mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2024-11-14 00:13:32 +00:00
982 lines
30 KiB
Java
982 lines
30 KiB
Java
// $Id$
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/*
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* WorldEdit
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* Copyright (C) 2010, 2011 sk89q <http://www.sk89q.com> and contributors
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.blocks;
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import com.sk89q.worldedit.CuboidClipboard.FlipDirection;
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/**
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* Block data related classes.
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*
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* @author sk89q
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*/
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public final class BlockData {
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/**
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* Rotate a block's data value 90 degrees (north->east->south->west->north);
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*
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* @param type
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* @param data
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* @return
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*/
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public static int rotate90(int type, int data) {
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switch (type) {
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case BlockID.TORCH:
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case BlockID.REDSTONE_TORCH_OFF:
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case BlockID.REDSTONE_TORCH_ON:
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switch (data) {
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case 1: return 3;
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case 2: return 4;
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case 3: return 2;
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case 4: return 1;
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}
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break;
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case BlockID.MINECART_TRACKS:
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switch (data) {
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case 6: return 7;
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case 7: return 8;
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case 8: return 9;
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case 9: return 6;
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}
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/* FALL-THROUGH */
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case BlockID.POWERED_RAIL:
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case BlockID.DETECTOR_RAIL:
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case BlockID.ACTIVATOR_RAIL:
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switch (data & 0x7) {
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case 0: return 1 | (data & ~0x7);
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case 1: return 0 | (data & ~0x7);
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case 2: return 5 | (data & ~0x7);
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case 3: return 4 | (data & ~0x7);
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case 4: return 2 | (data & ~0x7);
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case 5: return 3 | (data & ~0x7);
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}
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break;
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case BlockID.WOODEN_STAIRS:
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case BlockID.COBBLESTONE_STAIRS:
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case BlockID.BRICK_STAIRS:
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case BlockID.STONE_BRICK_STAIRS:
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case BlockID.NETHER_BRICK_STAIRS:
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case BlockID.SANDSTONE_STAIRS:
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case BlockID.SPRUCE_WOOD_STAIRS:
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case BlockID.BIRCH_WOOD_STAIRS:
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case BlockID.JUNGLE_WOOD_STAIRS:
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case BlockID.QUARTZ_STAIRS:
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switch (data) {
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case 0: return 2;
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case 1: return 3;
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case 2: return 1;
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case 3: return 0;
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case 4: return 6;
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case 5: return 7;
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case 6: return 5;
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case 7: return 4;
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}
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break;
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case BlockID.LEVER:
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case BlockID.STONE_BUTTON:
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case BlockID.WOODEN_BUTTON:
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int thrown = data & 0x8;
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int withoutThrown = data & ~0x8;
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switch (withoutThrown) {
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case 1: return 3 | thrown;
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case 2: return 4 | thrown;
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case 3: return 2 | thrown;
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case 4: return 1 | thrown;
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case 5: return 6 | thrown;
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case 6: return 5 | thrown;
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case 7: return 0 | thrown;
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case 0: return 7 | thrown;
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}
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break;
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case BlockID.WOODEN_DOOR:
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case BlockID.IRON_DOOR:
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if ((data & 0x8) != 0) {
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// door top halves contain no orientation information
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break;
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}
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/* FALL-THROUGH */
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case BlockID.COCOA_PLANT:
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case BlockID.TRIPWIRE_HOOK:
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int extra = data & ~0x3;
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int withoutFlags = data & 0x3;
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switch (withoutFlags) {
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case 0: return 1 | extra;
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case 1: return 2 | extra;
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case 2: return 3 | extra;
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case 3: return 0 | extra;
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}
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break;
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case BlockID.SIGN_POST:
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return (data + 4) % 16;
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case BlockID.LADDER:
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case BlockID.WALL_SIGN:
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case BlockID.CHEST:
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case BlockID.FURNACE:
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case BlockID.BURNING_FURNACE:
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case BlockID.ENDER_CHEST:
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case BlockID.TRAPPED_CHEST:
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case BlockID.HOPPER:
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switch (data) {
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case 2: return 5;
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case 3: return 4;
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case 4: return 2;
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case 5: return 3;
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}
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break;
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case BlockID.DISPENSER:
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case BlockID.DROPPER:
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int dispPower = data & 0x8;
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switch (data & ~0x8) {
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case 2: return 5 | dispPower;
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case 3: return 4 | dispPower;
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case 4: return 2 | dispPower;
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case 5: return 3 | dispPower;
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}
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break;
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case BlockID.PUMPKIN:
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case BlockID.JACKOLANTERN:
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switch (data) {
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case 0: return 1;
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case 1: return 2;
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case 2: return 3;
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case 3: return 0;
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}
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break;
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case BlockID.LOG:
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if (data >= 4 && data <= 11) data ^= 0xc;
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break;
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case BlockID.COMPARATOR_OFF:
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case BlockID.COMPARATOR_ON:
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case BlockID.REDSTONE_REPEATER_OFF:
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case BlockID.REDSTONE_REPEATER_ON:
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int dir = data & 0x03;
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int delay = data - dir;
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switch (dir) {
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case 0: return 1 | delay;
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case 1: return 2 | delay;
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case 2: return 3 | delay;
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case 3: return 0 | delay;
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}
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break;
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case BlockID.TRAP_DOOR:
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int withoutOrientation = data & ~0x3;
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int orientation = data & 0x3;
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switch (orientation) {
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case 0: return 3 | withoutOrientation;
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case 1: return 2 | withoutOrientation;
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case 2: return 0 | withoutOrientation;
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case 3: return 1 | withoutOrientation;
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}
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break;
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case BlockID.PISTON_BASE:
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case BlockID.PISTON_STICKY_BASE:
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case BlockID.PISTON_EXTENSION:
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final int rest = data & ~0x7;
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switch (data & 0x7) {
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case 2: return 5 | rest;
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case 3: return 4 | rest;
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case 4: return 2 | rest;
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case 5: return 3 | rest;
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}
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break;
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case BlockID.BROWN_MUSHROOM_CAP:
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case BlockID.RED_MUSHROOM_CAP:
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if (data >= 10) return data;
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return (data * 3) % 10;
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case BlockID.VINE:
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return ((data << 1) | (data >> 3)) & 0xf;
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case BlockID.FENCE_GATE:
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return ((data + 1) & 0x3) | (data & ~0x3);
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case BlockID.ANVIL:
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return data ^ 0x1;
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case BlockID.HAY_BLOCK:
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if (data == 4) return 8;
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else if (data == 8) return 4;
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else return 0; // sanitize extraneous data values since hay blocks are weird
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case BlockID.BED:
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return data & ~0x3 | (data + 1) & 0x3;
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}
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return data;
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}
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/**
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* Rotate a block's data value -90 degrees (north<-east<-south<-west<-north);
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*
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* @param type
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* @param data
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* @return
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*/
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public static int rotate90Reverse(int type, int data) {
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// case ([0-9]+): return ([0-9]+) -> case \2: return \1
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switch (type) {
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case BlockID.TORCH:
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case BlockID.REDSTONE_TORCH_OFF:
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case BlockID.REDSTONE_TORCH_ON:
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switch (data) {
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case 3: return 1;
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case 4: return 2;
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case 2: return 3;
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case 1: return 4;
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}
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break;
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case BlockID.MINECART_TRACKS:
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switch (data) {
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case 7: return 6;
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case 8: return 7;
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case 9: return 8;
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case 6: return 9;
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}
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/* FALL-THROUGH */
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case BlockID.POWERED_RAIL:
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case BlockID.DETECTOR_RAIL:
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case BlockID.ACTIVATOR_RAIL:
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int power = data & ~0x7;
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switch (data & 0x7) {
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case 1: return 0 | power;
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case 0: return 1 | power;
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case 5: return 2 | power;
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case 4: return 3 | power;
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case 2: return 4 | power;
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case 3: return 5 | power;
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}
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break;
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case BlockID.WOODEN_STAIRS:
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case BlockID.COBBLESTONE_STAIRS:
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case BlockID.BRICK_STAIRS:
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case BlockID.STONE_BRICK_STAIRS:
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case BlockID.NETHER_BRICK_STAIRS:
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case BlockID.SANDSTONE_STAIRS:
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case BlockID.SPRUCE_WOOD_STAIRS:
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case BlockID.BIRCH_WOOD_STAIRS:
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case BlockID.JUNGLE_WOOD_STAIRS:
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case BlockID.QUARTZ_STAIRS:
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switch (data) {
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case 2: return 0;
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case 3: return 1;
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case 1: return 2;
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case 0: return 3;
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case 6: return 4;
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case 7: return 5;
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case 5: return 6;
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case 4: return 7;
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}
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break;
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case BlockID.LEVER:
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case BlockID.STONE_BUTTON:
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case BlockID.WOODEN_BUTTON:
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int thrown = data & 0x8;
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int withoutThrown = data & ~0x8;
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switch (withoutThrown) {
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case 3: return 1 | thrown;
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case 4: return 2 | thrown;
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case 2: return 3 | thrown;
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case 1: return 4 | thrown;
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case 6: return 5 | thrown;
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case 5: return 6 | thrown;
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case 0: return 7 | thrown;
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case 7: return 0 | thrown;
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}
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break;
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case BlockID.WOODEN_DOOR:
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case BlockID.IRON_DOOR:
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if ((data & 0x8) != 0) {
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// door top halves contain no orientation information
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break;
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}
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/* FALL-THROUGH */
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case BlockID.COCOA_PLANT:
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case BlockID.TRIPWIRE_HOOK:
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int extra = data & ~0x3;
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int withoutFlags = data & 0x3;
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switch (withoutFlags) {
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case 1: return 0 | extra;
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case 2: return 1 | extra;
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case 3: return 2 | extra;
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case 0: return 3 | extra;
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}
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break;
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case BlockID.SIGN_POST:
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return (data + 12) % 16;
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case BlockID.LADDER:
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case BlockID.WALL_SIGN:
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case BlockID.CHEST:
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case BlockID.FURNACE:
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case BlockID.BURNING_FURNACE:
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case BlockID.ENDER_CHEST:
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case BlockID.TRAPPED_CHEST:
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case BlockID.HOPPER:
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switch (data) {
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case 5: return 2;
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case 4: return 3;
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case 2: return 4;
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case 3: return 5;
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}
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break;
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case BlockID.DISPENSER:
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case BlockID.DROPPER:
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int dispPower = data & 0x8;
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switch (data & ~0x8) {
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case 5: return 2 | dispPower;
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case 4: return 3 | dispPower;
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case 2: return 4 | dispPower;
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case 3: return 5 | dispPower;
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}
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break;
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case BlockID.PUMPKIN:
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case BlockID.JACKOLANTERN:
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switch (data) {
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case 1: return 0;
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case 2: return 1;
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case 3: return 2;
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case 0: return 3;
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}
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break;
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case BlockID.LOG:
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if (data >= 4 && data <= 11) data ^= 0xc;
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break;
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case BlockID.COMPARATOR_OFF:
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case BlockID.COMPARATOR_ON:
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case BlockID.REDSTONE_REPEATER_OFF:
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case BlockID.REDSTONE_REPEATER_ON:
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int dir = data & 0x03;
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int delay = data - dir;
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switch (dir) {
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case 1: return 0 | delay;
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case 2: return 1 | delay;
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case 3: return 2 | delay;
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case 0: return 3 | delay;
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}
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break;
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case BlockID.TRAP_DOOR:
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int withoutOrientation = data & ~0x3;
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int orientation = data & 0x3;
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switch (orientation) {
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case 3: return 0 | withoutOrientation;
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case 2: return 1 | withoutOrientation;
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case 0: return 2 | withoutOrientation;
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case 1: return 3 | withoutOrientation;
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}
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case BlockID.PISTON_BASE:
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case BlockID.PISTON_STICKY_BASE:
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case BlockID.PISTON_EXTENSION:
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final int rest = data & ~0x7;
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switch (data & 0x7) {
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case 5: return 2 | rest;
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case 4: return 3 | rest;
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case 2: return 4 | rest;
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case 3: return 5 | rest;
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}
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break;
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case BlockID.BROWN_MUSHROOM_CAP:
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case BlockID.RED_MUSHROOM_CAP:
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if (data >= 10) return data;
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return (data * 7) % 10;
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case BlockID.VINE:
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return ((data >> 1) | (data << 3)) & 0xf;
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case BlockID.FENCE_GATE:
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return ((data + 3) & 0x3) | (data & ~0x3);
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case BlockID.ANVIL:
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return data ^ 0x1;
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case BlockID.HAY_BLOCK:
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if (data == 4) return 8;
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else if (data == 8) return 4;
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else return 0;
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case BlockID.BED:
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return data & ~0x3 | (data - 1) & 0x3;
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}
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return data;
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}
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/**
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* Flip a block's data value.
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*
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* @param type
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* @param data
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* @return
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*/
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public static int flip(int type, int data) {
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return rotate90(type, rotate90(type, data));
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}
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/**
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* Flip a block's data value.
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*
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* @param type
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* @param data
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* @param direction
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* @return
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*/
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public static int flip(int type, int data, FlipDirection direction) {
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int flipX = 0;
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int flipY = 0;
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int flipZ = 0;
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switch (direction) {
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case NORTH_SOUTH:
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flipZ = 1;
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break;
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case WEST_EAST:
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flipX = 1;
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break;
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case UP_DOWN:
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flipY = 1;
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break;
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}
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switch (type) {
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case BlockID.TORCH:
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case BlockID.REDSTONE_TORCH_OFF:
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case BlockID.REDSTONE_TORCH_ON:
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if (data < 1 || data > 4) break;
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/* FALL-THROUGH */
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case BlockID.LEVER:
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case BlockID.STONE_BUTTON:
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case BlockID.WOODEN_BUTTON:
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switch (data & ~0x8) {
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case 1: return data + flipX;
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case 2: return data - flipX;
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case 3: return data + flipZ;
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case 4: return data - flipZ;
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case 5:
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case 7:
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return data ^ flipY << 1;
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case 6:
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case 0:
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return data ^ flipY * 6;
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}
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break;
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case BlockID.MINECART_TRACKS:
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switch (data) {
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case 6: return data + flipX + flipZ * 3;
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case 7: return data - flipX + flipZ;
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case 8: return data + flipX - flipZ;
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case 9: return data - flipX - flipZ * 3;
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}
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/* FALL-THROUGH */
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case BlockID.POWERED_RAIL:
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case BlockID.DETECTOR_RAIL:
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case BlockID.ACTIVATOR_RAIL:
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switch (data & 0x7) {
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case 0:
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case 1:
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return data;
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case 2:
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case 3:
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return data ^ flipX;
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case 4:
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case 5:
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return data ^ flipZ;
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}
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break;
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case BlockID.STEP:
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case BlockID.WOODEN_STEP:
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return data ^ (flipY << 3);
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case BlockID.WOODEN_STAIRS:
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case BlockID.COBBLESTONE_STAIRS:
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case BlockID.BRICK_STAIRS:
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case BlockID.STONE_BRICK_STAIRS:
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case BlockID.NETHER_BRICK_STAIRS:
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case BlockID.SANDSTONE_STAIRS:
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case BlockID.SPRUCE_WOOD_STAIRS:
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case BlockID.BIRCH_WOOD_STAIRS:
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case BlockID.JUNGLE_WOOD_STAIRS:
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case BlockID.QUARTZ_STAIRS:
|
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data ^= flipY << 2;
|
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switch (data) {
|
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case 0:
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case 1:
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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:
|
|
if ((data & 0x8) != 0) {
|
|
// door top halves contain no orientation information
|
|
break;
|
|
}
|
|
|
|
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.ENDER_CHEST:
|
|
case BlockID.TRAPPED_CHEST:
|
|
case BlockID.HOPPER:
|
|
switch (data) {
|
|
case 2:
|
|
case 3:
|
|
return data ^ flipZ;
|
|
case 4:
|
|
case 5:
|
|
return data ^ flipX;
|
|
}
|
|
break;
|
|
|
|
case BlockID.DROPPER:
|
|
case BlockID.DISPENSER:
|
|
int dispPower = data & 0x8;
|
|
switch (data & ~0x8) {
|
|
case 2:
|
|
case 3:
|
|
return (data ^ flipZ) | dispPower;
|
|
case 4:
|
|
case 5:
|
|
return (data ^ flipX) | dispPower;
|
|
case 0:
|
|
case 1:
|
|
return (data ^ flipY) | dispPower;
|
|
}
|
|
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.COMPARATOR_OFF:
|
|
case BlockID.COMPARATOR_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 << 1;
|
|
case 1:
|
|
case 3:
|
|
return data ^ flipX << 1;
|
|
}
|
|
break;
|
|
|
|
case BlockID.BED:
|
|
switch (data & 0x3) {
|
|
case 0:
|
|
case 2:
|
|
return data ^ flipZ << 1;
|
|
case 1:
|
|
case 3:
|
|
return data ^ flipX << 1;
|
|
}
|
|
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) {
|
|
|
|
// special case here, going to use "forward" for type and "backward" for orientation
|
|
case BlockID.LOG:
|
|
if (increment == -1) {
|
|
store = data & 0x3; // copy bottom (type) bits
|
|
return mod((data & ~0x3) + 4, 16) | store; // switch orientation with top bits and reapply bottom bits;
|
|
} else {
|
|
store = data & ~0x3; // copy top (orientation) bits
|
|
return mod((data & 0x3) + 1, 4) | store; // switch type with bottom bits and reapply top bits
|
|
}
|
|
|
|
// <del>same here</del> - screw you unit tests
|
|
/*case BlockID.QUARTZ_BLOCK:
|
|
if (increment == -1 && data > 2) {
|
|
switch (data) {
|
|
case 2: return 3;
|
|
case 3: return 4;
|
|
case 4: return 2;
|
|
}
|
|
} else if (increment == 1) {
|
|
switch (data) {
|
|
case 0:
|
|
return 1;
|
|
case 1:
|
|
return 2;
|
|
case 2:
|
|
case 3:
|
|
case 4:
|
|
return 0;
|
|
}
|
|
} else {
|
|
return -1;
|
|
}*/
|
|
|
|
case BlockID.LONG_GRASS:
|
|
case BlockID.SANDSTONE:
|
|
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:
|
|
case BlockID.QUARTZ_STAIRS:
|
|
if (data > 7) return -1;
|
|
return mod((data + increment), 8);
|
|
|
|
case BlockID.STONE_BRICK:
|
|
case BlockID.QUARTZ_BLOCK:
|
|
case BlockID.PUMPKIN:
|
|
case BlockID.JACKOLANTERN:
|
|
case BlockID.NETHER_WART:
|
|
case BlockID.CAULDRON:
|
|
case BlockID.WOODEN_STEP:
|
|
case BlockID.DOUBLE_WOODEN_STEP:
|
|
case BlockID.HAY_BLOCK:
|
|
if (data > 3) return -1;
|
|
return mod((data + increment), 4);
|
|
|
|
case BlockID.STEP:
|
|
case BlockID.DOUBLE_STEP:
|
|
case BlockID.CAKE_BLOCK:
|
|
case BlockID.PISTON_BASE:
|
|
case BlockID.PISTON_STICKY_BASE:
|
|
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.WALL_SIGN:
|
|
case BlockID.LADDER:
|
|
case BlockID.CHEST:
|
|
case BlockID.ENDER_CHEST:
|
|
case BlockID.TRAPPED_CHEST:
|
|
case BlockID.HOPPER:
|
|
if (data < 2 || data > 5) return -1;
|
|
return mod((data - 2 + increment), 4) + 2;
|
|
|
|
case BlockID.DISPENSER:
|
|
case BlockID.DROPPER:
|
|
store = data & 0x8;
|
|
data &= ~0x8;
|
|
if (data > 5) return -1;
|
|
return mod((data + increment), 6) | store;
|
|
|
|
case BlockID.REDSTONE_REPEATER_OFF:
|
|
case BlockID.REDSTONE_REPEATER_ON:
|
|
case BlockID.COMPARATOR_OFF:
|
|
case BlockID.COMPARATOR_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:
|
|
case BlockID.STAINED_CLAY:
|
|
case BlockID.CARPET:
|
|
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;
|
|
}
|
|
}
|