; case BlockID.SIGN_POST: return (data + 4) % 16; case BlockID.LADDER: case BlockID.WALL_SIGN: case BlockID.CHEST: case BlockID.FURNACE: case BlockID.BURNING_FURNACE: case BlockID.DISPENSER: case BlockID.ENDER_CHEST: 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.LOG: if (data >= 4 && data <= 11) data ^= 0xc; 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: int withoutOrientation = data & ~0x3; int orientation = data & 0x3; switch (orientation) { case 0: return 3 | withoutOrientation; case 1: return 2 | withoutOrientation; case 2: return 0 | withoutOrientation; case 3: return 1 | withoutOrientation; } break; case BlockID.PISTON_BASE: case BlockID.PISTON_STICKY_BASE: case BlockID.PISTON_EXTENSION: 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; } break; case BlockID.BROWN_MUSHROOM_CAP: case BlockID.RED_MUSHROOM_CAP: if (data >= 10) return data; return (data * 3) % 10; case BlockID.VINE: return ((data << 1) | (data >> 3)) & 0xf; case BlockID.FENCE_GATE: 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: int power = data & ~0x7; switch (data & 0x7) { case 1: return 0 | power; case 0: return 1 | power; case 5: return 2 | power; case 4: return 3 | power; case 2: return 4 | power; case 3: return 5 | power; } break; case BlockID.WOODEN_STAIRS: case BlockID.COBBLESTONE_STAIRS: case BlockID.BRICK_STAIRS: case BlockID.STONE_BRICK_STAIRS: case BlockID.NETHER_BRICK_STAIRS: case BlockID.SANDSTONE_STAIRS: case BlockID.SPRUCE_WOOD_STAIRS: case BlockID.BIRCH_WOOD_STAIRS: case BlockID.JUNGLE_WOOD_STAIRS: switch (data) { case 2: return 0; case 3: return 1; case 1: return 2; case 0: return 3; case 6: return 4; case 7: return 5; case 5: return 6; case 4: return 7; } break; case BlockID.LEVER: case BlockID.STONE_BUTTON: case BlockID.WOODEN_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: case BlockID.COCOA_PLANT: case BlockID.TRIPWIRE_HOOK: int extra = data & ~0x3; int withoutFlags = data & 0x3; switch (withoutFlags) { case 1: return 0 | extra; case 2: return 1 | extra; case 3: return 2 | extra; case 0: return 3 | extra; } break; case BlockID.SIGN_POST: return (data + 12) % 16; case BlockID.LADDER: case BlockID.WALL_SIGN: case BlockID.CHEST: case BlockID.FURNACE: case BlockID.BURNING_FURNACE: case BlockID.DISPENSER: case BlockID.ENDER_CHEST: 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.LOG: if (data >= 4 && data <= 11) data ^= 0xc; 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: int withoutOrientation = data & ~0x3; int orientation = data & 0x3; switch (orientation) { case 3: return 0 | withoutOrientation; case 2: return 1 | withoutOrientation; case 0: return 2 | withoutOrientation; case 1: return 3 | withoutOrientation; } case BlockID.PISTON_BASE: case BlockID.PISTON_STICKY_BASE: case BlockID.PISTON_EXTENSION: 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; } break; case BlockID.BROWN_MUSHROOM_CAP: case BlockID.RED_MUSHROOM_CAP: if (data >= 10) return data; return (data * 7) % 10; case BlockID.VINE: return ((data >> 1) | (data << 3)) & 0xf; case BlockID.FENCE_GATE: 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; case WEST_EAST: flipZ = 1; break; case UP_DOWN: flipY = 1; break; } switch (type) { case BlockID.TORCH: case BlockID.REDSTONE_TORCH_OFF: case BlockID.REDSTONE_TORCH_ON: if (data > 4) break; /* FALL-THROUGH */ case BlockID.LEVER: case BlockID.STONE_BUTTON: case BlockID.WOODEN_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) { 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; case 2: case 3: return data ^ flipX; case 4: case 5: return data ^ flipZ; } break; case BlockID.STEP: case BlockID.WOODEN_STEP: return data ^ (flipY << 3); case BlockID.WOODEN_STAIRS: case BlockID.COBBLESTONE_STAIRS: case BlockID.BRICK_STAIRS: case BlockID.STONE_BRICK_STAIRS: case BlockID.NETHER_BRICK_STAIRS: case BlockID.SANDSTONE_STAIRS: case BlockID.SPRUCE_WOOD_STAIRS: case BlockID.BIRCH_WOOD_STAIRS: case BlockID.JUNGLE_WOOD_STAIRS: data ^= flipY << 2; switch (data) { case 0: case 1: case 4: case 5: return data ^ flipX; case 2: case 3: case 6: case 7: return data ^ flipZ; } break; case BlockID.WOODEN_DOOR: case BlockID.IRON_DOOR: data ^= flipY << 3; switch (data & 0x3) { 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: switch (direction) { case NORTH_SOUTH: return (16 - data) & 0xf; case WEST_EAST: return (8 - data) & 0xf; default: } break; case BlockID.LADDER: case BlockID.WALL_SIGN: case BlockID.CHEST: case BlockID.FURNACE: case BlockID.BURNING_FURNACE: case BlockID.DISPENSER: case BlockID.ENDER_CHEST: switch (data) { case 2: case 3: return data ^ flipZ; case 4: case 5: return data ^ flipX; } break; case BlockID.PUMPKIN: case BlockID.JACKOLANTERN: if (data > 3) break; /* FALL-THROUGH */ case BlockID.REDSTONE_REPEATER_OFF: case BlockID.REDSTONE_REPEATER_ON: case BlockID.COCOA_PLANT: case BlockID.TRIPWIRE_HOOK: switch (data & 0x3) { case 0: case 2: return data ^ (flipZ << 1); case 1: case 3: return data ^ (flipX << 1); } break; case BlockID.TRAP_DOOR: switch (data & 0x3) { case 0: case 1: return data ^ flipZ; 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; case 2: case 3: return data ^ flipZ; 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: data += flipX * 2; break; case 3: case 6: case 9: data -= flipX * 2; break; } switch (data) { case 1: case 2: case 3: return data + flipZ * 6; case 7: case 8: case 9: return data - flipZ * 6; } break; case BlockID.VINE: final int bit1, bit2; switch (direction) { case NORTH_SOUTH: bit1 = 0x2; bit2 = 0x8; break; case WEST_EAST: bit1 = 0x1; bit2 = 0x4; break; 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: return data ^ flipZ * 2; case 1: case 3: 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) { if (increment != -1 && increment != 1) { throw new IllegalArgumentException("Increment must be 1 or -1."); } int store; switch (type) { case BlockID.LOG: case BlockID.LONG_GRASS: case BlockID.STONE_BRICK: case BlockID.SILVERFISH_BLOCK: if (data > 2) return -1; return mod((data + increment), 3); case BlockID.TORCH: case BlockID.REDSTONE_TORCH_ON: case BlockID.REDSTONE_TORCH_OFF: if (data < 1 || data > 4) return -1; return mod((data - 1 + increment), 4) + 1; case BlockID.WOODEN_STAIRS: case BlockID.COBBLESTONE_STAIRS: case BlockID.BRICK_STAIRS: case BlockID.STONE_BRICK_STAIRS: case BlockID.NETHER_BRICK_STAIRS: case BlockID.SANDSTONE_STAIRS: case BlockID.SPRUCE_WOOD_STAIRS: case BlockID.BIRCH_WOOD_STAIRS: case BlockID.JUNGLE_WOOD_STAIRS: if (data > 7) return -1; return mod((data + increment), 8); case BlockID.PUMPKIN: case BlockID.JACKOLANTERN: case BlockID.NETHER_WART: case BlockID.CAULDRON: case BlockID.WOODEN_STEP: case BlockID.DOUBLE_WOODEN_STEP: if (data > 3) return -1; return mod((data + increment), 4); case BlockID.STEP: case BlockID.DOUBLE_STEP: case BlockID.CAKE_BLOCK: if (data > 5) return -1; return mod((data + increment), 6); case BlockID.CROPS: case BlockID.PUMPKIN_STEM: case BlockID.MELON_STEM: if (data > 6) return -1; return mod((data + increment), 7); case BlockID.SOIL: if (data > 8) return -1; return mod((data + increment), 9); case BlockID.RED_MUSHROOM_CAP: case BlockID.BROWN_MUSHROOM_CAP: if (data > 10) return -1; return mod((data + increment), 11); case BlockID.CACTUS: case BlockID.REED: case BlockID.SIGN_POST: case BlockID.VINE: case BlockID.SNOW: case BlockID.COCOA_PLANT: if (data > 15) return -1; return mod((data + increment), 16); case BlockID.FURNACE: case BlockID.BURNING_FURNACE: case BlockID.DISPENSER: case BlockID.WALL_SIGN: case BlockID.LADDER: case BlockID.CHEST: case BlockID.ENDER_CHEST: if (data < 2 || data > 5) return -1; return mod((data - 2 + increment), 4) + 2; case BlockID.REDSTONE_REPEATER_OFF: case BlockID.REDSTONE_REPEATER_ON: case BlockID.TRAP_DOOR: case BlockID.FENCE_GATE: case BlockID.LEAVES: if (data > 7) return -1; store = data & ~0x3; return mod(((data & 0x3) + increment), 4) | store; case BlockID.MINECART_TRACKS: if (data < 6 || data > 9) return -1; return mod((data - 6 + increment), 4) + 6; case BlockID.SAPLING: if ((data & 0x3) == 3 || data > 15) return -1; store = data & ~0x3; return mod(((data & 0x3) + increment), 3) | store; case BlockID.CLOTH: if (increment == 1) { data = nextClothColor(data); } else if (increment == -1) { data = prevClothColor(data); } return data; default: return -1; } } /** * Better modulo, not just remainder. */ private static int mod(int x, int y) { int res = x % y; return res < 0 ? res + y : res; } /** * 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 ClothColor.ID.WHITE: return ClothColor.ID.LIGHT_GRAY; case ClothColor.ID.LIGHT_GRAY: return ClothColor.ID.GRAY; case ClothColor.ID.GRAY: return ClothColor.ID.BLACK; case ClothColor.ID.BLACK: return ClothColor.ID.BROWN; case ClothColor.ID.BROWN: return ClothColor.ID.RED; case ClothColor.ID.RED: return ClothColor.ID.ORANGE; case ClothColor.ID.ORANGE: return ClothColor.ID.YELLOW; case ClothColor.ID.YELLOW: return ClothColor.ID.LIGHT_GREEN; case ClothColor.ID.LIGHT_GREEN: return ClothColor.ID.DARK_GREEN; case ClothColor.ID.DARK_GREEN: return ClothColor.ID.CYAN; case ClothColor.ID.CYAN: return ClothColor.ID.LIGHT_BLUE; case ClothColor.ID.LIGHT_BLUE: return ClothColor.ID.BLUE; case ClothColor.ID.BLUE: return ClothColor.ID.PURPLE; case ClothColor.ID.PURPLE: return ClothColor.ID.MAGENTA; case ClothColor.ID.MAGENTA: return ClothColor.ID.PINK; case ClothColor.ID.PINK: return ClothColor.ID.WHITE; } return ClothColor.ID.WHITE; } /** * 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 ClothColor.ID.LIGHT_GRAY: return ClothColor.ID.WHITE; case ClothColor.ID.GRAY: return ClothColor.ID.LIGHT_GRAY; case ClothColor.ID.BLACK: return ClothColor.ID.GRAY; case ClothColor.ID.BROWN: return ClothColor.ID.BLACK; case ClothColor.ID.RED: return ClothColor.ID.BROWN; case ClothColor.ID.ORANGE: return ClothColor.ID.RED; case ClothColor.ID.YELLOW: return ClothColor.ID.ORANGE; case ClothColor.ID.LIGHT_GREEN: return ClothColor.ID.YELLOW; case ClothColor.ID.DARK_GREEN: return ClothColor.ID.LIGHT_GREEN; case ClothColor.ID.CYAN: return ClothColor.ID.DARK_GREEN; case ClothColor.ID.LIGHT_BLUE: return ClothColor.ID.CYAN; case ClothColor.ID.BLUE: return ClothColor.ID.LIGHT_BLUE; case ClothColor.ID.PURPLE: return ClothColor.ID.BLUE; case ClothColor.ID.MAGENTA: return ClothColor.ID.PURPLE; case ClothColor.ID.PINK: return ClothColor.ID.MAGENTA; case ClothColor.ID.WHITE: return ClothColor.ID.PINK; } return ClothColor.ID.WHITE; } }