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Update for Minecraft 1.8
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@@ -16,12 +16,17 @@ public class ItemBlock extends Item {
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this.b(Block.byId[i + 256].a(2));
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}
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public int a() {
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return this.id;
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}
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public boolean a(ItemStack itemstack, EntityHuman entityhuman, World world, int i, int j, int k, int l) {
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int clickedX = i, clickedY = j, clickedZ = k; // CraftBukkit
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int i1 = world.getTypeId(i, j, k);
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if (world.getTypeId(i, j, k) == Block.SNOW.id) {
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if (i1 == Block.SNOW.id) {
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l = 0;
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} else {
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} else if (i1 != Block.VINE.id) {
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if (l == 0) {
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--j;
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}
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@@ -49,75 +54,84 @@ public class ItemBlock extends Item {
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if (itemstack.count == 0) {
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return false;
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} else if (j == 127 && Block.byId[this.id].material.isBuildable()) {
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} else if (!entityhuman.c(i, j, k)) {
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return false;
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} else if (world.a(this.id, i, j, k, false, l)) {
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Block block = Block.byId[this.id];
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// CraftBukkit start - This executes the placement of the block
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CraftBlockState replacedBlockState = CraftBlockState.getBlockState(world, i, j, k);
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// There are like 30 combinations you can mix and match steps and double steps
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// of different materials, so there are a lot of different cases of what
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// would happen if you place x step onto another y step, so let's just keep
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// track of the entire state
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CraftBlockState blockStateBelow = null;
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// Toggles whether the normal or the block below is used for the place event
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boolean eventUseBlockBelow = false;
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if ((world.getTypeId(i, j - 1, k) == Block.STEP.id || world.getTypeId(i, j - 1, k) == Block.DOUBLE_STEP.id)
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&& (itemstack.id == Block.DOUBLE_STEP.id || itemstack.id == Block.STEP.id)) {
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blockStateBelow = CraftBlockState.getBlockState(world, i, j - 1, k);
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// Step is placed on step, forms a doublestep replacing the original step, so we need the lower block
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eventUseBlockBelow = itemstack.id == Block.STEP.id && blockStateBelow.getTypeId() == Block.STEP.id;
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}
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/**
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* @see net.minecraft.server.World#setTypeIdAndData(int i, int j, int k, int l, int i1)
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*
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* This replaces world.setTypeIdAndData(IIIII), we're doing this because we need to
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* hook between the 'placement' and the informing to 'world' so we can
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* sanely undo this.
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*
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* Whenever the call to 'world.setTypeIdAndData' changes we need to figure out again what to
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* replace this with.
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*/
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if (world.setRawTypeIdAndData(i, j, k, this.id, this.filterData(itemstack.getData()))) { // <-- world.setTypeIdAndData does this to place the block
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BlockPlaceEvent event = CraftEventFactory.callBlockPlaceEvent(world, entityhuman, eventUseBlockBelow ? blockStateBelow : replacedBlockState, clickedX, clickedY, clickedZ, block);
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if (event.isCancelled() || !event.canBuild()) {
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if (blockStateBelow != null) { // Used for steps
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world.setTypeIdAndData(i, j, k, replacedBlockState.getTypeId(), replacedBlockState.getRawData());
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world.setTypeIdAndData(i, j - 1, k, blockStateBelow.getTypeId(), blockStateBelow.getRawData());
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} else {
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if (this.id == Block.ICE.id) {
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// Ice will explode if we set straight to 0
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world.setTypeId(i, j, k, 20);
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}
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world.setTypeIdAndData(i, j, k, replacedBlockState.getTypeId(), replacedBlockState.getRawData());
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}
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return true;
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}
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world.update(i, j, k, this.id); // <-- world.setTypeIdAndData does this on success (tell the world)
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// CraftBukkit end
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Block.byId[this.id].postPlace(world, i, j, k, l);
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Block.byId[this.id].postPlace(world, i, j, k, entityhuman);
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world.makeSound((double) ((float) i + 0.5F), (double) ((float) j + 0.5F), (double) ((float) k + 0.5F), block.stepSound.getName(), (block.stepSound.getVolume1() + 1.0F) / 2.0F, block.stepSound.getVolume2() * 0.8F);
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--itemstack.count;
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}
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return true;
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} else {
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return false;
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world.getClass();
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if (j == 128 - 1 && Block.byId[this.id].material.isBuildable()) {
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return false;
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} else if (world.a(this.id, i, j, k, false, l)) {
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Block block = Block.byId[this.id];
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// CraftBukkit start - This executes the placement of the block
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CraftBlockState replacedBlockState = CraftBlockState.getBlockState(world, i, j, k);
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// There are like 30 combinations you can mix and match steps and double steps
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// of different materials, so there are a lot of different cases of what
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// would happen if you place x step onto another y step, so let's just keep
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// track of the entire state
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CraftBlockState blockStateBelow = null;
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// Toggles whether the normal or the block below is used for the place event
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boolean eventUseBlockBelow = false;
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if ((world.getTypeId(i, j - 1, k) == Block.STEP.id || world.getTypeId(i, j - 1, k) == Block.DOUBLE_STEP.id)
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&& (itemstack.id == Block.DOUBLE_STEP.id || itemstack.id == Block.STEP.id)) {
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blockStateBelow = CraftBlockState.getBlockState(world, i, j - 1, k);
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// Step is placed on step, forms a doublestep replacing the original step, so we need the lower block
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eventUseBlockBelow = itemstack.id == Block.STEP.id && blockStateBelow.getTypeId() == Block.STEP.id;
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}
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/**
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* @see net.minecraft.server.World#setTypeIdAndData(int i, int j, int k, int l, int i1)
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*
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* This replaces world.setTypeIdAndData(IIIII), we're doing this because we need to
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* hook between the 'placement' and the informing to 'world' so we can
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* sanely undo this.
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*
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* Whenever the call to 'world.setTypeIdAndData' changes we need to figure out again what to
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* replace this with.
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*/
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if (world.setRawTypeIdAndData(i, j, k, this.id, this.filterData(itemstack.getData()))) { // <-- world.setTypeIdAndData does this to place the block
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BlockPlaceEvent event = CraftEventFactory.callBlockPlaceEvent(world, entityhuman, eventUseBlockBelow ? blockStateBelow : replacedBlockState, clickedX, clickedY, clickedZ, block);
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if (event.isCancelled() || !event.canBuild()) {
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if (blockStateBelow != null) { // Used for steps
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world.setTypeIdAndData(i, j, k, replacedBlockState.getTypeId(), replacedBlockState.getRawData());
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world.setTypeIdAndData(i, j - 1, k, blockStateBelow.getTypeId(), blockStateBelow.getRawData());
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} else {
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if (this.id == Block.ICE.id) {
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// Ice will explode if we set straight to 0
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world.setTypeId(i, j, k, 20);
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}
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world.setTypeIdAndData(i, j, k, replacedBlockState.getTypeId(), replacedBlockState.getRawData());
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}
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return true;
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}
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world.update(i, j, k, this.id); // <-- world.setTypeIdAndData does this on success (tell the world)
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// CraftBukkit end
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Block.byId[this.id].postPlace(world, i, j, k, l);
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Block.byId[this.id].postPlace(world, i, j, k, entityhuman);
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world.makeSound((double) ((float) i + 0.5F), (double) ((float) j + 0.5F), (double) ((float) k + 0.5F), block.stepSound.getName(), (block.stepSound.getVolume1() + 1.0F) / 2.0F, block.stepSound.getVolume2() * 0.8F);
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--itemstack.count;
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}
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return true;
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} else {
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return false;
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}
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}
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}
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public String a() {
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public String a(ItemStack itemstack) {
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return Block.byId[this.id].l();
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}
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public String b() {
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return Block.byId[this.id].l();
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}
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}
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