stevenarella/blocks/src/lib.rs

5241 lines
168 KiB
Rust

// TODO: Tile Entities
// Skulls
// FlowerPot
// StandingSign
// WallSign
// Chest (DoubleChest)
// TrappedChest
// EnderChest
// StandingBanner
// WallBanner
// Enchanting Table
// EndPortal
// Beacon
// Barrier
// EndGateway
// TODO: Blocks
// RedstoneRepeater (Locked State Update)
// Tripwire (State Update)
// TripwireHook (Rendering issue)
// FlowingWater
// FlowingLava
// DoublePlant (Sunflower rendering)
// PistonExtension?
// Fire (Update State)
// CobblestoneWall (Connections)
#![recursion_limit="300"]
extern crate cgmath;
extern crate collision;
#[macro_use]
extern crate lazy_static;
use collision::{Aabb, Aabb3};
use cgmath::Point3;
pub mod material;
pub use self::material::Material;
pub use self::Block::*;
pub trait WorldAccess {
fn get_block(&self, x: i32, y: i32, z: i32) -> Block;
}
#[doc(hidden)]
#[macro_export]
macro_rules! create_ids {
($t:ty, ) => ();
($t:ty, prev($prev:ident), $name:ident) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = $prev + 1;
);
($t:ty, prev($prev:ident), $name:ident, $($n:ident),+) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = $prev + 1;
create_ids!($t, prev($name), $($n),+);
);
($t:ty, $name:ident, $($n:ident),+) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = 0;
create_ids!($t, prev($name), $($n),+);
);
($t:ty, $name:ident) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = 0;
);
}
macro_rules! consume_token { ($i:tt) => (0) }
macro_rules! offsets {
($first:ident, $($other:ident),*) => (
#[allow(non_upper_case_globals)]
pub const $first: usize = 0;
offsets!(prev($first), $($other),*);
);
(prev($prev:ident), $first:ident, $($other:ident),*) => (
#[allow(non_upper_case_globals)]
pub const $first: usize = $prev + internal_sizes::$prev;
offsets!(prev($first), $($other),*);
);
(prev($prev:ident), $first:ident) => (
#[allow(non_upper_case_globals)]
pub const $first: usize = $prev + internal_sizes::$prev;
)
}
macro_rules! define_blocks {
(
$(
$name:ident {
props {
$(
$fname:ident : $ftype:ty = [$($val:expr),+],
)*
},
$(data $datafunc:expr,)*
material $mat:expr,
model $model:expr,
$(variant $variant:expr,)*
$(tint $tint:expr,)*
$(collision $collision:expr,)*
$(update_state ($world:ident, $x:ident, $y:ident, $z:ident) => $update_state:expr,)*
$(multipart ($mkey:ident, $mval:ident) => $multipart:expr,)*
}
)+
) => (
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Block {
$(
$name {
$(
$fname : $ftype,
)*
},
)+
}
mod internal_ids {
create_ids!(usize, $($name),+);
}
mod internal_sizes {
$(
#[allow(non_upper_case_globals)]
pub const $name : usize = $(($(1 + consume_token!($val) + )+ 0) * )* 1;
)+
}
mod internal_offsets {
use super::internal_sizes;
offsets!($($name),+);
}
mod internal_offset_max {
use super::internal_sizes;
use super::internal_offsets;
$(
#[allow(non_upper_case_globals)]
pub const $name: usize = internal_offsets::$name + internal_sizes::$name - 1;
)+
}
impl Block {
#[allow(unused_variables, unused_mut, unused_assignments)]
pub fn get_steven_id(&self) -> usize {
match *self {
$(
Block::$name {
$($fname,)*
} => {
let mut offset = internal_offsets::$name;
let mut mul = 1;
$(
offset += [$($val),+].into_iter().position(|v| *v == $fname).unwrap() * mul;
mul *= $(1 + consume_token!($val) + )+ 0;
)*
offset
},
)+
}
}
#[allow(unused_variables, unused_assignments)]
pub fn by_steven_id(id: usize) -> Block {
match id {
$(
mut data @ internal_offsets::$name ... internal_offset_max::$name=> {
data -= internal_offsets::$name;
$(
let vals = [$($val),+];
let $fname = vals[data % vals.len()];
data /= vals.len();
)*
Block::$name {
$(
$fname: $fname,
)*
}
},
)*
_ => Block::Missing {}
}
}
#[allow(unused_variables, unreachable_code)]
pub fn get_vanilla_id(&self) -> Option<usize> {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(
let data: Option<usize> = ($datafunc).map(|v| v + (internal_ids::$name << 4));
return data;
)*
Some(internal_ids::$name << 4)
}
)+
}
}
pub fn by_vanilla_id(id: usize) -> Block {
VANILLA_ID_MAP.get(id).and_then(|v| *v).unwrap_or(Block::Missing{})
}
#[allow(unused_variables)]
pub fn get_material(&self) -> Material {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$mat
}
)+
}
}
#[allow(unused_variables)]
pub fn get_model(&self) -> (String, String) {
match *self {
$(
Block::$name {
$($fname,)*
} => {
let parts = $model;
(String::from(parts.0), String::from(parts.1))
}
)+
}
}
#[allow(unused_variables, unreachable_code)]
pub fn get_model_variant(&self) -> String {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(return String::from($variant);)*
"normal".to_owned()
}
)+
}
}
#[allow(unused_variables, unreachable_code)]
pub fn get_tint(&self) -> TintType {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(return $tint;)*
TintType::Default
}
)+
}
}
#[allow(unused_variables, unreachable_code)]
pub fn get_collision_boxes(&self) -> Vec<Aabb3<f64>> {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(return $collision;)*
vec![Aabb3::new(
Point3::new(0.0, 0.0, 0.0),
Point3::new(1.0, 1.0, 1.0)
)]
}
)+
}
}
#[allow(unused_variables, unreachable_code)]
pub fn update_state<W: WorldAccess>(&self, world: &W, x: i32, y: i32, z: i32) -> Block {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(
let $world = world;
let $x = x;
let $y = y;
let $z = z;
return $update_state;
)*
Block::$name {
$($fname: $fname,)*
}
}
)+
}
}
#[allow(unused_variables, unreachable_code)]
pub fn match_multipart(&self, key: &str, val: &str) -> bool {
match *self {
$(
Block::$name {
$($fname,)*
} => {
$(
let $mkey = key;
let $mval = val;
return $multipart;
)*
false
}
)+
}
}
}
lazy_static! {
static ref VANILLA_ID_MAP: Vec<Option<Block>> = {
let mut blocks = vec![];
for i in 0 .. internal_offsets::Missing {
let block = Block::by_steven_id(i);
if let Some(id) = block.get_vanilla_id() {
if blocks.len() <= id {
blocks.resize(id + 1, None);
}
if blocks[id].is_none() {
blocks[id] = Some(block);
} else {
panic!(
"Tried to register {:#?} to {}:{} but {:#?} was already registered",
block,
id >> 4,
id & 0xF,
blocks[id]
);
}
}
}
blocks
};
}
);
}
#[derive(Clone, Copy)]
pub enum TintType {
Default,
Color{r: u8, g: u8, b: u8},
Grass,
Foliage,
}
define_blocks! {
Air {
props {},
material material::INVISIBLE,
model { ("minecraft", "air") },
collision vec![],
}
Stone {
props {
variant: StoneVariant = [
StoneVariant::Normal,
StoneVariant::Granite,
StoneVariant::SmoothGranite,
StoneVariant::Diorite,
StoneVariant::SmoothDiorite,
StoneVariant::Andesite,
StoneVariant::SmoothAndesite
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", variant.as_string() ) },
}
Grass {
props {
snowy: bool = [false, true],
},
data { if snowy { None } else { Some(0) } },
material material::SOLID,
model { ("minecraft", "grass") },
variant format!("snowy={}", snowy),
tint TintType::Grass,
update_state (world, x, y, z) => {
Block::Grass{
snowy: match world.get_block(x, y + 1, z) {
Block::Snow { .. } | Block::SnowLayer { .. } => true,
_ => false,
}
}
},
}
Dirt {
props {
snowy: bool = [false, true],
variant: DirtVariant = [
DirtVariant::Normal,
DirtVariant::Coarse,
DirtVariant::Podzol
],
},
data if !snowy { Some(variant.data()) } else { None },
material material::SOLID,
model { ("minecraft", variant.as_string()) },
variant {
if variant == DirtVariant::Podzol {
format!("snowy={}", snowy)
} else {
"normal".to_owned()
}
},
update_state (world, x, y, z) => if variant == DirtVariant::Podzol {
Block::Dirt{
snowy: match world.get_block(x, y + 1, z) {
Block::Snow{ .. } | Block::SnowLayer { .. } => true,
_ => false,
},
variant: variant
}
} else {
Block::Dirt{snowy: snowy, variant: variant}
},
}
Cobblestone {
props {},
material material::SOLID,
model { ("minecraft", "cobblestone") },
}
Planks {
props {
variant: TreeVariant = [
TreeVariant::Oak,
TreeVariant::Spruce,
TreeVariant::Birch,
TreeVariant::Jungle,
TreeVariant::Acacia,
TreeVariant::DarkOak
],
},
data Some(variant.plank_data()),
material material::SOLID,
model { ("minecraft", format!("{}_planks", variant.as_string()) ) },
}
Sapling {
props {
variant: TreeVariant = [
TreeVariant::Oak,
TreeVariant::Spruce,
TreeVariant::Birch,
TreeVariant::Jungle,
TreeVariant::Acacia,
TreeVariant::DarkOak
],
stage: i32 = [0, 1],
},
data Some(variant.plank_data() | ((stage as usize) << 3)),
material material::NON_SOLID,
model { ("minecraft", format!("{}_sapling", variant.as_string()) ) },
variant format!("stage={}", stage),
collision vec![],
}
Bedrock {
props {},
material material::SOLID,
model { ("minecraft", "bedrock") },
}
FlowingWater {
props {
level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(level as usize),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: true,
absorbed_light: 2,
emitted_light: 0,
},
model { ("minecraft", "flowing_water") },
collision vec![],
}
Water {
props {
level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(level as usize),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: true,
absorbed_light: 2,
emitted_light: 0,
},
model { ("minecraft", "water") },
collision vec![],
}
FlowingLava {
props {
level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(level as usize),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "flowing_lava") },
collision vec![],
}
Lava {
props {
level: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(level as usize),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "lava") },
collision vec![],
}
Sand {
props {
red: bool = [false, true],
},
data Some(if red { 1 } else { 0 }),
material material::SOLID,
model { ("minecraft", if red { "red_sand" } else { "sand" } ) },
}
Gravel {
props {},
material material::SOLID,
model { ("minecraft", "gravel") },
}
GoldOre {
props {},
material material::SOLID,
model { ("minecraft", "gold_ore") },
}
IronOre {
props {},
material material::SOLID,
model { ("minecraft", "iron_ore") },
}
CoalOre {
props {},
material material::SOLID,
model { ("minecraft", "coal_ore") },
}
Log {
props {
variant: TreeVariant = [
TreeVariant::Oak,
TreeVariant::Spruce,
TreeVariant::Birch,
TreeVariant::Jungle
],
axis: Axis = [Axis::Y, Axis::Z, Axis::X, Axis::None],
},
data Some(variant.data() | (axis.data() << 2)),
material material::SOLID,
model { ("minecraft", format!("{}_log", variant.as_string()) ) },
variant format!("axis={}", axis.as_string()),
}
Leaves {
props {
variant: TreeVariant = [
TreeVariant::Oak,
TreeVariant::Spruce,
TreeVariant::Birch,
TreeVariant::Jungle
],
decayable: bool = [false, true],
check_decay: bool = [false, true],
},
data Some(variant.data()
| (if decayable { 0x4 } else { 0x0 })
| (if check_decay { 0x8 } else { 0x0 })),
material material::LEAVES,
model { ("minecraft", format!("{}_leaves", variant.as_string()) ) },
tint TintType::Foliage,
}
Sponge {
props {
wet: bool = [false, true],
},
data Some(if wet { 1 } else { 0 }),
material material::SOLID,
model { ("minecraft", "sponge") },
variant format!("wet={}", wet),
}
Glass {
props {},
material material::NON_SOLID,
model { ("minecraft", "glass") },
}
LapisOre {
props {},
material material::SOLID,
model { ("minecraft", "lapis_ore") },
}
LapisBlock {
props {},
material material::SOLID,
model { ("minecraft", "lapis_block") },
}
Dispenser {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
triggered: bool = [false, true],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
};
Some(data | (if triggered { 0x8 } else { 0x0 }))
},
material material::SOLID,
model { ("minecraft", "dispenser") },
variant format!("facing={}", facing.as_string()),
}
Sandstone {
props {
variant: SandstoneVariant = [
SandstoneVariant::Normal,
SandstoneVariant::Chiseled,
SandstoneVariant::Smooth
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", variant.as_string() ) },
}
NoteBlock {
props {},
material material::SOLID,
model { ("minecraft", "noteblock") },
}
Bed {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
occupied: bool = [false, true],
part: BedPart = [BedPart::Head, BedPart::Foot],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data
| (if occupied { 0x4 } else { 0x0 })
| (if part == BedPart::Head { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "bed") },
variant format!("facing={},part={}", facing.as_string(), part.as_string()),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 9.0/16.0, 1.0))],
}
GoldenRail {
props {
powered: bool = [false, true],
shape: RailShape = [
RailShape::NorthSouth,
RailShape::EastWest,
RailShape::AscendingNorth,
RailShape::AscendingSouth,
RailShape::AscendingEast,
RailShape::AscendingWest
],
},
data Some(shape.data() | (if powered { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", "golden_rail") },
variant format!("powered={},shape={}", powered, shape.as_string()),
collision vec![],
}
DetectorRail {
props {
powered: bool = [false, true],
shape: RailShape = [
RailShape::NorthSouth,
RailShape::EastWest,
RailShape::AscendingNorth,
RailShape::AscendingSouth,
RailShape::AscendingEast,
RailShape::AscendingWest
],
},
data Some(shape.data() | (if powered { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", "detector_rail") },
variant format!("powered={},shape={}", powered, shape.as_string()),
collision vec![],
}
StickyPiston {
props {
extended: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::East => 5,
Direction::West => 4,
_ => unreachable!(),
};
Some(data | (if extended { 0x8 } else { 0x0 }))
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: !extended,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 0,
},
model { ("minecraft", "sticky_piston") },
variant format!("extended={},facing={}", extended, facing.as_string()),
}
Web {
props {},
material material::NON_SOLID,
model { ("minecraft", "web") },
collision vec![],
}
TallGrass {
props {
variant: TallGrassVariant = [
TallGrassVariant::DeadBush,
TallGrassVariant::TallGrass,
TallGrassVariant::Fern
],
},
data Some(match variant {
TallGrassVariant::DeadBush => 0,
TallGrassVariant::TallGrass => 1,
TallGrassVariant::Fern => 2,
}),
material material::NON_SOLID,
model { ("minecraft", variant.as_string() ) },
tint TintType::Grass,
collision vec![],
}
DeadBush {
props {},
material material::NON_SOLID,
model { ("minecraft", "dead_bush") },
collision vec![],
}
Piston {
props {
extended: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::East => 5,
Direction::West => 4,
_ => unreachable!(),
};
Some(data | (if extended { 0x8 } else { 0x0 }))
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: !extended,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 0,
},
model { ("minecraft", "piston") },
variant format!("extended={},facing={}", extended, facing.as_string()),
}
PistonHead {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
short: bool = [false, true],
variant: PistonType = [PistonType::Normal, PistonType::Sticky],
},
data if !short { Some(
match facing {
Direction::Down => 0x0,
Direction::Up => 0x1,
Direction::North => 0x2,
Direction::South => 0x3,
Direction::West => 0x4,
Direction::East => 0x5,
_ => unreachable!(),
} | if variant == PistonType::Sticky { 0x8 } else { 0x0 }
)} else {
None
},
material material::NON_SOLID,
model { ("minecraft", "piston_head") },
variant format!("facing={},short={},type={}", facing.as_string(), short, variant.as_string()),
}
Wool {
props {
color: ColoredVariant = [
ColoredVariant::White,
ColoredVariant::Orange,
ColoredVariant::Magenta,
ColoredVariant::LightBlue,
ColoredVariant::Yellow,
ColoredVariant::Lime,
ColoredVariant::Pink,
ColoredVariant::Gray,
ColoredVariant::Silver,
ColoredVariant::Cyan,
ColoredVariant::Purple,
ColoredVariant::Blue,
ColoredVariant::Brown,
ColoredVariant::Green,
ColoredVariant::Red,
ColoredVariant::Black
],
},
data Some(color.data()),
material material::SOLID,
model { ("minecraft", format!("{}_wool", color.as_string()) ) },
}
PistonExtension {
props {},
data Some(0),
material material::INVISIBLE,
model { ("minecraft", "piston_extension") },
}
YellowFlower {
props {},
material material::NON_SOLID,
model { ("minecraft", "dandelion") },
collision vec![],
}
RedFlower {
props {
variant: RedFlowerVariant = [
RedFlowerVariant::Poppy,
RedFlowerVariant::BlueOrchid,
RedFlowerVariant::Allium,
RedFlowerVariant::AzureBluet,
RedFlowerVariant::RedTulip,
RedFlowerVariant::OrangeTulip,
RedFlowerVariant::WhiteTulip,
RedFlowerVariant::PinkTulip,
RedFlowerVariant::OxeyeDaisy
],
},
data Some(variant.data()),
material material::NON_SOLID,
model { ("minecraft", variant.as_string()) },
collision vec![],
}
BrownMushroom {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 1,
},
model { ("minecraft", "brown_mushroom") },
collision vec![],
}
RedMushroom {
props {},
material material::NON_SOLID,
model { ("minecraft", "red_mushroom") },
collision vec![],
}
GoldBlock {
props {},
material material::SOLID,
model { ("minecraft", "gold_block") },
}
IronBlock {
props {},
material material::SOLID,
model { ("minecraft", "iron_block") },
}
DoubleStoneSlab {
props {
seamless: bool = [false, true],
variant: StoneSlabVariant = [
StoneSlabVariant::Stone,
StoneSlabVariant::Sandstone,
StoneSlabVariant::Wood,
StoneSlabVariant::Cobblestone,
StoneSlabVariant::Brick,
StoneSlabVariant::StoneBrick,
StoneSlabVariant::NetherBrick,
StoneSlabVariant::Quartz
],
},
data {
let data = if seamless {
match variant {
StoneSlabVariant::Stone => 8,
StoneSlabVariant::Sandstone => 9,
StoneSlabVariant::Quartz => 15,
_ => return None,
}
} else {
variant.data()
};
Some(data)
},
material material::SOLID,
model { ("minecraft", format!("{}_double_slab", variant.as_string()) ) },
variant if seamless { "all" } else { "normal" },
}
StoneSlab {
props {
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
variant: StoneSlabVariant = [
StoneSlabVariant::Stone,
StoneSlabVariant::Sandstone,
StoneSlabVariant::Wood,
StoneSlabVariant::Cobblestone,
StoneSlabVariant::Brick,
StoneSlabVariant::StoneBrick,
StoneSlabVariant::NetherBrick,
StoneSlabVariant::Quartz
],
},
data Some(variant.data() | (if half == BlockHalf::Top { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", format!("{}_slab", variant.as_string()) ) },
variant format!("half={}", half.as_string()),
collision match half {
BlockHalf::Bottom => vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.5, 1.0))],
BlockHalf::Top => vec![Aabb3::new(Point3::new(0.0, 0.5, 0.0), Point3::new(1.0, 1.0, 1.0))],
_ => unreachable!(),
},
}
BrickBlock {
props {},
material material::SOLID,
model { ("minecraft", "brick_block") },
}
TNT {
props {
explode: bool = [false, true],
},
data Some(if explode { 1 } else { 0 }),
material material::SOLID,
model { ("minecraft", "tnt") },
}
BookShelf {
props {},
material material::SOLID,
model { ("minecraft", "bookshelf") },
}
MossyCobblestone {
props {},
material material::SOLID,
model { ("minecraft", "mossy_cobblestone") },
}
Obsidian {
props {},
material material::SOLID,
model { ("minecraft", "obsidian") },
}
Torch {
props {
facing: Direction = [
Direction::East,
Direction::West,
Direction::South,
Direction::North,
Direction::Up
],
},
data {
Some(match facing {
Direction::East => 1,
Direction::West => 2,
Direction::South => 3,
Direction::North => 4,
Direction::Up => 5,
_ => unreachable!(),
})
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 14,
},
model { ("minecraft", "torch") },
variant format!("facing={}", facing.as_string()),
collision vec![],
}
Fire {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
up: bool = [false, true],
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !up && !north && !south && !east && !west { Some(age as usize) } else { None },
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 15,
},
model { ("minecraft", "fire") },
collision vec![],
multipart (key, val) => match key {
"up" => up == (val == "true"),
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
MobSpawner {
props {},
material material::NON_SOLID,
model { ("minecraft", "mob_spawner") },
}
OakStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "oak_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::OakStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
Chest {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::West,
Direction::East
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material material::NON_SOLID,
model { ("minecraft", "chest") },
}
RedstoneWire {
props {
north: RedstoneSide = [RedstoneSide::None, RedstoneSide::Side, RedstoneSide::Up],
south: RedstoneSide = [RedstoneSide::None, RedstoneSide::Side, RedstoneSide::Up],
east: RedstoneSide = [RedstoneSide::None, RedstoneSide::Side, RedstoneSide::Up],
west: RedstoneSide = [RedstoneSide::None, RedstoneSide::Side, RedstoneSide::Up],
power: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data {
if north == RedstoneSide::None && south == RedstoneSide::None
&& east == RedstoneSide::None && west == RedstoneSide::None {
Some(power as usize)
} else {
None
}
},
material material::NON_SOLID,
model { ("minecraft", "redstone_wire") },
tint TintType::Color{r: ((255.0 / 30.0) * (power as f64) + 14.0) as u8, g: 0, b: 0},
collision vec![],
update_state (world, x, y, z) => Block::RedstoneWire {
north: can_connect_redstone(world, x, y, z, Direction::North),
south: can_connect_redstone(world, x, y, z, Direction::South),
east: can_connect_redstone(world, x, y, z, Direction::East),
west: can_connect_redstone(world, x, y, z, Direction::West),
power: power
},
multipart (key, val) => match key {
"north" => val.contains(north.as_string()),
"south" => val.contains(south.as_string()),
"east" => val.contains(east.as_string()),
"west" => val.contains(west.as_string()),
_ => false,
},
}
DiamondOre {
props {},
material material::SOLID,
model { ("minecraft", "diamond_ore") },
}
DiamondBlock {
props {},
material material::SOLID,
model { ("minecraft", "diamond_block") },
}
CraftingTable {
props {},
material material::SOLID,
model { ("minecraft", "crafting_table") },
}
Wheat {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "wheat") },
variant format!("age={}", age),
collision vec![],
}
Farmland {
props {
moisture: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
},
data Some(moisture as usize),
material material::NON_SOLID,
model { ("minecraft", "farmland") },
variant format!("moisture={}", moisture),
}
Furnace {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::West,
Direction::East
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material material::SOLID,
model { ("minecraft", "furnace") },
variant format!("facing={}", facing.as_string()),
}
FurnaceLit {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::West,
Direction::East
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 13,
},
model { ("minecraft", "lit_furnace") },
variant format!("facing={}", facing.as_string()),
}
StandingSign {
props {
rotation: Rotation = [
Rotation::South,
Rotation::SouthSouthWest,
Rotation::SouthWest,
Rotation::WestSouthWest,
Rotation::West,
Rotation::WestNorthWest,
Rotation::NorthWest,
Rotation::NorthNorthWest,
Rotation::North,
Rotation::NorthNorthEast,
Rotation::NorthEast,
Rotation::EastNorthEast,
Rotation::East,
Rotation::EastSouthEast,
Rotation::SouthEast,
Rotation::SouthSouthEast
],
},
data Some(rotation.data()),
material material::NON_SOLID,
model { ("minecraft", "standing_sign") },
collision vec![],
}
WoodenDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "wooden_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::WoodenDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
Ladder {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
},
data {
Some(match facing {
Direction::South => 2,
Direction::West => 3,
Direction::North => 4,
Direction::East => 5,
_ => 2,
})
},
material material::NON_SOLID,
model { ("minecraft", "ladder") },
variant format!("facing={}", facing.as_string()),
}
Rail {
props {
shape: RailShape = [
RailShape::NorthSouth,
RailShape::EastWest,
RailShape::NorthEast,
RailShape::NorthWest,
RailShape::SouthEast,
RailShape::SouthWest,
RailShape::AscendingNorth,
RailShape::AscendingSouth,
RailShape::AscendingEast,
RailShape::AscendingWest
],
},
data Some(shape.data()),
material material::NON_SOLID,
model { ("minecraft", "rail") },
variant format!("shape={}", shape.as_string()),
collision vec![],
}
StoneStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "stone_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::StoneStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
WallSign {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material material::NON_SOLID,
model { ("minecraft", "wall_sign") },
variant format!("facing={}", facing.as_string()),
collision vec![],
}
Lever {
props {
facing: LeverDirection = [
LeverDirection::North,
LeverDirection::South,
LeverDirection::East,
LeverDirection::West,
LeverDirection::UpX,
LeverDirection::DownX,
LeverDirection::UpZ,
LeverDirection::DownZ
],
powered: bool = [false, true],
},
data Some(facing.data() | (if powered { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", "lever") },
variant format!("facing={},powered={}", facing.as_string(), powered),
collision vec![],
}
StonePressurePlate {
props {
powered: bool = [false, true],
},
data Some(if powered { 1 } else { 0 }),
material material::NON_SOLID,
model { ("minecraft", "stone_pressure_plate") },
variant format!("powered={}", powered),
collision vec![],
}
IronDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "iron_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::IronDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
WoodenPressurePlate {
props {
powered: bool = [false, true],
},
data Some(if powered { 1 } else { 0 }),
material material::NON_SOLID,
model { ("minecraft", "wooden_pressure_plate") },
variant format!("powered={}", powered),
collision vec![],
}
RedstoneOre {
props {},
material material::SOLID,
model { ("minecraft", "redstone_ore") },
}
RedstoneOreLit {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 9,
},
model { ("minecraft", "lit_redstone_ore") },
}
RedstoneTorchUnlit {
props {
facing: Direction = [
Direction::East,
Direction::West,
Direction::South,
Direction::North,
Direction::Up
],
},
data {
Some(match facing {
Direction::East => 1,
Direction::West => 2,
Direction::South => 3,
Direction::North => 4,
Direction::Up => 5,
_ => unreachable!(),
})
},
material material::NON_SOLID,
model { ("minecraft", "unlit_redstone_torch") },
variant format!("facing={}", facing.as_string()),
collision vec![],
}
RedstoneTorch {
props {
facing: Direction = [
Direction::Up,
Direction::North,
Direction::East,
Direction::South,
Direction::West
],
},
data {
Some(match facing {
Direction::East => 1,
Direction::West => 2,
Direction::South => 3,
Direction::North => 4,
Direction::Up => 5,
_ => unreachable!(),
})
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 7,
},
model { ("minecraft", "redstone_torch") },
variant format!("facing={}", facing.as_string()),
collision vec![],
}
StoneButton {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
powered: bool = [false, true],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::East => 1,
Direction::West => 2,
Direction::South => 3,
Direction::North => 4,
Direction::Up => 5,
_ => unreachable!(),
};
Some(data | (if powered { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "stone_button") },
variant format!("facing={},powered={}", facing.as_string(), powered),
collision vec![],
}
SnowLayer {
props {
layers: i32 = [1, 2, 3, 4, 5, 6, 7, 8],
},
data Some(layers as usize - 1),
material material::NON_SOLID,
model { ("minecraft", "snow_layer") },
variant format!("layers={}", layers),
}
Ice {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: true,
absorbed_light: 2,
emitted_light: 0,
},
model { ("minecraft", "ice") },
}
Snow {
props {},
material material::SOLID,
model { ("minecraft", "snow") },
}
Cactus {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "cactus") },
}
Clay {
props {},
material material::SOLID,
model { ("minecraft", "clay") },
}
Reeds {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "reeds") },
tint TintType::Foliage,
collision vec![],
}
Jukebox {
props {
has_record: bool = [false, true],
},
data Some(if has_record { 1 } else { 0 }),
material material::SOLID,
model { ("minecraft", "jukebox") },
}
Fence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "fence") },
update_state (world, x, y, z) => Block::Fence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
Pumpkin {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
without_face: bool = [false, true],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data | (if without_face { 0x4 } else { 0x0 }))
},
material material::SOLID,
model { ("minecraft", "pumpkin") },
variant format!("facing={}", facing.as_string()),
}
Netherrack {
props {},
material material::SOLID,
model { ("minecraft", "netherrack") },
}
SoulSand {
props {},
material material::NON_SOLID,
model { ("minecraft", "soul_sand") },
}
Glowstone {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "glowstone") },
}
Portal {
props {
axis: Axis = [Axis::X, Axis::Z],
},
data Some(axis.data()),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: true,
absorbed_light: 1,
emitted_light: 11,
},
model { ("minecraft", "portal") },
variant format!("axis={}", axis.as_string()),
collision vec![],
}
PumpkinLit {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
without_face: bool = [false, true],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data | (if without_face { 0x4 } else { 0x0 }))
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "lit_pumpkin") },
variant format!("facing={}", facing.as_string()),
}
Cake {
props {
bites: i32 = [0, 1, 2, 3, 4, 5, 6],
},
data Some(bites as usize),
material material::NON_SOLID,
model { ("minecraft", "cake") },
variant format!("bites={}", bites),
}
RepeaterUnpowered {
props {
delay: i32 = [1, 2, 3, 4],
facing: Direction = [
Direction::North,
Direction::East,
Direction::South,
Direction::West
],
locked: bool = [false, true],
},
data if !locked {
let data = match facing {
Direction::North => 0,
Direction::East => 1,
Direction::South => 2,
Direction::West => 3,
_ => unreachable!(),
};
Some(data | (delay as usize - 1) << 2)
} else {
None
},
material material::NON_SOLID,
model { ("minecraft", "unpowered_repeater") },
variant format!("delay={},facing={},locked={}", delay, facing.as_string(), locked),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.125, 1.0))],
}
RepeaterPowered {
props {
delay: i32 = [1, 2, 3, 4],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
locked: bool = [false, true],
},
data if !locked {
let data = match facing {
Direction::North => 0,
Direction::East => 1,
Direction::South => 2,
Direction::West => 3,
_ => unreachable!(),
};
Some(data | (delay as usize - 1) << 2)
} else {
None
},
material material::NON_SOLID,
model { ("minecraft", "powered_repeater") },
variant format!("delay={},facing={},locked={}", delay, facing.as_string(), locked),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.125, 1.0))],
}
StainedGlass {
props {
color: ColoredVariant = [
ColoredVariant::White,
ColoredVariant::Orange,
ColoredVariant::Magenta,
ColoredVariant::LightBlue,
ColoredVariant::Yellow,
ColoredVariant::Lime,
ColoredVariant::Pink,
ColoredVariant::Gray,
ColoredVariant::Silver,
ColoredVariant::Cyan,
ColoredVariant::Purple,
ColoredVariant::Blue,
ColoredVariant::Brown,
ColoredVariant::Green,
ColoredVariant::Red,
ColoredVariant::Black
],
},
data Some(color.data()),
material material::TRANSPARENT,
model { ("minecraft", format!("{}_stained_glass", color.as_string()) ) },
}
TrapDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::West,
Direction::East
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
open: bool = [false, true],
},
data {
let data = match facing {
Direction::North => 0,
Direction::South => 1,
Direction::West => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data
| (if open { 0x4 } else { 0x0 })
| (if half == BlockHalf::Top { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "trapdoor") },
variant format!("facing={},half={},open={}", facing.as_string(), half.as_string(), open),
}
MonsterEgg {
props {
variant: MonsterEggVariant = [
MonsterEggVariant::Stone,
MonsterEggVariant::Cobblestone,
MonsterEggVariant::StoneBrick,
MonsterEggVariant::MossyBrick,
MonsterEggVariant::CrackedBrick,
MonsterEggVariant::ChiseledBrick
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", format!("{}_monster_egg", variant.as_string())) },
}
StoneBrick {
props {
variant: StoneBrickVariant = [
StoneBrickVariant::Normal,
StoneBrickVariant::Mossy,
StoneBrickVariant::Cracked,
StoneBrickVariant::Chiseled
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", variant.as_string() ) },
}
BrownMushroomBlock {
props {
variant: MushroomVariant = [
MushroomVariant::East,
MushroomVariant::North,
MushroomVariant::NorthEast,
MushroomVariant::NorthWest,
MushroomVariant::South,
MushroomVariant::SouthEast,
MushroomVariant::SouthWest,
MushroomVariant::West,
MushroomVariant::Center,
MushroomVariant::Stem,
MushroomVariant::AllInside,
MushroomVariant::AllOutside,
MushroomVariant::AllStem
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", "brown_mushroom_block") },
variant format!("variant={}", variant.as_string()),
}
RedMushroomBlock {
props {
variant: MushroomVariant = [
MushroomVariant::East,
MushroomVariant::North,
MushroomVariant::NorthEast,
MushroomVariant::NorthWest,
MushroomVariant::South,
MushroomVariant::SouthEast,
MushroomVariant::SouthWest,
MushroomVariant::West,
MushroomVariant::Center,
MushroomVariant::Stem,
MushroomVariant::AllInside,
MushroomVariant::AllOutside,
MushroomVariant::AllStem
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", "red_mushroom_block") },
variant format!("variant={}", variant.as_string()),
}
IronBars {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "iron_bars") },
update_state (world, x, y, z) => {
let f = |block| match block {
Block::IronBars{..} => true,
_ => false,
};
Block::IronBars {
north: can_connect(world, x, y, z, Direction::North, &f),
south: can_connect(world, x, y, z, Direction::South, &f),
east: can_connect(world, x, y, z, Direction::East, &f),
west: can_connect(world, x, y, z, Direction::West, &f),
}
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
GlassPane {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "glass_pane") },
update_state (world, x, y, z) => Block::GlassPane {
north: can_connect(world, x, y, z, Direction::North, &can_connect_glasspane),
south: can_connect(world, x, y, z, Direction::South, &can_connect_glasspane),
east: can_connect(world, x, y, z, Direction::East, &can_connect_glasspane),
west: can_connect(world, x, y, z, Direction::West, &can_connect_glasspane),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
MelonBlock {
props {},
material material::SOLID,
model { ("minecraft", "melon_block") },
}
PumpkinStem {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
facing: Direction = [
Direction::Up,
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data if facing == Direction::Up { Some(age as usize) } else { None },
material material::NON_SOLID,
model { ("minecraft", "pumpkin_stem") },
variant {
if facing == Direction::Up {
format!("age={},facing={}", age, facing.as_string())
} else {
format!("facing={}", facing.as_string())
}
},
tint TintType::Color{r: age as u8 * 32, g: 255 - (age as u8 * 8), b: age as u8 * 4},
collision vec![],
update_state (world, x, y, z) => {
let facing = match (world.get_block(x - 1, y, z), world.get_block(x + 1, y, z),
world.get_block(x, y, z - 1), world.get_block(x, y, z + 1)) {
(Block::Pumpkin{ .. }, _, _, _) => Direction::East,
(_, Block::Pumpkin{ .. }, _, _) => Direction::West,
(_, _, Block::Pumpkin{ .. }, _) => Direction::North,
(_, _, _, Block::Pumpkin{ .. }) => Direction::South,
_ => Direction::Up,
};
Block::PumpkinStem{age: age, facing: facing}
},
}
MelonStem {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up
],
},
data if facing == Direction::North { Some(age as usize) } else { None },
material material::NON_SOLID,
model { ("minecraft", "melon_stem") },
variant {
if facing == Direction::Up {
format!("age={},facing={}", age, facing.as_string())
} else {
format!("facing={}", facing.as_string())
}
},
tint TintType::Color{r: age as u8 * 32, g: 255 - (age as u8 * 8), b: age as u8 * 4},
collision vec![],
update_state (world, x, y, z) => {
let facing = match (world.get_block(x - 1, y, z), world.get_block(x + 1, y, z),
world.get_block(x, y, z - 1), world.get_block(x, y, z + 1)) {
(Block::MelonBlock{ .. }, _, _, _) => Direction::East,
(_, Block::MelonBlock{ .. }, _, _) => Direction::West,
(_, _, Block::MelonBlock{ .. }, _) => Direction::North,
(_, _, _, Block::MelonBlock{ .. }) => Direction::South,
_ => Direction::Up,
};
Block::MelonStem{age: age, facing: facing}
},
}
Vine {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
up: bool = [false, true],
},
data if !up {
Some((if south { 0x1 } else { 0x0 })
| (if west { 0x2 } else { 0x0 })
| (if north { 0x4 } else { 0x0 })
| (if east { 0x8 } else { 0x0 }))
} else {
None
},
material material::NON_SOLID,
model { ("minecraft", "vine") },
variant format!("east={},north={},south={},up={},west={}", east, north, south, up, west),
tint TintType::Foliage,
collision vec![],
}
FenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
BrickStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "brick_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::BrickStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
StoneBrickStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "stone_brick_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::StoneBrickStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
Mycelium {
props {
snowy: bool = [false, true],
},
data if snowy { None } else { Some(0) },
material material::SOLID,
model { ("minecraft", "mycelium") },
variant format!("snowy={}", snowy),
update_state (world, x, y, z) => {
Block::Grass{
snowy: match world.get_block(x, y + 1, z) {
Block::Snow { .. } | Block::SnowLayer { .. } => true,
_ => false,
}
}
},
}
Waterlily {
props {},
material material::NON_SOLID,
model { ("minecraft", "waterlily") },
tint TintType::Foliage,
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.1, 1.0))],
}
NetherBrick {
props {},
material material::SOLID,
model { ("minecraft", "nether_brick") },
}
NetherBrickFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "nether_brick_fence") },
update_state (world, x, y, z) => {
let f = |block| match block {
Block::NetherBrickFence{..} => true,
_ => false,
};
Block::NetherBrickFence {
north: can_connect(world, x, y, z, Direction::North, &f),
south: can_connect(world, x, y, z, Direction::South, &f),
east: can_connect(world, x, y, z, Direction::East, &f),
west: can_connect(world, x, y, z, Direction::West, &f),
}
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
NetherBrickStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "nether_brick_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::NetherBrickStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
NetherWart {
props {
age: i32 = [0, 1, 2, 3],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "nether_wart") },
variant format!("age={}", age),
collision vec![],
}
EnchantingTable {
props {},
material material::NON_SOLID,
model { ("minecraft", "enchanting_table") },
}
BrewingStand {
props {
has_bottle_0: bool = [false, true],
has_bottle_1: bool = [false, true],
has_bottle_2: bool = [false, true],
},
data Some((if has_bottle_0 { 0x1 } else { 0x0 })
| (if has_bottle_1 { 0x2 } else { 0x0 })
| (if has_bottle_2 { 0x4 } else { 0x0 })),
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 1,
},
model { ("minecraft", "brewing_stand") },
multipart (key, val) => match key {
"has_bottle_0" => (val == "true") == has_bottle_0,
"has_bottle_1" => (val == "true") == has_bottle_1,
"has_bottle_2" => (val == "true") == has_bottle_2,
_ => false,
},
}
Cauldron {
props {
level: i32 = [0, 1, 2, 3],
},
data Some(level as usize),
material material::NON_SOLID,
model { ("minecraft", "cauldron") },
variant format!("level={}", level),
}
EndPortal {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 15,
},
model { ("minecraft", "end_portal") },
}
EndPortalFrame {
props {
eye: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data | (if eye { 0x4 } else { 0x0 }))
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 1,
},
model { ("minecraft", "end_portal_frame") },
variant format!("eye={},facing={}", eye, facing.as_string()),
}
EndStone {
props {},
material material::SOLID,
model { ("minecraft", "end_stone") },
}
DragonEgg {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 1,
},
model { ("minecraft", "dragon_egg") },
}
RedstoneLamp {
props {},
material material::SOLID,
model { ("minecraft", "redstone_lamp") },
}
RedstoneLampLit {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "lit_redstone_lamp") },
}
DoubleWoodenSlab {
props {
variant: WoodSlabVariant = [
WoodSlabVariant::Oak,
WoodSlabVariant::Spruce,
WoodSlabVariant::Birch,
WoodSlabVariant::Jungle,
WoodSlabVariant::Acacia,
WoodSlabVariant::DarkOak
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", format!("{}_double_slab", variant.as_string()) ) },
}
WoodenSlab {
props {
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
variant: WoodSlabVariant = [
WoodSlabVariant::Oak,
WoodSlabVariant::Spruce,
WoodSlabVariant::Birch,
WoodSlabVariant::Jungle,
WoodSlabVariant::Acacia,
WoodSlabVariant::DarkOak
],
},
data Some(variant.data() | (if half == BlockHalf::Top { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", format!("{}_slab", variant.as_string()) ) },
variant format!("half={}", half.as_string()),
collision match half {
BlockHalf::Bottom => vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.5, 1.0))],
BlockHalf::Top => vec![Aabb3::new(Point3::new(0.0, 0.5, 0.0), Point3::new(1.0, 1.0, 1.0))],
_ => unreachable!(),
},
}
Cocoa {
props {
age: i32 = [0, 1, 2],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data | (age as usize) << 2)
},
material material::NON_SOLID,
model { ("minecraft", "cocoa") },
variant format!("age={},facing={}", age, facing.as_string()),
}
SandstoneStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "sandstone_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::SandstoneStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
EmeraldOre {
props {},
material material::SOLID,
model { ("minecraft", "emerald_ore") },
}
EnderChest {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 7,
},
model { ("minecraft", "ender_chest") },
variant format!("facing={}", facing.as_string()),
}
TripwireHook {
props {
attached: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
powered: bool = [false, true],
},
data {
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data
| (if attached { 0x4 } else { 0x0 })
| (if powered { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "tripwire_hook") },
variant format!("attached={},facing={},powered={}", attached, facing.as_string(), powered),
collision vec![],
}
Tripwire {
props {
attached: bool = [false, true],
disarmed: bool = [false, true],
east: bool = [false, true],
north: bool = [false, true],
south: bool = [false, true],
west: bool = [false, true],
powered: bool = [false, true],
},
data {
if !north && !south && !east && !west {
Some((if powered { 0x1 } else { 0x0 })
| (if attached { 0x4 } else { 0x0 })
| (if disarmed { 0x8 } else { 0x0 }))
} else {
None
}
},
material material::NON_SOLID,
model { ("minecraft", "tripwire") },
variant format!("attached={},east={},north={},south={},west={}", attached, east, north, south, west),
collision vec![],
}
EmeraldBlock {
props {},
material material::SOLID,
model { ("minecraft", "emerald_block") },
}
SpruceStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "spruce_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::SpruceStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
BirchStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "birch_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::BirchStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
JungleStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "jungle_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::JungleStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
CommandBlock {
props {
conditional: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data command_block_data(conditional, facing),
material material::SOLID,
model { ("minecraft", "command_block") },
variant format!("conditional={},facing={}", conditional, facing.as_string()),
}
Beacon {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 15,
},
model { ("minecraft", "beacon") },
}
CobblestoneWall {
props {
up: bool = [false, true],
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
variant: CobblestoneWallVariant = [
CobblestoneWallVariant::Normal,
CobblestoneWallVariant::Mossy
],
},
data if !north && !south && !east && !west && !up { Some(variant.data()) } else { None },
material material::NON_SOLID,
model { ("minecraft", format!("{}_wall", variant.as_string())) },
update_state (world, x, y, z) => {
let f = |block| match block {
Block::CobblestoneWall{..} => true,
_ => false,
};
Block::CobblestoneWall {
up: can_connect(world, x, y, z, Direction::Up, &f),
north: can_connect(world, x, y, z, Direction::North, &f),
south: can_connect(world, x, y, z, Direction::South, &f),
east: can_connect(world, x, y, z, Direction::East, &f),
west: can_connect(world, x, y, z, Direction::West, &f),
variant: variant,
}
},
multipart (key, val) => match key {
"up" => up == (val == "true"),
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
FlowerPot {
props {
contents: FlowerPotVariant = [
FlowerPotVariant::Empty,
FlowerPotVariant::Poppy,
FlowerPotVariant::Dandelion,
FlowerPotVariant::OakSapling,
FlowerPotVariant::SpruceSapling,
FlowerPotVariant::BirchSapling,
FlowerPotVariant::JungleSapling,
FlowerPotVariant::RedMushroom,
FlowerPotVariant::BrownMushroom,
FlowerPotVariant::Cactus,
FlowerPotVariant::DeadBush,
FlowerPotVariant::Fern,
FlowerPotVariant::AcaciaSapling,
FlowerPotVariant::DarkOak,
FlowerPotVariant::BlueOrchid,
FlowerPotVariant::Allium,
FlowerPotVariant::AzureBluet,
FlowerPotVariant::RedTulip,
FlowerPotVariant::OrangeTulip,
FlowerPotVariant::WhiteTulip,
FlowerPotVariant::PinkTulip,
FlowerPotVariant::Oxeye,
FlowerPotVariant::Dandelion
],
legacy_data: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data if contents == FlowerPotVariant::Empty { Some(legacy_data as usize) } else { None },
material material::NON_SOLID,
model { ("minecraft", "flower_pot") },
}
Carrots {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "carrots") },
variant format!("age={}", age),
collision vec![],
}
Potatoes {
props {
age: i32 = [0, 1, 2, 3, 4, 5, 6, 7],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "potatoes") },
variant format!("age={}", age),
collision vec![],
}
WoodenButton {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
powered: bool = [false, true],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::East => 1,
Direction::West => 2,
Direction::South => 3,
Direction::North => 4,
Direction::Up => 5,
_ => unreachable!(),
};
Some(data | (if powered { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "wooden_button") },
variant format!("facing={},powered={}", facing.as_string(), powered),
collision vec![],
}
Skull {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up
],
nodrop: bool = [false, true],
},
data if !nodrop {
Some(match facing {
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::East => 4,
Direction::West => 5,
_ => unreachable!(),
})
} else {
None
},
material material::NON_SOLID,
model { ("minecraft", "skull") },
variant format!("facing={},nodrop={}", facing.as_string(), nodrop),
}
Anvil {
props {
damage: i32 = [0, 1, 2],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
let data = match facing {
Direction::North => 0,
Direction::East => 1,
Direction::South => 2,
Direction::West => 3,
_ => unreachable!(),
};
Some(data | (if damage == 0 { 0x0 }
else if damage == 1 { 0x4 }
else if damage == 2 { 0x8 }
else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "anvil") },
variant format!("damage={},facing={}", damage, facing.as_string()),
}
TrappedChest {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data {
Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => 2,
})
},
material material::NON_SOLID,
model { ("minecraft", "trapped_chest") },
variant format!("facing={}", facing.as_string()),
}
LightWeightedPressurePlate {
props {
power: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(power as usize),
material material::NON_SOLID,
model { ("minecraft", "light_weighted_pressure_plate") },
variant format!("power={}", power),
collision vec![],
}
HeavyWeightedPressurePlate {
props {
power: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(power as usize),
material material::NON_SOLID,
model { ("minecraft", "heavy_weighted_pressure_plate") },
variant format!("power={}", power),
collision vec![],
}
ComparatorUnpowered {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
mode: ComparatorMode = [ComparatorMode::Compare, ComparatorMode::Subtract],
powered: bool = [false, true],
},
data {
let data = match facing {
Direction::North => 0,
Direction::East => 1,
Direction::South => 2,
Direction::West => 3,
_ => unreachable!(),
};
Some(data
| (if mode == ComparatorMode::Subtract { 0x4 } else { 0x0 })
| (if powered { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "unpowered_comparator") },
variant format!("facing={},mode={},powered={}", facing.as_string(), mode.as_string(), powered),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.125, 1.0))],
}
ComparatorPowered {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
mode: ComparatorMode = [ComparatorMode::Compare, ComparatorMode::Subtract],
powered: bool = [false, true],
},
data {
let data = match facing {
Direction::North => 0,
Direction::East => 1,
Direction::South => 2,
Direction::West => 3,
_ => unreachable!(),
};
Some(data
| (if mode == ComparatorMode::Subtract { 0x4 } else { 0x0 })
| (if powered { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "powered_comparator") },
variant format!("facing={},mode={},powered={}", facing.as_string(), mode.as_string(), powered),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.125, 1.0))],
}
DaylightDetector {
props {
power: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(power as usize),
material material::NON_SOLID,
model { ("minecraft", "daylight_detector") },
variant format!("power={}", power),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 3.0/8.0, 1.0))],
}
RedstoneBlock {
props {},
material material::SOLID,
model { ("minecraft", "redstone_block") },
}
QuartzOre {
props {},
material material::SOLID,
model { ("minecraft", "quartz_ore") },
}
Hopper {
props {
enabled: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Down
],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
};
Some(data | (if enabled { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "hopper") },
variant format!("facing={}", facing.as_string()),
}
QuartzBlock {
props {
variant: QuartzVariant = [
QuartzVariant::Normal,
QuartzVariant::Chiseled,
QuartzVariant::PillarVertical,
QuartzVariant::PillarNorthSouth,
QuartzVariant::PillarEastWest
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", match variant {
QuartzVariant::Normal => "quartz_block",
QuartzVariant::Chiseled => "chiseled_quartz_block",
QuartzVariant::PillarVertical |
QuartzVariant::PillarNorthSouth |
QuartzVariant::PillarEastWest => "quartz_column",
} ) },
variant match variant {
QuartzVariant::Normal |
QuartzVariant::Chiseled => "normal",
QuartzVariant::PillarVertical => "axis=y",
QuartzVariant::PillarNorthSouth => "axis=z",
QuartzVariant::PillarEastWest => "axis=x",
},
}
QuartzStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "quartz_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::QuartzStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
ActivatorRail {
props {
shape: RailShape = [
RailShape::NorthSouth,
RailShape::EastWest,
RailShape::AscendingNorth,
RailShape::AscendingSouth,
RailShape::AscendingEast,
RailShape::AscendingWest
],
powered: bool = [false, true],
},
data Some(shape.data() | (if powered { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", "activator_rail") },
variant format!("powered={},shape={}", powered, shape.as_string()),
collision vec![],
}
Dropper {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
triggered: bool = [false, true],
},
data {
let data = match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
};
Some(data | (if triggered { 0x8 } else { 0x0 }))
},
material material::SOLID,
model { ("minecraft", "dropper") },
variant format!("facing={}", facing.as_string()),
}
StainedHardenedClay {
props {
color: ColoredVariant = [
ColoredVariant::White,
ColoredVariant::Orange,
ColoredVariant::Magenta,
ColoredVariant::LightBlue,
ColoredVariant::Yellow,
ColoredVariant::Lime,
ColoredVariant::Pink,
ColoredVariant::Gray,
ColoredVariant::Silver,
ColoredVariant::Cyan,
ColoredVariant::Purple,
ColoredVariant::Blue,
ColoredVariant::Brown,
ColoredVariant::Green,
ColoredVariant::Red,
ColoredVariant::Black
],
},
data Some(color.data()),
material material::SOLID,
model { ("minecraft", format!("{}_stained_hardened_clay", color.as_string()) ) },
}
StainedGlassPane {
props {
color: ColoredVariant = [
ColoredVariant::White,
ColoredVariant::Orange,
ColoredVariant::Magenta,
ColoredVariant::LightBlue,
ColoredVariant::Yellow,
ColoredVariant::Lime,
ColoredVariant::Pink,
ColoredVariant::Gray,
ColoredVariant::Silver,
ColoredVariant::Cyan,
ColoredVariant::Purple,
ColoredVariant::Blue,
ColoredVariant::Brown,
ColoredVariant::Green,
ColoredVariant::Red,
ColoredVariant::Black
],
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(color.data()) } else { None },
material material::TRANSPARENT,
model { ("minecraft", format!("{}_stained_glass_pane", color.as_string()) ) },
update_state (world, x, y, z) => Block::StainedGlassPane {
color: color,
north: can_connect(world, x, y, z, Direction::North, &can_connect_glasspane),
south: can_connect(world, x, y, z, Direction::South, &can_connect_glasspane),
east: can_connect(world, x, y, z, Direction::East, &can_connect_glasspane),
west: can_connect(world, x, y, z, Direction::West, &can_connect_glasspane),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
Leaves2 {
props {
check_decay: bool = [false, true],
decayable: bool = [false, true],
variant: TreeVariant = [
TreeVariant::Acacia,
TreeVariant::DarkOak
],
},
data Some(variant.data()
| (if decayable { 0x4 } else { 0x0 })
| (if check_decay { 0x8 } else { 0x0 })),
material material::LEAVES,
model { ("minecraft", format!("{}_leaves", variant.as_string()) ) },
tint TintType::Foliage,
}
Log2 {
props {
axis: Axis = [Axis::None, Axis::X, Axis::Y, Axis::Z],
variant: TreeVariant = [
TreeVariant::Acacia,
TreeVariant::DarkOak
],
},
data Some(variant.data() | (axis.data() << 2)),
material material::SOLID,
model { ("minecraft", format!("{}_log", variant.as_string()) ) },
variant format!("axis={}", axis.as_string()),
}
AcaciaStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "acacia_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::AcaciaStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
DarkOakStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "dark_oak_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::DarkOakStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
Slime {
props {},
material material::TRANSPARENT,
model { ("minecraft", "slime") },
}
Barrier {
props {},
material material::INVISIBLE,
model { ("minecraft", "barrier") },
}
IronTrapDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::West,
Direction::East
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
open: bool = [false, true],
},
data {
let data = match facing {
Direction::North => 0,
Direction::South => 1,
Direction::West => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data
| (if open { 0x4 } else { 0x0 })
| (if half == BlockHalf::Top { 0x8 } else { 0x0 }))
},
material material::NON_SOLID,
model { ("minecraft", "iron_trapdoor") },
variant format!("facing={},half={},open={}", facing.as_string(), half.as_string(), open),
}
Prismarine {
props {
variant: PrismarineVariant = [
PrismarineVariant::Normal,
PrismarineVariant::Brick,
PrismarineVariant::Dark
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", variant.as_string() ) },
}
SeaLantern {
props {},
material Material {
renderable: true,
never_cull: false,
should_cull_against: true,
force_shade: false,
transparent: false,
absorbed_light: 15,
emitted_light: 15,
},
model { ("minecraft", "sea_lantern") },
}
HayBlock {
props {
axis: Axis = [Axis::X, Axis::Y, Axis::Z],
},
data Some(match axis {
Axis::X => 0x4,
Axis::Y => 0x0,
Axis::Z => 0x8,
_ => 0x0,
}),
material material::SOLID,
model { ("minecraft", "hay_block") },
variant format!("axis={}", axis.as_string()),
}
Carpet {
props {
color: ColoredVariant = [
ColoredVariant::White,
ColoredVariant::Orange,
ColoredVariant::Magenta,
ColoredVariant::LightBlue,
ColoredVariant::Yellow,
ColoredVariant::Lime,
ColoredVariant::Pink,
ColoredVariant::Gray,
ColoredVariant::Silver,
ColoredVariant::Cyan,
ColoredVariant::Purple,
ColoredVariant::Blue,
ColoredVariant::Brown,
ColoredVariant::Green,
ColoredVariant::Red,
ColoredVariant::Black
],
},
data Some(color.data()),
material material::NON_SOLID,
model { ("minecraft", format!("{}_carpet", color.as_string()) ) },
}
HardenedClay {
props {},
material material::SOLID,
model { ("minecraft", "hardened_clay") },
}
CoalBlock {
props {},
material material::SOLID,
model { ("minecraft", "coal_block") },
}
PackedIce {
props {},
material material::SOLID,
model { ("minecraft", "packed_ice") },
}
DoublePlant {
props {
half: BlockHalf = [BlockHalf::Lower, BlockHalf::Upper],
variant: DoublePlantVariant = [
DoublePlantVariant::Sunflower,
DoublePlantVariant::Lilac,
DoublePlantVariant::DoubleTallgrass,
DoublePlantVariant::LargeFern,
DoublePlantVariant::RoseBush,
DoublePlantVariant::Peony
],
},
data Some(variant.data() | (if half == BlockHalf::Upper { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", variant.as_string()) },
variant format!("half={}", half.as_string()),
tint TintType::Foliage,
collision vec![],
update_state (world, x, y, z) => {
let (half, variant) = update_double_plant_state(world, x, y, z, half, variant);
Block::DoublePlant{half: half, variant: variant}
},
}
StandingBanner {
props {
rotation: Rotation = [
Rotation::South,
Rotation::SouthSouthWest,
Rotation::SouthWest,
Rotation::WestSouthWest,
Rotation::West,
Rotation::WestNorthWest,
Rotation::NorthWest,
Rotation::NorthNorthWest,
Rotation::North,
Rotation::NorthNorthEast,
Rotation::NorthEast,
Rotation::EastNorthEast,
Rotation::East,
Rotation::EastSouthEast,
Rotation::SouthEast,
Rotation::SouthSouthEast
],
},
data Some(rotation.data()),
material material::NON_SOLID,
model { ("minecraft", "standing_banner") },
variant format!("rotation={}", rotation.as_string()),
}
WallBanner {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
},
data Some(match facing {
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
}),
material material::NON_SOLID,
model { ("minecraft", "wall_banner") },
variant format!("facing={}", facing.as_string()),
}
DaylightDetectorInverted {
props {
power: i32 = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],
},
data Some(power as usize),
material material::NON_SOLID,
model { ("minecraft", "daylight_detector_inverted") },
variant format!("power={}", power),
collision vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 3.0/8.0, 1.0))],
}
RedSandstone {
props {
variant: RedSandstoneVariant = [
RedSandstoneVariant::Normal,
RedSandstoneVariant::Chiseled,
RedSandstoneVariant::Smooth
],
},
data Some(variant.data()),
material material::SOLID,
model { ("minecraft", variant.as_string()) },
}
RedSandstoneStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "red_sandstone_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::RedSandstoneStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
DoubleStoneSlab2 {
props {
seamless: bool = [false, true],
variant: StoneSlabVariant = [
StoneSlabVariant::RedSandstone
],
},
data Some(variant.data() | (if seamless { 0x8 } else { 0x0 })),
material material::SOLID,
model { ("minecraft", format!("{}_double_slab", variant.as_string()) ) },
variant if seamless { "all" } else { "normal" },
}
StoneSlab2 {
props {
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
variant: StoneSlabVariant = [StoneSlabVariant::RedSandstone],
},
data Some(variant.data() | (if half == BlockHalf::Top { 0x8 } else { 0x0 })),
material material::NON_SOLID,
model { ("minecraft", format!("{}_slab", variant.as_string()) ) },
variant format!("half={}", half.as_string()),
collision match half {
BlockHalf::Bottom => vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.5, 1.0))],
BlockHalf::Top => vec![Aabb3::new(Point3::new(0.0, 0.5, 0.0), Point3::new(1.0, 1.0, 1.0))],
_ => unreachable!(),
},
}
SpruceFenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "spruce_fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
BirchFenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "birch_fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
JungleFenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "jungle_fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
DarkOakFenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "dark_oak_fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
AcaciaFenceGate {
props {
facing: Direction = [
Direction::South,
Direction::West,
Direction::North,
Direction::East
],
in_wall: bool = [false, true],
open: bool = [false, true],
powered: bool = [false, true],
},
data fence_gate_data(facing, in_wall, open, powered),
material material::NON_SOLID,
model { ("minecraft", "acacia_fence_gate") },
variant format!("facing={},in_wall={},open={}", facing.as_string(), in_wall, open),
}
SpruceFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "spruce_fence") },
update_state (world, x, y, z) => Block::SpruceFence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
BirchFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "birch_fence") },
update_state (world, x, y, z) => Block::BirchFence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
JungleFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "jungle_fence") },
update_state (world, x, y, z) => Block::JungleFence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
DarkOakFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "dark_oak_fence") },
update_state (world, x, y, z) => Block::DarkOakFence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
AcaciaFence {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
},
data if !north && !south && !east && !west { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "acacia_fence") },
update_state (world, x, y, z) => Block::AcaciaFence {
north: can_connect(world, x, y, z, Direction::North, &can_connect_fence),
south: can_connect(world, x, y, z, Direction::South, &can_connect_fence),
east: can_connect(world, x, y, z, Direction::East, &can_connect_fence),
west: can_connect(world, x, y, z, Direction::West, &can_connect_fence),
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
_ => false,
},
}
SpruceDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "spruce_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::SpruceDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
BirchDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "birch_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::BirchDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
JungleDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "jungle_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::JungleDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
AcaciaDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "acacia_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::AcaciaDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
DarkOakDoor {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: DoorHalf = [DoorHalf::Upper, DoorHalf::Lower],
hinge: Side = [Side::Left, Side::Right],
open: bool = [false, true],
powered: bool = [false, true],
},
data door_data(facing, half, hinge, open, powered),
material material::NON_SOLID,
model { ("minecraft", "dark_oak_door") },
variant format!("facing={},half={},hinge={},open={}", facing.as_string(), half.as_string(), hinge.as_string(), open),
update_state (world, x, y, z) => {
let (facing, hinge, open, powered) = update_door_state(world, x, y, z, half, facing, hinge, open, powered);
Block::DarkOakDoor{facing: facing, half: half, hinge: hinge, open: open, powered: powered}
},
}
EndRod {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data {
Some(match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
})
},
material Material {
renderable: true,
never_cull: false,
should_cull_against: false,
force_shade: false,
transparent: false,
absorbed_light: 1,
emitted_light: 14,
},
model { ("minecraft", "end_rod") },
variant format!("facing={}", facing.as_string()),
}
ChorusPlant {
props {
north: bool = [false, true],
south: bool = [false, true],
east: bool = [false, true],
west: bool = [false, true],
up: bool = [false, true],
down: bool = [false, true],
},
data if !north && !south && !east && !west && !up && !down { Some(0) } else { None },
material material::NON_SOLID,
model { ("minecraft", "chorus_plant") },
update_state (world, x, y, z) => Block::ChorusPlant {
north: match world.get_block(x, y, z - 1) { Block::ChorusPlant{..} | Block::ChorusFlower{..} => true, _ => false,},
south: match world.get_block(x, y, z + 1) { Block::ChorusPlant{..} | Block::ChorusFlower{..} => true, _ => false,},
west: match world.get_block(x - 1, y, z) { Block::ChorusPlant{..} | Block::ChorusFlower{..} => true, _ => false,},
east: match world.get_block(x + 1, y, z) { Block::ChorusPlant{..} | Block::ChorusFlower{..} => true, _ => false,},
up: match world.get_block(x, y + 1, z) { Block::ChorusPlant{..} | Block::ChorusFlower{..} => true, _ => false,},
down: match world.get_block(x, y - 1, z) { Block::ChorusPlant{..} | Block::ChorusFlower{..} | Block::EndStone{..} => true, _ => false,},
},
multipart (key, val) => match key {
"north" => north == (val == "true"),
"south" => south == (val == "true"),
"east" => east == (val == "true"),
"west" => west == (val == "true"),
"up" => up == (val == "true"),
"down" => down == (val == "true"),
_ => false,
},
}
ChorusFlower {
props {
age: i32 = [0, 1, 2, 3, 4, 5],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "chorus_flower") },
variant format!("age={}", age),
}
PurpurBlock {
props {},
material material::SOLID,
model { ("minecraft", "purpur_block") },
}
PurpurPillar {
props {
axis: Axis = [Axis::X, Axis::Y, Axis::Z],
},
data Some(match axis {
Axis::X => 0x4,
Axis::Y => 0x0,
Axis::Z => 0x8,
_ => 0x0,
}),
material material::SOLID,
model { ("minecraft", "purpur_pillar") },
variant format!("axis={}", axis.as_string()),
}
PurpurStairs {
props {
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West
],
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
shape: StairShape = [
StairShape::Straight,
StairShape::InnerLeft, StairShape::InnerRight,
StairShape::OuterLeft, StairShape::OuterRight
],
},
data stair_data(facing, half, shape),
material material::NON_SOLID,
model { ("minecraft", "purpur_stairs") },
variant format!("facing={},half={},shape={}", facing.as_string(), half.as_string(), shape.as_string()),
update_state (world, x, y, z) => Block::PurpurStairs{facing: facing, half: half, shape: update_stair_shape(world, x, y, z, facing)},
}
PurpurDoubleSlab {
props {
variant: StoneSlabVariant = [StoneSlabVariant::Purpur],
},
material material::SOLID,
model { ("minecraft", format!("{}_double_slab", variant.as_string()) ) },
}
PurpurSlab {
props {
half: BlockHalf = [BlockHalf::Top, BlockHalf::Bottom],
variant: StoneSlabVariant = [StoneSlabVariant::Purpur],
},
data {
if half == BlockHalf::Top { Some(0x8) } else { Some(0x0) } },
material material::NON_SOLID,
model { ("minecraft", format!("{}_slab", variant.as_string()) ) },
variant format!("half={},variant=default", half.as_string()),
collision match half {
BlockHalf::Bottom => vec![Aabb3::new(Point3::new(0.0, 0.0, 0.0), Point3::new(1.0, 0.5, 1.0))],
BlockHalf::Top => vec![Aabb3::new(Point3::new(0.0, 0.5, 0.0), Point3::new(1.0, 1.0, 1.0))],
_ => unreachable!(),
},
}
EndBricks {
props {},
material material::SOLID,
model { ("minecraft", "end_bricks") },
}
Beetroots {
props {
age: i32 = [0, 1, 2, 3],
},
data Some(age as usize),
material material::NON_SOLID,
model { ("minecraft", "beetroots") },
variant format!("age={}", age),
collision vec![],
}
GrassPath {
props {},
material material::NON_SOLID,
model { ("minecraft", "grass_path") },
}
EndGateway {
props {},
material material::NON_SOLID,
model { ("minecraft", "end_gateway") },
}
RepeatingCommandBlock {
props {
conditional: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data command_block_data(conditional, facing),
material material::SOLID,
model { ("minecraft", "repeating_command_block") },
variant format!("conditional={},facing={}", conditional, facing.as_string()),
}
ChainCommandBlock {
props {
conditional: bool = [false, true],
facing: Direction = [
Direction::North,
Direction::South,
Direction::East,
Direction::West,
Direction::Up,
Direction::Down
],
},
data command_block_data(conditional, facing),
material material::SOLID,
model { ("minecraft", "chain_command_block") },
variant format!("conditional={},facing={}", conditional, facing.as_string()),
}
FrostedIce {
props {},
material material::SOLID,
model { ("minecraft", "frosted_ice") },
}
Missing {
props {},
data { None::<usize> },
material material::SOLID,
model { ("steven", "missing_block") },
}
}
fn can_connect<F: Fn(Block) -> bool, W: WorldAccess>(world: &W, x: i32, y: i32, z: i32, dir: Direction, f: &F) -> bool {
let (ox, oy, oz) = dir.get_offset();
let block = world.get_block(x + ox, y + oy, z + oz);
f(block) || (block.get_material().renderable && block.get_material().should_cull_against)
}
fn can_connect_fence(block: Block) -> bool {
match block {
Block::Fence{..} |
Block::SpruceFence{..} |
Block::BirchFence{..} |
Block::JungleFence{..} |
Block::DarkOakFence{..} |
Block::AcaciaFence{..} |
Block::FenceGate{..} |
Block::SpruceFenceGate{..} |
Block::BirchFenceGate{..} |
Block::JungleFenceGate{..} |
Block::DarkOakFenceGate{..} |
Block::AcaciaFenceGate{..} => true,
_ => false,
}
}
fn can_connect_glasspane(block: Block) -> bool {
match block {
Block::Glass{..} |
Block::StainedGlass{..} |
Block::GlassPane{..} |
Block::StainedGlassPane{..} => true,
_ => false,
}
}
fn can_connect_redstone<W: WorldAccess>(world: &W, x: i32, y: i32, z: i32, dir: Direction) -> RedstoneSide {
let (ox, oy, oz) = dir.get_offset();
let block = world.get_block(x + ox, y + oy, z + oz);
if block.get_material().should_cull_against {
let side_up = world.get_block(x + ox, y + oy + 1, z + oz);
let up = world.get_block(x, y + 1, z);
if match side_up { Block::RedstoneWire{..} => true, _ => false,} && !up.get_material().should_cull_against {
return RedstoneSide::Up;
}
return RedstoneSide::None;
}
let side_down = world.get_block(x + ox, y + oy - 1, z + oz);
if match block { Block::RedstoneWire{..} => true, _ => false,} || match side_down { Block::RedstoneWire{..} => true, _ => false,} {
return RedstoneSide::Side;
}
RedstoneSide::None
}
fn fence_gate_data(facing: Direction, in_wall: bool, open: bool, powered: bool) -> Option<usize> {
if in_wall || powered {
return None;
}
let data = match facing {
Direction::South => 0,
Direction::West => 1,
Direction::North => 2,
Direction::East => 3,
_ => unreachable!(),
};
Some(data | (if open { 0x4 } else { 0x0 }))
}
fn door_data(facing: Direction, half: DoorHalf, hinge: Side, open: bool, powered: bool) -> Option<usize> {
match half {
DoorHalf::Upper => {
if facing == Direction::North && open {
Some(0x8
| (if hinge == Side::Right { 0x1 } else { 0x0 })
| (if powered { 0x2 } else { 0x0 }))
} else {
None
}
},
DoorHalf::Lower => {
if hinge == Side::Left && !powered {
let data = match facing {
Direction::East => 0,
Direction::South => 1,
Direction::West => 2,
Direction::North => 3,
_ => unreachable!(),
};
Some(data | (if open { 0x4 } else { 0x0 }))
} else {
None
}
}
}
}
fn update_door_state<W: WorldAccess>(world: &W, x: i32, y: i32, z: i32, ohalf: DoorHalf, ofacing: Direction, ohinge: Side, oopen: bool, opowered: bool) -> (Direction, Side, bool, bool) {
let oy = if ohalf == DoorHalf::Upper {
-1
} else {
1
};
match world.get_block(x, y + oy, z) {
Block::WoodenDoor{half, facing, hinge, open, powered} |
Block::SpruceDoor{half, facing, hinge, open, powered} |
Block::BirchDoor{half, facing, hinge, open, powered} |
Block::JungleDoor{half, facing, hinge, open, powered} |
Block::AcaciaDoor{half, facing, hinge, open, powered} |
Block::DarkOakDoor{half, facing, hinge, open, powered} |
Block::IronDoor{half, facing, hinge, open, powered} => {
if half != ohalf {
if ohalf == DoorHalf::Upper {
return (facing, ohinge, open, opowered);
} else {
return (ofacing, hinge, oopen, powered);
}
}
},
_ => {},
}
(ofacing, ohinge, oopen, opowered)
}
fn update_double_plant_state<W: WorldAccess>(world: &W, x: i32, y: i32, z: i32, ohalf: BlockHalf, ovariant: DoublePlantVariant) -> (BlockHalf, DoublePlantVariant) {
if ohalf != BlockHalf::Upper {
return (ohalf, ovariant);
}
match world.get_block(x, y - 1, z) {
Block::DoublePlant{variant, ..} => (ohalf, variant),
_ => (ohalf, ovariant),
}
}
fn command_block_data(conditional: bool, facing: Direction) -> Option<usize> {
let data = match facing {
Direction::Down => 0,
Direction::Up => 1,
Direction::North => 2,
Direction::South => 3,
Direction::West => 4,
Direction::East => 5,
_ => unreachable!(),
};
Some(data | (if conditional { 0x8 } else { 0x0 }))
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum StoneVariant {
Normal,
Granite,
SmoothGranite,
Diorite,
SmoothDiorite,
Andesite,
SmoothAndesite,
}
impl StoneVariant {
pub fn as_string(&self) -> &'static str {
match *self {
StoneVariant::Normal => "stone",
StoneVariant::Granite => "granite",
StoneVariant::SmoothGranite => "smooth_granite",
StoneVariant::Diorite => "diorite",
StoneVariant::SmoothDiorite => "smooth_diorite",
StoneVariant::Andesite => "andesite",
StoneVariant::SmoothAndesite => "smooth_andesite",
}
}
fn data(&self) -> usize {
match *self {
StoneVariant::Normal => 0,
StoneVariant::Granite => 1,
StoneVariant::SmoothGranite => 2,
StoneVariant::Diorite => 3,
StoneVariant::SmoothDiorite => 4,
StoneVariant::Andesite => 5,
StoneVariant::SmoothAndesite => 6,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum DirtVariant {
Normal,
Coarse,
Podzol,
}
impl DirtVariant {
pub fn as_string(&self) -> &'static str {
match *self {
DirtVariant::Normal => "dirt",
DirtVariant::Coarse => "coarse_dirt",
DirtVariant::Podzol => "podzol",
}
}
fn data(&self) -> usize {
match *self {
DirtVariant::Normal => 0,
DirtVariant::Coarse => 1,
DirtVariant::Podzol => 2,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum BedPart {
Head,
Foot
}
impl BedPart {
pub fn as_string(&self) -> &'static str {
match *self {
BedPart::Head => "head",
BedPart::Foot => "foot",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum SandstoneVariant {
Normal,
Chiseled,
Smooth,
}
impl SandstoneVariant {
pub fn as_string(&self) -> &'static str {
match *self {
SandstoneVariant::Normal => "sandstone",
SandstoneVariant::Chiseled => "chiseled_sandstone",
SandstoneVariant::Smooth => "smooth_sandstone",
}
}
fn data(&self) -> usize {
match *self {
SandstoneVariant::Normal => 0,
SandstoneVariant::Chiseled => 1,
SandstoneVariant::Smooth => 2,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum RedSandstoneVariant {
Normal,
Chiseled,
Smooth,
}
impl RedSandstoneVariant {
pub fn as_string(&self) -> &'static str {
match *self {
RedSandstoneVariant::Normal => "red_sandstone",
RedSandstoneVariant::Chiseled => "chiseled_red_sandstone",
RedSandstoneVariant::Smooth => "smooth_red_sandstone",
}
}
fn data(&self) -> usize {
match *self {
RedSandstoneVariant::Normal => 0,
RedSandstoneVariant::Chiseled => 1,
RedSandstoneVariant::Smooth => 2,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum QuartzVariant {
Normal,
Chiseled,
PillarVertical,
PillarNorthSouth,
PillarEastWest,
}
impl QuartzVariant {
pub fn as_string(&self) -> &'static str {
match *self {
QuartzVariant::Normal => "default",
QuartzVariant::Chiseled => "chiseled",
QuartzVariant::PillarVertical => "lines_x",
QuartzVariant::PillarNorthSouth => "lines_y",
QuartzVariant::PillarEastWest => "lines_z",
}
}
fn data(&self) -> usize {
match *self {
QuartzVariant::Normal => 0,
QuartzVariant::Chiseled => 1,
QuartzVariant::PillarVertical => 2,
QuartzVariant::PillarNorthSouth => 3,
QuartzVariant::PillarEastWest => 4,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum PrismarineVariant {
Normal,
Brick,
Dark,
}
impl PrismarineVariant {
pub fn as_string(&self) -> &'static str {
match *self {
PrismarineVariant::Normal => "prismarine",
PrismarineVariant::Brick => "prismarine_bricks",
PrismarineVariant::Dark => "dark_prismarine",
}
}
fn data(&self) -> usize {
match *self {
PrismarineVariant::Normal => 0,
PrismarineVariant::Brick => 1,
PrismarineVariant::Dark => 2,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum MushroomVariant {
East,
North,
NorthEast,
NorthWest,
South,
SouthEast,
SouthWest,
West,
Center,
Stem,
AllInside,
AllOutside,
AllStem,
}
impl MushroomVariant {
pub fn as_string(&self) -> &'static str {
match *self {
MushroomVariant::East => "east",
MushroomVariant::North => "north",
MushroomVariant::NorthEast => "north_east",
MushroomVariant::NorthWest => "north_west",
MushroomVariant::South => "south",
MushroomVariant::SouthEast => "south_east",
MushroomVariant::SouthWest => "south_west",
MushroomVariant::West => "west",
MushroomVariant::Center => "center",
MushroomVariant::Stem => "stem",
MushroomVariant::AllInside => "all_inside",
MushroomVariant::AllOutside => "all_outside",
MushroomVariant::AllStem => "all_stem",
}
}
fn data(&self) -> usize {
match *self {
MushroomVariant::AllInside => 0,
MushroomVariant::NorthWest => 1,
MushroomVariant::North => 2,
MushroomVariant::NorthEast => 3,
MushroomVariant::West => 4,
MushroomVariant::Center => 5,
MushroomVariant::East => 6,
MushroomVariant::SouthWest => 7,
MushroomVariant::South => 8,
MushroomVariant::SouthEast => 9,
MushroomVariant::Stem => 10,
MushroomVariant::AllOutside => 14,
MushroomVariant::AllStem => 15,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum DoorHalf {
Upper,
Lower
}
impl DoorHalf {
pub fn as_string(&self) -> &'static str {
match *self {
DoorHalf::Upper => "upper",
DoorHalf::Lower => "lower",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Side {
Left,
Right,
}
impl Side {
pub fn as_string(&self) -> &'static str {
match *self {
Side::Left => "left",
Side::Right => "right",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum ColoredVariant {
White,
Orange,
Magenta,
LightBlue,
Yellow,
Lime,
Pink,
Gray,
Silver,
Cyan,
Purple,
Blue,
Brown,
Green,
Red,
Black,
}
impl ColoredVariant {
pub fn as_string(&self) -> &'static str {
match *self {
ColoredVariant::White => "white",
ColoredVariant::Orange => "orange",
ColoredVariant::Magenta => "magenta",
ColoredVariant::LightBlue => "light_blue",
ColoredVariant::Yellow => "yellow",
ColoredVariant::Lime => "lime",
ColoredVariant::Pink => "pink",
ColoredVariant::Gray => "gray",
ColoredVariant::Silver => "silver",
ColoredVariant::Cyan => "cyan",
ColoredVariant::Purple => "purple",
ColoredVariant::Blue => "blue",
ColoredVariant::Brown => "brown",
ColoredVariant::Green => "green",
ColoredVariant::Red => "red",
ColoredVariant::Black => "black",
}
}
fn data(&self) -> usize {
match *self {
ColoredVariant::White => 0,
ColoredVariant::Orange => 1,
ColoredVariant::Magenta => 2,
ColoredVariant::LightBlue => 3,
ColoredVariant::Yellow => 4,
ColoredVariant::Lime => 5,
ColoredVariant::Pink => 6,
ColoredVariant::Gray => 7,
ColoredVariant::Silver => 8,
ColoredVariant::Cyan => 9,
ColoredVariant::Purple => 10,
ColoredVariant::Blue => 11,
ColoredVariant::Brown => 12,
ColoredVariant::Green => 13,
ColoredVariant::Red => 14,
ColoredVariant::Black => 15,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum RedFlowerVariant {
Poppy,
BlueOrchid,
Allium,
AzureBluet,
RedTulip,
OrangeTulip,
WhiteTulip,
PinkTulip,
OxeyeDaisy,
}
impl RedFlowerVariant {
pub fn as_string(&self) -> &'static str {
match *self {
RedFlowerVariant::Poppy => "poppy",
RedFlowerVariant::BlueOrchid => "blue_orchid",
RedFlowerVariant::Allium => "allium",
RedFlowerVariant::AzureBluet => "houstonia",
RedFlowerVariant::RedTulip => "red_tulip",
RedFlowerVariant::OrangeTulip => "orange_tulip",
RedFlowerVariant::WhiteTulip => "white_tulip",
RedFlowerVariant::PinkTulip => "pink_tulip",
RedFlowerVariant::OxeyeDaisy => "oxeye_daisy",
}
}
fn data(&self) -> usize {
match *self {
RedFlowerVariant::Poppy => 0,
RedFlowerVariant::BlueOrchid => 1,
RedFlowerVariant::Allium => 2,
RedFlowerVariant::AzureBluet => 3,
RedFlowerVariant::RedTulip => 4,
RedFlowerVariant::OrangeTulip => 5,
RedFlowerVariant::WhiteTulip => 6,
RedFlowerVariant::PinkTulip => 7,
RedFlowerVariant::OxeyeDaisy => 8,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum MonsterEggVariant {
Stone,
Cobblestone,
StoneBrick,
MossyBrick,
CrackedBrick,
ChiseledBrick,
}
impl MonsterEggVariant {
pub fn as_string(&self) -> &'static str {
match *self {
MonsterEggVariant::Stone => "stone",
MonsterEggVariant::Cobblestone => "cobblestone",
MonsterEggVariant::StoneBrick => "stone_brick",
MonsterEggVariant::MossyBrick => "mossy_brick",
MonsterEggVariant::CrackedBrick => "cracked_brick",
MonsterEggVariant::ChiseledBrick => "chiseled_brick",
}
}
fn data(&self) -> usize {
match *self {
MonsterEggVariant::Stone => 0,
MonsterEggVariant::Cobblestone => 1,
MonsterEggVariant::StoneBrick => 2,
MonsterEggVariant::MossyBrick => 3,
MonsterEggVariant::CrackedBrick => 4,
MonsterEggVariant::ChiseledBrick => 5,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum StoneBrickVariant {
Normal,
Mossy,
Cracked,
Chiseled,
}
impl StoneBrickVariant {
pub fn as_string(&self) -> &'static str {
match *self {
StoneBrickVariant::Normal => "stonebrick",
StoneBrickVariant::Mossy => "mossy_stonebrick",
StoneBrickVariant::Cracked => "cracked_stonebrick",
StoneBrickVariant::Chiseled => "chiseled_stonebrick",
}
}
fn data(&self) -> usize {
match *self {
StoneBrickVariant::Normal => 0,
StoneBrickVariant::Mossy => 1,
StoneBrickVariant::Cracked => 2,
StoneBrickVariant::Chiseled => 3,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum RailShape {
NorthSouth,
EastWest,
AscendingNorth,
AscendingSouth,
AscendingEast,
AscendingWest,
NorthEast,
NorthWest,
SouthEast,
SouthWest,
}
impl RailShape {
pub fn as_string(&self) -> &'static str {
match *self {
RailShape::NorthSouth => "north_south",
RailShape::EastWest => "east_west",
RailShape::AscendingNorth => "ascending_north",
RailShape::AscendingSouth => "ascending_south",
RailShape::AscendingEast => "ascending_east",
RailShape::AscendingWest => "ascending_west",
RailShape::NorthEast => "north_east",
RailShape::NorthWest => "north_west",
RailShape::SouthEast => "south_east",
RailShape::SouthWest => "south_west",
}
}
pub fn data(&self) -> usize {
match *self {
RailShape::NorthSouth => 0,
RailShape::EastWest => 1,
RailShape::AscendingEast => 2,
RailShape::AscendingWest => 3,
RailShape::AscendingNorth => 4,
RailShape::AscendingSouth => 5,
RailShape::SouthEast => 6,
RailShape::SouthWest => 7,
RailShape::NorthWest => 8,
RailShape::NorthEast => 9,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum ComparatorMode {
Compare,
Subtract,
}
impl ComparatorMode {
pub fn as_string(&self) -> &'static str {
match *self {
ComparatorMode::Compare => "compare",
ComparatorMode::Subtract => "subtract",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum LeverDirection {
North,
South,
East,
West,
UpX,
DownX,
UpZ,
DownZ,
}
impl LeverDirection {
pub fn as_string(&self) -> &'static str {
match *self {
LeverDirection::North => "north",
LeverDirection::South => "south",
LeverDirection::East => "east",
LeverDirection::West => "west",
LeverDirection::UpX => "up_x",
LeverDirection::DownX => "down_x",
LeverDirection::UpZ => "up_z",
LeverDirection::DownZ => "down_z",
}
}
pub fn data(&self) -> usize {
match *self {
LeverDirection::DownX => 0,
LeverDirection::East => 1,
LeverDirection::West => 2,
LeverDirection::South => 3,
LeverDirection::North => 4,
LeverDirection::UpZ => 5,
LeverDirection::UpX => 6,
LeverDirection::DownZ => 7,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum RedstoneSide {
None,
Side,
Up,
}
impl RedstoneSide {
pub fn as_string(&self) -> &'static str {
match *self {
RedstoneSide::None => "none",
RedstoneSide::Side => "side",
RedstoneSide::Up => "up",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum PistonType {
Normal,
Sticky,
}
impl PistonType {
pub fn as_string(&self) -> &'static str {
match *self {
PistonType::Normal => "normal",
PistonType::Sticky => "sticky",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum StoneSlabVariant {
Stone,
Sandstone,
Wood,
Cobblestone,
Brick,
StoneBrick,
NetherBrick,
Quartz,
RedSandstone,
Purpur,
}
impl StoneSlabVariant {
pub fn as_string(&self) -> &'static str {
match *self {
StoneSlabVariant::Stone => "stone",
StoneSlabVariant::Sandstone => "sandstone",
StoneSlabVariant::Wood => "wood_old",
StoneSlabVariant::Cobblestone => "cobblestone",
StoneSlabVariant::Brick => "brick",
StoneSlabVariant::StoneBrick => "stone_brick",
StoneSlabVariant::NetherBrick => "nether_brick",
StoneSlabVariant::Quartz => "quartz",
StoneSlabVariant::RedSandstone => "red_sandstone",
StoneSlabVariant::Purpur => "purpur",
}
}
fn data(&self) -> usize {
match *self {
StoneSlabVariant::Stone |
StoneSlabVariant::RedSandstone |
StoneSlabVariant::Purpur => 0,
StoneSlabVariant::Sandstone => 1,
StoneSlabVariant::Wood => 2,
StoneSlabVariant::Cobblestone => 3,
StoneSlabVariant::Brick => 4,
StoneSlabVariant::StoneBrick => 5,
StoneSlabVariant::NetherBrick => 6,
StoneSlabVariant::Quartz => 7,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum WoodSlabVariant {
Oak,
Spruce,
Birch,
Jungle,
Acacia,
DarkOak,
}
impl WoodSlabVariant {
pub fn as_string(&self) -> &'static str {
match *self {
WoodSlabVariant::Oak => "oak",
WoodSlabVariant::Spruce => "spruce",
WoodSlabVariant::Birch => "birch",
WoodSlabVariant::Jungle => "jungle",
WoodSlabVariant::Acacia => "acacia",
WoodSlabVariant::DarkOak => "dark_oak",
}
}
fn data(&self) -> usize {
match *self {
WoodSlabVariant::Oak => 0,
WoodSlabVariant::Spruce => 1,
WoodSlabVariant::Birch => 2,
WoodSlabVariant::Jungle => 3,
WoodSlabVariant::Acacia => 4,
WoodSlabVariant::DarkOak => 5,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum BlockHalf {
Top,
Bottom,
Upper,
Lower,
}
impl BlockHalf {
pub fn as_string(&self) -> &'static str {
match *self {
BlockHalf::Top => "top",
BlockHalf::Bottom => "bottom",
BlockHalf::Upper => "upper",
BlockHalf::Lower => "lower",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum CobblestoneWallVariant {
Normal,
Mossy,
}
impl CobblestoneWallVariant {
pub fn as_string(&self) -> &'static str {
match *self {
CobblestoneWallVariant::Normal => "cobblestone",
CobblestoneWallVariant::Mossy => "mossy_cobblestone",
}
}
pub fn data(&self) -> usize {
match *self {
CobblestoneWallVariant::Normal => 0,
CobblestoneWallVariant::Mossy => 1,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Rotation {
South,
SouthSouthWest,
SouthWest,
WestSouthWest,
West,
WestNorthWest,
NorthWest,
NorthNorthWest,
North,
NorthNorthEast,
NorthEast,
EastNorthEast,
East,
EastSouthEast,
SouthEast,
SouthSouthEast,
}
impl Rotation {
pub fn as_string(&self) -> &'static str {
match *self {
Rotation::South => "south",
Rotation::SouthSouthWest => "south-southwest",
Rotation::SouthWest => "southwest",
Rotation::WestSouthWest => "west-southwest",
Rotation::West => "west",
Rotation::WestNorthWest => "west-northwest",
Rotation::NorthWest => "northwest",
Rotation::NorthNorthWest => "north-northwest",
Rotation::North => "north",
Rotation::NorthNorthEast => "north-northeast",
Rotation::NorthEast => "northeast",
Rotation::EastNorthEast => "east-northeast",
Rotation::East => "east",
Rotation::EastSouthEast => "east-southeast",
Rotation::SouthEast => "southseast",
Rotation::SouthSouthEast => "south-southeast",
}
}
fn data(&self) -> usize {
match *self {
Rotation::South => 0,
Rotation::SouthSouthWest => 1,
Rotation::SouthWest => 2,
Rotation::WestSouthWest => 3,
Rotation::West => 4,
Rotation::WestNorthWest => 5,
Rotation::NorthWest => 6,
Rotation::NorthNorthWest => 7,
Rotation::North => 8,
Rotation::NorthNorthEast => 9,
Rotation::NorthEast => 10,
Rotation::EastNorthEast => 11,
Rotation::East => 12,
Rotation::EastSouthEast => 13,
Rotation::SouthEast => 14,
Rotation::SouthSouthEast => 15,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum Axis {
Y,
Z,
X,
None
}
impl Axis {
pub fn as_string(&self) -> &'static str {
match *self {
Axis::X => "x",
Axis::Y => "y",
Axis::Z => "z",
Axis::None => "none",
}
}
fn data(&self) -> usize {
match *self {
Axis::Y => 0,
Axis::Z => 2,
Axis::X => 1,
Axis::None => 3,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum StairShape {
Straight,
InnerLeft,
InnerRight,
OuterLeft,
OuterRight,
}
impl StairShape {
pub fn as_string(&self) -> &'static str {
match *self {
StairShape::Straight => "straight",
StairShape::InnerLeft => "inner_left",
StairShape::InnerRight => "inner_right",
StairShape::OuterLeft => "outer_left",
StairShape::OuterRight => "outer_right",
}
}
}
fn get_stair_info<W: WorldAccess>(world: &W, x: i32, y: i32, z: i32) -> Option<(Direction, BlockHalf)> {
use self::Block::*;
match world.get_block(x, y, z) {
OakStairs{facing, half, ..} |
StoneStairs{facing, half, ..} |
BrickStairs{facing, half, ..} |
StoneBrickStairs{facing, half, ..} |
NetherBrickStairs{facing, half, ..} |
SandstoneStairs{facing, half, ..} |
SpruceStairs{facing, half, ..} |
BirchStairs{facing, half, ..} |
JungleStairs{facing, half, ..} |
QuartzStairs{facing, half, ..} |
AcaciaStairs{facing, half, ..} |
DarkOakStairs{facing, half, ..} |
RedSandstoneStairs{facing, half, ..} |
PurpurStairs{facing, half, ..} => Some((facing, half)),
_ => None,
}
}
fn update_stair_shape<W: WorldAccess>(world: &W, x: i32, y: i32, z: i32, facing: Direction) -> StairShape {
let (ox, oy, oz) = facing.get_offset();
if let Some((other_facing, _)) = get_stair_info(world, x+ox, y+oy, z+oz) {
if other_facing != facing && other_facing != facing.opposite() {
if other_facing == facing.clockwise() {
return StairShape::OuterRight;
}
return StairShape::OuterLeft;
}
}
let (ox, oy, oz) = facing.opposite().get_offset();
if let Some((other_facing, _)) = get_stair_info(world, x+ox, y+oy, z+oz) {
if other_facing != facing && other_facing != facing.opposite() {
if other_facing == facing.clockwise() {
return StairShape::InnerRight;
}
return StairShape::InnerLeft;
}
}
StairShape::Straight
}
fn stair_data(facing: Direction, half: BlockHalf, shape: StairShape) -> Option<usize> {
if shape != StairShape::Straight {
return None;
}
let data = match facing {
Direction::East => 0,
Direction::West => 1,
Direction::South => 2,
Direction::North => 3,
_ => unreachable!(),
};
Some(data | (if half == BlockHalf::Top { 0x4 } else { 0x0 }))
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TreeVariant {
Oak,
Spruce,
Birch,
Jungle,
Acacia,
DarkOak
}
impl TreeVariant {
pub fn as_string(&self) -> &'static str {
match *self {
TreeVariant::Oak => "oak",
TreeVariant::Spruce => "spruce",
TreeVariant::Birch => "birch",
TreeVariant::Jungle => "jungle",
TreeVariant::Acacia => "acacia",
TreeVariant::DarkOak => "dark_oak",
}
}
pub fn data(&self) -> usize {
match *self {
TreeVariant::Oak | TreeVariant::Acacia => 0,
TreeVariant::Spruce | TreeVariant::DarkOak => 1,
TreeVariant::Birch => 2,
TreeVariant::Jungle => 3,
}
}
pub fn plank_data(&self) -> usize {
match *self {
TreeVariant::Oak => 0,
TreeVariant::Spruce => 1,
TreeVariant::Birch => 2,
TreeVariant::Jungle => 3,
TreeVariant::Acacia => 4,
TreeVariant::DarkOak => 5,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TallGrassVariant {
DeadBush,
TallGrass,
Fern,
}
impl TallGrassVariant {
pub fn as_string(&self) -> &'static str {
match *self {
TallGrassVariant::DeadBush => "dead_bush",
TallGrassVariant::TallGrass => "tall_grass",
TallGrassVariant::Fern => "fern",
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum DoublePlantVariant {
Sunflower,
Lilac,
DoubleTallgrass,
LargeFern,
RoseBush,
Peony,
}
impl DoublePlantVariant {
pub fn as_string(&self) -> &'static str {
match *self {
DoublePlantVariant::Sunflower => "sunflower",
DoublePlantVariant::Lilac => "syringa",
DoublePlantVariant::DoubleTallgrass => "double_grass",
DoublePlantVariant::LargeFern => "double_fern",
DoublePlantVariant::RoseBush => "double_rose",
DoublePlantVariant::Peony => "paeonia",
}
}
pub fn data(&self) -> usize {
match *self {
DoublePlantVariant::Sunflower => 0,
DoublePlantVariant::Lilac => 1,
DoublePlantVariant::DoubleTallgrass => 2,
DoublePlantVariant::LargeFern => 3,
DoublePlantVariant::RoseBush => 4,
DoublePlantVariant::Peony => 5,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum FlowerPotVariant {
Empty,
Poppy,
Dandelion,
OakSapling,
SpruceSapling,
BirchSapling,
JungleSapling,
RedMushroom,
BrownMushroom,
Cactus,
DeadBush,
Fern,
AcaciaSapling,
DarkOak,
// Not included in the data value:
BlueOrchid,
Allium,
AzureBluet,
RedTulip,
OrangeTulip,
WhiteTulip,
PinkTulip,
Oxeye,
}
impl FlowerPotVariant {
pub fn as_string(&self) -> &'static str {
match *self {
FlowerPotVariant::Empty => "empty",
FlowerPotVariant::Poppy => "rose",
FlowerPotVariant::Dandelion => "dandelion",
FlowerPotVariant::OakSapling => "oak_sapling",
FlowerPotVariant::SpruceSapling => "spruce_sapling",
FlowerPotVariant::BirchSapling => "birch_sapling",
FlowerPotVariant::JungleSapling => "jungle_sapling",
FlowerPotVariant::RedMushroom => "mushroom_red",
FlowerPotVariant::BrownMushroom => "mushroom_brown",
FlowerPotVariant::Cactus => "cactus",
FlowerPotVariant::DeadBush => "dead_bush",
FlowerPotVariant::Fern => "fern",
FlowerPotVariant::AcaciaSapling => "acacia_sapling",
FlowerPotVariant::DarkOak => "dark_oak_sapling",
FlowerPotVariant::BlueOrchid => "blue_orchid",
FlowerPotVariant::Allium => "allium",
FlowerPotVariant::AzureBluet => "houstonia",
FlowerPotVariant::RedTulip => "red_tulip",
FlowerPotVariant::OrangeTulip => "orange_tulip",
FlowerPotVariant::WhiteTulip => "white_tulip",
FlowerPotVariant::PinkTulip => "pink_tulip",
FlowerPotVariant::Oxeye => "oxeye_daisy",
}
}
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum Direction {
Invalid,
Up,
Down,
North,
South,
West,
East,
}
impl Direction {
pub fn all() -> Vec<Direction> {
vec![
Direction::Up, Direction::Down,
Direction::North, Direction::South,
Direction::West, Direction::East,
]
}
pub fn from_string(val: &str) -> Direction {
match val {
"up" => Direction::Up,
"down" => Direction::Down,
"north" => Direction::North,
"south" => Direction::South,
"west" => Direction::West,
"east" => Direction::East,
_ => Direction::Invalid,
}
}
pub fn opposite(&self) -> Direction {
match *self {
Direction::Up => Direction::Down,
Direction::Down => Direction::Up,
Direction::North => Direction::South,
Direction::South => Direction::North,
Direction::West => Direction::East,
Direction::East => Direction::West,
_ => unreachable!(),
}
}
pub fn clockwise(&self) -> Direction {
match *self {
Direction::Up => Direction::Up,
Direction::Down => Direction::Down,
Direction::East => Direction::South,
Direction::West => Direction::North,
Direction::South => Direction::West,
Direction::North => Direction::East,
_ => unreachable!(),
}
}
pub fn counter_clockwise(&self) -> Direction {
match *self {
Direction::Up => Direction::Up,
Direction::Down => Direction::Down,
Direction::East => Direction::North,
Direction::West => Direction::South,
Direction::South => Direction::East,
Direction::North => Direction::West,
_ => unreachable!(),
}
}
pub fn get_offset(&self) -> (i32, i32, i32) {
match *self {
Direction::Up => (0, 1, 0),
Direction::Down => (0, -1, 0),
Direction::North => (0, 0, -1),
Direction::South => (0, 0, 1),
Direction::West => (-1, 0, 0),
Direction::East => (1, 0, 0),
_ => unreachable!(),
}
}
pub fn as_string(&self) -> &'static str {
match *self {
Direction::Up => "up",
Direction::Down => "down",
Direction::North => "north",
Direction::South => "south",
Direction::West => "west",
Direction::East => "east",
Direction::Invalid => "invalid",
}
}
}