mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2024-11-12 23:43:33 +00:00
8e84e7ae18
- Fixed block rotation code for some blocks and cleaned it up a lot - Added block rotation code for powered rails and detector rails - //flip now flips all blocks, not just half of them
463 lines
13 KiB
Java
463 lines
13 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>
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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.data;
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import com.sk89q.worldedit.CuboidClipboard.FlipDirection;
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import com.sk89q.worldedit.blocks.BlockID;
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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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switch (data & 0x7) {
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case 0: return 1;
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case 1: return 0;
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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.WOODEN_STAIRS:
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case BlockID.COBBLESTONE_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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}
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break;
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case BlockID.LEVER:
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case BlockID.STONE_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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}
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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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int topHalf = data & 0x8;
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int swung = data & 0x4;
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int withoutFlags = data & ~(0x8 | 0x4);
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switch (withoutFlags) {
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case 0: return 1 | topHalf | swung;
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case 1: return 2 | topHalf | swung;
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case 2: return 3 | topHalf | swung;
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case 3: return 0 | topHalf | swung;
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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.FURNACE:
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case BlockID.BURNING_FURNACE:
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case BlockID.DISPENSER:
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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.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.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 open = data & 0x4;
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int withoutOpen = data & ~0x4;
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switch (withoutOpen) {
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case 0: return 3 | open;
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case 1: return 2 | open;
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case 2: return 0 | open;
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case 3: return 1 | open;
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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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switch(data) {
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case 0: return 0;
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case 1: return 1;
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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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}
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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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switch (data & 0x7) {
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case 1: return 0;
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case 0: return 1;
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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.WOODEN_STAIRS:
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case BlockID.COBBLESTONE_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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}
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break;
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case BlockID.LEVER:
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case BlockID.STONE_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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}
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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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int topHalf = data & 0x8;
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int swung = data & 0x4;
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int withoutFlags = data & ~(0x8 | 0x4);
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switch (withoutFlags) {
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case 1: return 0 | topHalf | swung;
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case 2: return 1 | topHalf | swung;
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case 3: return 2 | topHalf | swung;
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case 0: return 3 | topHalf | swung;
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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.FURNACE:
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case BlockID.BURNING_FURNACE:
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case BlockID.DISPENSER:
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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.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.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 open = data & 0x4;
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int withoutOpen = data & ~0x4;
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switch (withoutOpen) {
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case 3: return 0 | open;
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case 2: return 1 | open;
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case 0: return 2 | open;
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case 1: return 3 | open;
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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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switch(data) {
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case 0: return 0;
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case 1: return 1;
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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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}
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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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* @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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flipX = 1;
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break;
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case WEST_EAST:
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flipY = 1;
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break;
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case UP_DOWN:
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flipZ = 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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case BlockID.LEVER:
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case BlockID.STONE_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 + flipY;
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case 4: return data - flipY;
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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 + 3*flipY;
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case 7: return data - flipX + flipY;
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case 8: return data + flipX - flipY;
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case 9: return data - flipX - 3*flipY;
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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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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 ^ flipY;
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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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switch (data) {
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case 0:
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case 1:
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return data ^ flipX;
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case 2:
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case 3:
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return data ^ flipY;
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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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switch (data & 0x3) {
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case 0: return data + flipX + 3*flipY;
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case 1: return data - flipX + flipY;
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case 2: return data + flipX - flipY;
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case 3: return data - flipX - 3*flipY;
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}
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break;
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case BlockID.SIGN_POST:
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return (data + 8) % 16; // broken!
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case BlockID.LADDER:
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case BlockID.WALL_SIGN:
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case BlockID.FURNACE:
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case BlockID.BURNING_FURNACE:
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case BlockID.DISPENSER:
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switch (data) {
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case 2:
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case 3:
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return data ^ flipY;
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case 4:
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case 5:
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return data ^ flipX;
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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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case BlockID.REDSTONE_REPEATER_OFF:
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case BlockID.REDSTONE_REPEATER_ON:
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switch (data & 0x3) {
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case 0:
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case 2:
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return data ^ (flipY<<1);
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case 1:
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case 3:
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return data ^ (flipX<<1);
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}
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break;
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case BlockID.TRAP_DOOR:
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switch (data & 0x3) {
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case 0:
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case 1:
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return data ^ flipY;
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case 2:
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case 3:
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return data ^ flipX;
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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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switch(data & ~0x8) {
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case 0:
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case 1:
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return data ^ flipZ;
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case 2:
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case 3:
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return data ^ flipY;
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case 4:
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case 5:
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return data ^ flipX;
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}
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}
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return data;
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}
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}
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