Rewrite block properties

This commit is contained in:
Alexander Medvedev
2025-01-28 18:02:55 +01:00
parent 41fac573ba
commit 7b4d28fbea
9 changed files with 455 additions and 654 deletions

View File

@@ -7,7 +7,7 @@ use pumpkin_util::math::vector3::Vector3;
pub use block_state::BlockState;
#[derive(FromPrimitive, PartialEq, Clone, Copy)]
pub enum BlockFace {
pub enum BlockDirection {
Bottom = 0,
Top,
North,
@@ -18,7 +18,7 @@ pub enum BlockFace {
pub struct InvalidBlockFace;
impl TryFrom<i32> for BlockFace {
impl TryFrom<i32> for BlockDirection {
type Error = InvalidBlockFace;
fn try_from(value: i32) -> Result<Self, Self::Error> {
@@ -34,15 +34,15 @@ impl TryFrom<i32> for BlockFace {
}
}
impl BlockFace {
impl BlockDirection {
pub fn to_offset(&self) -> Vector3<i32> {
match self {
BlockFace::Bottom => (0, -1, 0),
BlockFace::Top => (0, 1, 0),
BlockFace::North => (0, 0, -1),
BlockFace::South => (0, 0, 1),
BlockFace::West => (-1, 0, 0),
BlockFace::East => (1, 0, 0),
BlockDirection::Bottom => (0, -1, 0),
BlockDirection::Top => (0, 1, 0),
BlockDirection::North => (0, 0, -1),
BlockDirection::South => (0, 0, 1),
BlockDirection::West => (-1, 0, 0),
BlockDirection::East => (1, 0, 0),
}
.into()
}

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@@ -1,133 +0,0 @@
use std::{collections::HashMap, sync::Arc};
use async_trait::async_trait;
use pumpkin_protocol::server::play::SUseItemOn;
use pumpkin_util::math::position::BlockPos;
use pumpkin_world::block::{
block_registry::{Block, BLOCKS},
BlockFace,
};
use crate::world::World;
use super::properties::{slab::SlabBehavior, stair::StairBehavior};
#[async_trait]
pub trait BlockBehavior: Send + Sync {
async fn map_state_id(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
use_item_on: &SUseItemOn,
player_direction: &Direction,
) -> u16;
async fn is_updateable(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
) -> bool;
}
#[derive(Clone, Debug)]
pub enum BlockProperty {
Waterlogged(bool),
Facing(Direction),
Powered(bool),
SlabType(SlabPosition),
StairShape(StairShape),
Half(BlockHalf), // Add other properties as needed
}
#[derive(Clone, Debug)]
pub enum BlockHalf {
Top,
Bottom,
}
#[derive(Clone, Debug)]
pub enum SlabPosition {
Top,
Bottom,
Double,
}
#[derive(Clone, Debug)]
pub enum StairShape {
Straight,
InnerLeft,
InnerRight,
OuterLeft,
OuterRight,
}
#[derive(Clone, Debug, PartialEq)]
pub enum Direction {
North,
South,
East,
West,
}
#[must_use]
pub fn get_property_key(property_name: &str) -> Option<BlockProperty> {
match property_name {
"waterlogged" => Some(BlockProperty::Waterlogged(false)),
"facing" => Some(BlockProperty::Facing(Direction::North)),
"type" => Some(BlockProperty::SlabType(SlabPosition::Top)),
"shape" => Some(BlockProperty::StairShape(StairShape::Straight)),
"half" => Some(BlockProperty::Half(BlockHalf::Bottom)),
_ => None,
}
}
#[derive(Default)]
pub struct BlockPropertiesManager {
properties_registry: HashMap<u16, Arc<dyn BlockBehavior>>,
}
impl BlockPropertiesManager {
pub fn build_properties_registry(&mut self) {
for block in &BLOCKS.blocks {
let behaviour: Arc<dyn BlockBehavior> = match block.name.as_str() {
name if name.ends_with("_slab") => SlabBehavior::get_or_init(&block.properties),
name if name.ends_with("_stairs") => StairBehavior::get_or_init(&block.properties),
_ => continue,
};
self.properties_registry.insert(block.id, behaviour);
}
}
pub async fn get_state_id(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
use_item_on: &SUseItemOn,
player_direction: &Direction,
) -> u16 {
if let Some(behaviour) = self.properties_registry.get(&block.id) {
return behaviour
.map_state_id(world, block, face, block_pos, use_item_on, player_direction)
.await;
}
block.default_state_id
}
pub async fn is_updateable(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
) -> bool {
if let Some(behaviour) = self.properties_registry.get(&block.id) {
return behaviour.is_updateable(world, block, face, block_pos).await;
}
false
}
}

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@@ -1,6 +1,6 @@
use block_properties_manager::BlockPropertiesManager;
use blocks::chest::ChestBlock;
use blocks::furnace::FurnaceBlock;
use properties::BlockPropertiesManager;
use crate::block::block_manager::BlockManager;
use crate::block::blocks::crafting_table::CraftingTableBlock;
@@ -8,9 +8,8 @@ use crate::block::blocks::jukebox::JukeboxBlock;
use std::sync::Arc;
pub mod block_manager;
pub mod block_properties_manager;
mod blocks;
mod properties;
pub mod properties;
pub mod pumpkin_block;
#[must_use]

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@@ -0,0 +1,437 @@
use std::collections::HashMap;
use pumpkin_protocol::server::play::SUseItemOn;
use pumpkin_util::math::{position::BlockPos, vector3::Vector3};
use pumpkin_world::block::{
block_registry::{Block, BLOCKS},
BlockDirection,
};
use crate::world::World;
#[derive(Clone, Debug)]
pub enum BlockProperty {
Waterlogged(bool),
Facing(Direction),
Face(BlockFace),
Powered(bool),
SlabType(SlabPosition),
StairShape(StairShape),
Half(BlockHalf), // Add other properties as needed
}
#[derive(Clone, Debug)]
pub enum BlockFace {
Floor,
Wall,
Ceiling,
}
#[derive(Clone, Debug)]
pub enum BlockHalf {
Top,
Bottom,
}
#[derive(Clone, Debug)]
pub enum SlabPosition {
Top,
Bottom,
Double,
}
#[derive(Clone, Debug)]
pub enum StairShape {
Straight,
InnerLeft,
InnerRight,
OuterLeft,
OuterRight,
}
#[derive(Clone, Debug, PartialEq)]
pub enum Direction {
North,
South,
East,
West,
}
// TODO: We can automaticly parse them ig
#[must_use]
pub fn get_property_key(property_name: &str) -> Option<BlockProperty> {
match property_name {
"waterlogged" => Some(BlockProperty::Waterlogged(false)),
"facing" => Some(BlockProperty::Facing(Direction::North)),
"type" => Some(BlockProperty::SlabType(SlabPosition::Top)),
"shape" => Some(BlockProperty::StairShape(StairShape::Straight)),
"half" => Some(BlockProperty::Half(BlockHalf::Bottom)),
"powered" => Some(BlockProperty::Powered(false)),
"face" => Some(BlockProperty::Face(BlockFace::Wall)),
_ => None,
}
}
#[must_use]
pub fn evaluate_property_type(
block: &Block,
clicked_block: &Block,
face: BlockDirection,
use_item_on: &SUseItemOn,
) -> String {
if block.id == clicked_block.id && face == BlockDirection::Top {
return format!("{}{}", "type", "double");
}
if face == BlockDirection::Top {
return format!("{}{}", "type", "bottom");
}
if face == BlockDirection::North
|| face == BlockDirection::South
|| face == BlockDirection::West
|| face == BlockDirection::East
{
let y_pos = use_item_on.cursor_pos.y;
if y_pos > 0.5 {
return format!("{}{}", "type", "top");
}
return format!("{}{}", "type", "bottom");
}
format!("{}{}", "type", "bottom")
}
#[must_use]
pub fn evaluate_property_waterlogged(block: &Block) -> String {
if block.name == "water" {
return format!("{}{}", "waterlogged", "true");
}
format!("{}{}", "waterlogged", "false")
}
fn calculate_positions(player_direction: &Direction, block_pos: &BlockPos) -> (BlockPos, BlockPos) {
match player_direction {
Direction::North => (
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z - 1,
)),
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z + 1,
)),
),
Direction::South => (
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z + 1,
)),
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z - 1,
)),
),
Direction::East => (
BlockPos(Vector3::new(
block_pos.0.x + 1,
block_pos.0.y,
block_pos.0.z,
)),
BlockPos(Vector3::new(
block_pos.0.x - 1,
block_pos.0.y,
block_pos.0.z,
)),
),
Direction::West => (
BlockPos(Vector3::new(
block_pos.0.x - 1,
block_pos.0.y,
block_pos.0.z,
)),
BlockPos(Vector3::new(
block_pos.0.x + 1,
block_pos.0.y,
block_pos.0.z,
)),
),
}
}
#[expect(clippy::implicit_hasher)]
pub async fn evaluate_property_shape(
world: &World,
block_pos: &BlockPos,
face: &BlockDirection,
use_item_on: &SUseItemOn,
player_direction: &Direction,
property_mappings: &HashMap<u16, Vec<String>>,
) -> String {
let block_half = evaluate_property_half(*face, use_item_on);
let (front_block_pos, back_block_pos) = calculate_positions(player_direction, block_pos);
let front_block_and_state = world.get_block_and_block_state(&front_block_pos).await;
let back_block_and_state = world.get_block_and_block_state(&back_block_pos).await;
match front_block_and_state {
Ok((block, state)) => {
if block.name.ends_with("stairs") {
log::debug!("Block in front is a stair block");
let key = state.id - block.states[0].id;
if let Some(properties) = property_mappings.get(&key) {
if properties.contains(&"shapestraight".to_owned())
&& properties.contains(&block_half)
{
let is_facing_north = properties.contains(&"facingnorth".to_owned());
let is_facing_west = properties.contains(&"facingwest".to_owned());
let is_facing_south = properties.contains(&"facingsouth".to_owned());
let is_facing_east = properties.contains(&"facingeast".to_owned());
if (is_facing_north && *player_direction == Direction::West)
|| (is_facing_west && *player_direction == Direction::South)
|| (is_facing_south && *player_direction == Direction::East)
|| (is_facing_east && *player_direction == Direction::North)
{
return "shapeouter_right".to_owned();
}
if (is_facing_north && *player_direction == Direction::East)
|| (is_facing_west && *player_direction == Direction::North)
|| (is_facing_south && *player_direction == Direction::West)
|| (is_facing_east && *player_direction == Direction::South)
{
return "shapeouter_left".to_owned();
}
}
}
} else {
log::debug!("Block to the left is not a stair block");
}
}
Err(_) => {
log::debug!("There is no block to the left");
}
}
match back_block_and_state {
Ok((block, state)) => {
if block.name.ends_with("stairs") {
log::debug!("Block in back is a stair block");
let key = state.id - block.states[0].id;
if let Some(properties) = property_mappings.get(&key) {
if properties.contains(&"shapestraight".to_owned())
&& properties.contains(&block_half)
{
let is_facing_north = properties.contains(&"facingnorth".to_owned());
let is_facing_west = properties.contains(&"facingwest".to_owned());
let is_facing_south = properties.contains(&"facingsouth".to_owned());
let is_facing_east = properties.contains(&"facingeast".to_owned());
if (is_facing_north && *player_direction == Direction::West)
|| (is_facing_west && *player_direction == Direction::South)
|| (is_facing_south && *player_direction == Direction::East)
|| (is_facing_east && *player_direction == Direction::North)
{
return "shapeinner_right".to_owned();
}
if (is_facing_north && *player_direction == Direction::East)
|| (is_facing_west && *player_direction == Direction::North)
|| (is_facing_south && *player_direction == Direction::West)
|| (is_facing_east && *player_direction == Direction::South)
{
return "shapeinner_left".to_owned();
}
}
}
} else {
log::debug!("Block to the right is not a stair block");
}
}
Err(_) => {
log::debug!("There is no block to the right");
}
}
// TODO: We currently don't notify adjacent stair blocks to update their shape after placement.
// We should implement a block update mechanism (e.g., tracking state changes and triggering
// a server-wide or chunk-level update) so that neighbors properly recalculate their shape.
format!("{}{}", "shape", "straight")
}
#[must_use]
pub fn evaluate_property_facing(face: BlockDirection, player_direction: &Direction) -> String {
let facing = match face {
BlockDirection::North => "south",
BlockDirection::South => "north",
BlockDirection::East => "west",
BlockDirection::West => "east",
BlockDirection::Top | BlockDirection::Bottom => match player_direction {
Direction::North => "north",
Direction::South => "south",
Direction::East => "east",
Direction::West => "west",
},
};
format!("facing{facing}")
}
#[must_use]
pub fn evaluate_property_block_face(dir: BlockDirection) -> String {
let block_face = if dir == BlockDirection::Bottom || dir == BlockDirection::Top {
if dir == BlockDirection::Top {
BlockFace::Ceiling
} else {
BlockFace::Floor
}
} else {
BlockFace::Wall
};
let facing = match block_face {
BlockFace::Floor => "floor",
BlockFace::Wall => "wall",
BlockFace::Ceiling => "ceiling",
};
format!("face{facing}")
}
#[must_use]
pub fn evaluate_property_half(face: BlockDirection, use_item_on: &SUseItemOn) -> String {
match face {
BlockDirection::Top => format!("{}{}", "half", "bottom"),
BlockDirection::Bottom => format!("{}{}", "half", "top"),
_ => {
if use_item_on.cursor_pos.y > 0.5 {
format!("{}{}", "half", "top")
} else {
format!("{}{}", "half", "bottom")
}
}
}
}
#[derive(Default)]
pub struct BlockPropertiesManager {
properties_registry: HashMap<u16, BlockProperties>,
}
pub struct BlockProperties {
// Mappings from property state strings -> offset
state_mappings: HashMap<Vec<String>, u16>,
// Mappings from offset -> property state strings
property_mappings: HashMap<u16, Vec<String>>,
}
impl BlockPropertiesManager {
pub fn build_properties_registry(&mut self) {
for block in &BLOCKS.blocks {
let properties = &block.properties;
if properties.is_empty() {
continue;
}
let total_combinations: usize = properties.iter().map(|p| p.values.len()).product();
let mut forward_map = HashMap::with_capacity(total_combinations);
let mut reverse_map = HashMap::with_capacity(total_combinations);
for i in 0..total_combinations {
let mut current = i;
let mut combination = Vec::with_capacity(properties.len());
for property in properties.iter().rev() {
let property_size = property.values.len();
combination.push(current % property_size);
current /= property_size;
}
combination.reverse();
let key: Vec<String> = combination
.iter()
.enumerate()
.map(|(prop_idx, &state_idx)| {
// Build "namevalue" strings, e.g. "facingnorth", "halfbottom", etc.
format!(
"{}{}",
properties[prop_idx].name, properties[prop_idx].values[state_idx]
)
})
.collect();
forward_map.insert(key.clone(), i as u16);
reverse_map.insert(i as u16, key);
}
self.properties_registry.insert(
block.id,
BlockProperties {
state_mappings: forward_map,
property_mappings: reverse_map,
},
);
}
}
pub async fn get_state_id(
&self,
world: &World,
block: &Block,
face: &BlockDirection,
block_pos: &BlockPos,
use_item_on: &SUseItemOn,
player_direction: &Direction,
) -> u16 {
if let Some(properties) = self.properties_registry.get(&block.id) {
let mut hmap_key: Vec<String> = Vec::with_capacity(block.properties.len());
for raw_property in &block.properties {
let property = get_property_key(raw_property.name.as_str());
if let Some(property) = property {
let state = match property {
BlockProperty::SlabType(_) => {
let clicked_block = world.get_block(block_pos).await.unwrap();
evaluate_property_type(block, clicked_block, *face, use_item_on)
}
BlockProperty::Waterlogged(_) => evaluate_property_waterlogged(block),
BlockProperty::Facing(_) => {
evaluate_property_facing(*face, player_direction)
}
BlockProperty::Half(_) => evaluate_property_half(*face, use_item_on),
BlockProperty::StairShape(_) => {
evaluate_property_shape(
world,
block_pos,
face,
use_item_on,
player_direction,
&properties.property_mappings,
)
.await
}
BlockProperty::Powered(_) => "poweredfalse".to_string(), // todo
BlockProperty::Face(_) => evaluate_property_block_face(*face),
};
hmap_key.push(state.to_string());
} else {
log::warn!("Unknown Block Property: {}", &raw_property.name);
// if one property is not found everything will not work
return block.default_state_id;
}
}
// Base state id plus offset
return block.states[0].id + properties.state_mappings[&hmap_key];
}
block.default_state_id
}
}

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@@ -1,2 +0,0 @@
pub(crate) mod slab;
pub(crate) mod stair;

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@@ -1,167 +0,0 @@
use std::{
collections::HashMap,
sync::{Arc, OnceLock},
};
use pumpkin_protocol::server::play::SUseItemOn;
use pumpkin_util::math::position::BlockPos;
use pumpkin_world::block::block_registry::Block;
use pumpkin_world::block::{block_registry::Property, BlockFace};
use crate::{
block::block_properties_manager::{get_property_key, BlockBehavior, BlockProperty, Direction},
world::World,
};
pub static SLAB_BEHAVIOR: OnceLock<Arc<SlabBehavior>> = OnceLock::new();
// Example of a behavior with shared static data
pub struct SlabBehavior {
// Shared static data for all slabs
state_mappings: HashMap<Vec<String>, u16>,
property_mappings: HashMap<u16, Vec<String>>,
}
impl SlabBehavior {
pub fn get_or_init(properties: &[Property]) -> Arc<Self> {
SLAB_BEHAVIOR
.get_or_init(|| Arc::new(Self::new(properties)))
.clone()
}
pub fn get() -> Arc<Self> {
SLAB_BEHAVIOR.get().expect("Slab Uninitialized").clone()
}
pub fn new(properties: &[Property]) -> Self {
let total_combinations: usize = properties.iter().map(|p| p.values.len()).product();
let mut forward_map = HashMap::with_capacity(total_combinations);
let mut reverse_map = HashMap::with_capacity(total_combinations);
for i in 0..total_combinations {
let mut current = i;
let mut combination = Vec::with_capacity(properties.len());
for property in properties.iter().rev() {
let property_size = property.values.len();
combination.push(current % property_size);
current /= property_size;
}
combination.reverse();
let key: Vec<String> = combination
.iter()
.enumerate()
.map(|(prop_idx, &state_idx)| {
format!(
"{}{}",
properties[prop_idx].name, properties[prop_idx].values[state_idx]
)
})
.collect();
forward_map.insert(key.clone(), i as u16);
reverse_map.insert(i as u16, key);
}
Self {
state_mappings: forward_map,
property_mappings: reverse_map,
}
}
pub fn evaluate_property_type(
block: &Block,
clicked_block: &Block,
face: BlockFace,
use_item_on: &SUseItemOn,
) -> String {
if block.id == clicked_block.id && face == BlockFace::Top {
return format!("{}{}", "type", "double");
}
if face == BlockFace::Top {
return format!("{}{}", "type", "bottom");
}
if face == BlockFace::North
|| face == BlockFace::South
|| face == BlockFace::West
|| face == BlockFace::East
{
let y_pos = use_item_on.cursor_pos.y;
if y_pos > 0.5 {
return format!("{}{}", "type", "top");
}
return format!("{}{}", "type", "bottom");
}
format!("{}{}", "type", "bottom")
}
pub fn evaluate_property_waterlogged(block: &Block) -> String {
if block.name == "water" {
return format!("{}{}", "waterlogged", "true");
}
format!("{}{}", "waterlogged", "false")
}
}
#[async_trait::async_trait]
impl BlockBehavior for SlabBehavior {
async fn map_state_id(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
use_item_on: &SUseItemOn,
_player_direction: &Direction,
) -> u16 {
let clicked_block = world.get_block(block_pos).await.unwrap();
let mut hmap_key: Vec<String> = Vec::with_capacity(block.properties.len());
let slab_behaviour = Self::get();
for property in &block.properties {
let state = match get_property_key(property.name.as_str()).expect("Property not found")
{
BlockProperty::SlabType(_) => {
Self::evaluate_property_type(block, clicked_block, *face, use_item_on)
}
BlockProperty::Waterlogged(false) => Self::evaluate_property_waterlogged(block),
_ => panic!("Property not found"),
};
hmap_key.push(state.to_string());
}
// Base state id plus offset
block.states[0].id + slab_behaviour.state_mappings[&hmap_key]
}
async fn is_updateable(
&self,
world: &World,
block: &Block,
_face: &BlockFace,
block_pos: &BlockPos,
) -> bool {
let clicked_block = world.get_block(block_pos).await.unwrap();
if block.id != clicked_block.id {
return false; // Ensure the block being interacted with matches the target block.
}
let clicked_block_state_id = world.get_block_state_id(block_pos).await.unwrap();
let key = clicked_block_state_id - clicked_block.states[0].id;
if let Some(properties) = Self::get().property_mappings.get(&key) {
log::debug!("Properties: {:?}", properties);
if properties.contains(&"typebottom".to_string()) {
return true;
}
}
false
}
}

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@@ -1,330 +0,0 @@
use std::{
collections::HashMap,
sync::{Arc, OnceLock},
};
use pumpkin_protocol::server::play::SUseItemOn;
use pumpkin_util::math::{position::BlockPos, vector3::Vector3};
use pumpkin_world::block::block_registry::Block;
use pumpkin_world::block::{block_registry::Property, BlockFace};
use crate::{
block::block_properties_manager::{get_property_key, BlockBehavior, BlockProperty, Direction},
world::World,
};
/// Global static for `StairBehavior`
pub static STAIRS_BEHAVIOR: OnceLock<Arc<StairBehavior>> = OnceLock::new();
/// Behavior for Stairs
pub struct StairBehavior {
// Mappings from property state strings -> offset
state_mappings: HashMap<Vec<String>, u16>,
// Mappings from offset -> property state strings
property_mappings: HashMap<u16, Vec<String>>,
}
impl StairBehavior {
/// Initialize or return the existing `StairBehavior`
pub fn get_or_init(properties: &[Property]) -> Arc<Self> {
STAIRS_BEHAVIOR
.get_or_init(|| Arc::new(Self::new(properties)))
.clone()
}
/// Returns the global `StairBehavior` (must have been init once)
pub fn get() -> Arc<Self> {
STAIRS_BEHAVIOR
.get()
.expect("StairsBehavior not initialized")
.clone()
}
/// Build up our forward/reverse property state maps
pub fn new(properties: &[Property]) -> Self {
let total_combinations: usize = properties.iter().map(|p| p.values.len()).product();
let mut forward_map = HashMap::with_capacity(total_combinations);
let mut reverse_map = HashMap::with_capacity(total_combinations);
for i in 0..total_combinations {
let mut current = i;
let mut combination = Vec::with_capacity(properties.len());
for property in properties.iter().rev() {
let property_size = property.values.len();
combination.push(current % property_size);
current /= property_size;
}
combination.reverse();
let key: Vec<String> = combination
.iter()
.enumerate()
.map(|(prop_idx, &state_idx)| {
// Build "namevalue" strings, e.g. "facingnorth", "halfbottom", etc.
format!(
"{}{}",
properties[prop_idx].name, properties[prop_idx].values[state_idx]
)
})
.collect();
forward_map.insert(key.clone(), i as u16);
reverse_map.insert(i as u16, key);
}
Self {
state_mappings: forward_map,
property_mappings: reverse_map,
}
}
fn calculate_positions(
player_direction: &Direction,
block_pos: &BlockPos,
) -> (BlockPos, BlockPos) {
match player_direction {
Direction::North => (
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z - 1,
)),
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z + 1,
)),
),
Direction::South => (
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z + 1,
)),
BlockPos(Vector3::new(
block_pos.0.x,
block_pos.0.y,
block_pos.0.z - 1,
)),
),
Direction::East => (
BlockPos(Vector3::new(
block_pos.0.x + 1,
block_pos.0.y,
block_pos.0.z,
)),
BlockPos(Vector3::new(
block_pos.0.x - 1,
block_pos.0.y,
block_pos.0.z,
)),
),
Direction::West => (
BlockPos(Vector3::new(
block_pos.0.x - 1,
block_pos.0.y,
block_pos.0.z,
)),
BlockPos(Vector3::new(
block_pos.0.x + 1,
block_pos.0.y,
block_pos.0.z,
)),
),
}
}
pub async fn evaluate_property_shape(
world: &World,
block_pos: &BlockPos,
face: &BlockFace,
use_item_on: &SUseItemOn,
player_direction: &Direction,
) -> String {
let block_half = Self::evaluate_property_half(*face, use_item_on);
let (front_block_pos, back_block_pos) =
Self::calculate_positions(player_direction, block_pos);
let front_block_and_state = world.get_block_and_block_state(&front_block_pos).await;
let back_block_and_state = world.get_block_and_block_state(&back_block_pos).await;
match front_block_and_state {
Ok((block, state)) => {
if block.name.ends_with("stairs") {
log::debug!("Block in front is a stair block");
let key = state.id - block.states[0].id;
if let Some(properties) = Self::get().property_mappings.get(&key) {
if properties.contains(&"shapestraight".to_owned())
&& properties.contains(&block_half)
{
let is_facing_north = properties.contains(&"facingnorth".to_owned());
let is_facing_west = properties.contains(&"facingwest".to_owned());
let is_facing_south = properties.contains(&"facingsouth".to_owned());
let is_facing_east = properties.contains(&"facingeast".to_owned());
if (is_facing_north && *player_direction == Direction::West)
|| (is_facing_west && *player_direction == Direction::South)
|| (is_facing_south && *player_direction == Direction::East)
|| (is_facing_east && *player_direction == Direction::North)
{
return "shapeouter_right".to_owned();
}
if (is_facing_north && *player_direction == Direction::East)
|| (is_facing_west && *player_direction == Direction::North)
|| (is_facing_south && *player_direction == Direction::West)
|| (is_facing_east && *player_direction == Direction::South)
{
return "shapeouter_left".to_owned();
}
}
}
} else {
log::debug!("Block to the left is not a stair block");
}
}
Err(_) => {
log::debug!("There is no block to the left");
}
}
match back_block_and_state {
Ok((block, state)) => {
if block.name.ends_with("stairs") {
log::debug!("Block in back is a stair block");
let key = state.id - block.states[0].id;
if let Some(properties) = Self::get().property_mappings.get(&key) {
if properties.contains(&"shapestraight".to_owned())
&& properties.contains(&block_half)
{
let is_facing_north = properties.contains(&"facingnorth".to_owned());
let is_facing_west = properties.contains(&"facingwest".to_owned());
let is_facing_south = properties.contains(&"facingsouth".to_owned());
let is_facing_east = properties.contains(&"facingeast".to_owned());
if (is_facing_north && *player_direction == Direction::West)
|| (is_facing_west && *player_direction == Direction::South)
|| (is_facing_south && *player_direction == Direction::East)
|| (is_facing_east && *player_direction == Direction::North)
{
return "shapeinner_right".to_owned();
}
if (is_facing_north && *player_direction == Direction::East)
|| (is_facing_west && *player_direction == Direction::North)
|| (is_facing_south && *player_direction == Direction::West)
|| (is_facing_east && *player_direction == Direction::South)
{
return "shapeinner_left".to_owned();
}
}
}
} else {
log::debug!("Block to the right is not a stair block");
}
}
Err(_) => {
log::debug!("There is no block to the right");
}
}
// TODO: We currently don't notify adjacent stair blocks to update their shape after placement.
// We should implement a block update mechanism (e.g., tracking state changes and triggering
// a server-wide or chunk-level update) so that neighbors properly recalculate their shape.
format!("{}{}", "shape", "straight")
}
pub fn evaluate_property_waterlogged(block: &Block) -> String {
if block.name == "water" {
return format!("{}{}", "waterlogged", "true");
}
format!("{}{}", "waterlogged", "false")
}
pub fn evaluate_property_facing(face: BlockFace, player_direction: &Direction) -> String {
let facing = match face {
BlockFace::North => "south",
BlockFace::South => "north",
BlockFace::East => "west",
BlockFace::West => "east",
BlockFace::Top | BlockFace::Bottom => match player_direction {
Direction::North => "north",
Direction::South => "south",
Direction::East => "east",
Direction::West => "west",
},
};
format!("facing{facing}")
}
pub fn evaluate_property_half(face: BlockFace, use_item_on: &SUseItemOn) -> String {
match face {
BlockFace::Top => format!("{}{}", "half", "bottom"),
BlockFace::Bottom => format!("{}{}", "half", "top"),
_ => {
if use_item_on.cursor_pos.y > 0.5 {
format!("{}{}", "half", "top")
} else {
format!("{}{}", "half", "bottom")
}
}
}
}
}
#[async_trait::async_trait]
impl BlockBehavior for StairBehavior {
/// Given the block and environment, compute the correct state ID.
async fn map_state_id(
&self,
world: &World,
block: &Block,
face: &BlockFace,
block_pos: &BlockPos,
use_item_on: &SUseItemOn,
player_direction: &Direction,
) -> u16 {
let mut hmap_key: Vec<String> = Vec::with_capacity(block.properties.len());
let stair_behaviour = Self::get();
for property in &block.properties {
let state = match get_property_key(property.name.as_str()).expect("Property not found")
{
BlockProperty::Facing(_) => Self::evaluate_property_facing(*face, player_direction),
BlockProperty::Half(_) => Self::evaluate_property_half(*face, use_item_on),
BlockProperty::StairShape(_) => {
Self::evaluate_property_shape(
world,
block_pos,
face,
use_item_on,
player_direction,
)
.await
}
BlockProperty::Waterlogged(_) => Self::evaluate_property_waterlogged(block),
_ => panic!("BlockProperty invalid for Stairs"),
};
hmap_key.push(state);
}
block.states[0].id + stair_behaviour.state_mappings[&hmap_key]
}
async fn is_updateable(
&self,
_world: &World,
_block: &Block,
_face: &BlockFace,
_block_pos: &BlockPos,
) -> bool {
false
}
}

View File

@@ -2,7 +2,7 @@ use std::num::NonZeroU8;
use std::sync::Arc;
use crate::block::block_manager::BlockActionResult;
use crate::block::block_properties_manager::Direction;
use crate::block::properties::Direction;
use crate::entity::mob;
use crate::net::PlayerConfig;
use crate::{
@@ -47,7 +47,7 @@ use pumpkin_world::block::block_registry::Block;
use pumpkin_world::item::item_registry::get_item_by_id;
use pumpkin_world::item::ItemStack;
use pumpkin_world::{
block::{block_registry::get_block_by_item, BlockFace},
block::{block_registry::get_block_by_item, BlockDirection},
entity::entity_registry::get_entity_id,
item::item_registry::get_spawn_egg,
};
@@ -900,7 +900,7 @@ impl Player {
return Err(BlockPlacingError::BlockOutOfReach.into());
}
let Ok(face) = BlockFace::try_from(use_item_on.face.0) else {
let Ok(face) = BlockDirection::try_from(use_item_on.face.0) else {
return Err(BlockPlacingError::InvalidBlockFace.into());
};
@@ -1104,7 +1104,7 @@ impl Player {
item_t: String,
server: &Server,
location: BlockPos,
face: &BlockFace,
face: &BlockDirection,
) -> Result<bool, Box<dyn PumpkinError>> {
// checks if spawn egg has a corresponding entity name
if let Some(spawn_item_id) = get_entity_id(&item_t) {
@@ -1163,7 +1163,7 @@ impl Player {
server: &Server,
use_item_on: SUseItemOn,
location: BlockPos,
face: &BlockFace,
face: &BlockDirection,
) -> Result<bool, Box<dyn PumpkinError>> {
let entity = &self.living_entity.entity;
let world = &entity.world;
@@ -1206,10 +1206,7 @@ impl Player {
_ => {}
}
let clicked_block_updated_able = server
.block_properties_manager
.is_updateable(world, &block, face, &clicked_block_pos)
.await;
let clicked_block_updated_able = false;
let final_block_pos = if clicked_block_state.replaceable || clicked_block_updated_able {
clicked_block_pos

View File

@@ -32,7 +32,7 @@ use tokio::sync::{Mutex, RwLock};
use uuid::Uuid;
use crate::block::block_manager::BlockManager;
use crate::block::block_properties_manager::BlockPropertiesManager;
use crate::block::properties::BlockPropertiesManager;
use crate::block::{default_block_manager, default_block_properties_manager};
use crate::entity::ai::path::Navigator;
use crate::entity::living::LivingEntity;