Plex-FAWE/src/main/java/com/sk89q/worldedit/blocks/BlockData.java
2013-10-20 16:31:49 +02:00

982 lines
30 KiB
Java

// $Id$
/*
* WorldEdit
* Copyright (C) 2010, 2011 sk89q <http://www.sk89q.com> 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 <http://www.gnu.org/licenses/>.
*/
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:
case BlockID.ACTIVATOR_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:
case BlockID.QUARTZ_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;
case 5: return 6 | thrown;
case 6: return 5 | thrown;
case 7: return 0 | thrown;
case 0: return 7 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) != 0) {
// door top halves contain no orientation information
break;
}
/* FALL-THROUGH */
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.ENDER_CHEST:
case BlockID.TRAPPED_CHEST:
case BlockID.HOPPER:
switch (data) {
case 2: return 5;
case 3: return 4;
case 4: return 2;
case 5: return 3;
}
break;
case BlockID.DISPENSER:
case BlockID.DROPPER:
int dispPower = data & 0x8;
switch (data & ~0x8) {
case 2: return 5 | dispPower;
case 3: return 4 | dispPower;
case 4: return 2 | dispPower;
case 5: return 3 | dispPower;
}
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.COMPARATOR_OFF:
case BlockID.COMPARATOR_ON:
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);
case BlockID.ANVIL:
return data ^ 0x1;
case BlockID.HAY_BLOCK:
if (data == 4) return 8;
else if (data == 8) return 4;
else return 0; // sanitize extraneous data values since hay blocks are weird
case BlockID.BED:
return data & ~0x3 | (data + 1) & 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:
case BlockID.ACTIVATOR_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:
case BlockID.QUARTZ_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;
case 6: return 5 | thrown;
case 5: return 6 | thrown;
case 0: return 7 | thrown;
case 7: return 0 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) != 0) {
// door top halves contain no orientation information
break;
}
/* FALL-THROUGH */
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.ENDER_CHEST:
case BlockID.TRAPPED_CHEST:
case BlockID.HOPPER:
switch (data) {
case 5: return 2;
case 4: return 3;
case 2: return 4;
case 3: return 5;
}
break;
case BlockID.DISPENSER:
case BlockID.DROPPER:
int dispPower = data & 0x8;
switch (data & ~0x8) {
case 5: return 2 | dispPower;
case 4: return 3 | dispPower;
case 2: return 4 | dispPower;
case 3: return 5 | dispPower;
}
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.COMPARATOR_OFF:
case BlockID.COMPARATOR_ON:
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);
case BlockID.ANVIL:
return data ^ 0x1;
case BlockID.HAY_BLOCK:
if (data == 4) return 8;
else if (data == 8) return 4;
else return 0;
case BlockID.BED:
return data & ~0x3 | (data - 1) & 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:
flipZ = 1;
break;
case WEST_EAST:
flipX = 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 < 1 || 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;
case 5:
case 7:
return data ^ flipY << 1;
case 6:
case 0:
return data ^ flipY * 6;
}
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:
case BlockID.ACTIVATOR_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:
case BlockID.QUARTZ_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:
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;
}
}