use std::sync::Arc; use crate::block::BlockBehaviour; use crate::block::CanPlaceAtArgs; use crate::block::GetStateForNeighborUpdateArgs; use crate::block::OnPlaceArgs; use crate::block::OnScheduledTickArgs; use crate::block::RandomTickArgs; use crate::world::World; use pumpkin_data::Block; use pumpkin_data::BlockDirection; use pumpkin_data::BlockStateId; use pumpkin_data::block_properties::BlockProperties; use pumpkin_data::block_properties::FarmlandLikeProperties; use pumpkin_data::tag; use pumpkin_data::tag::Taggable; use pumpkin_macros::pumpkin_block; use pumpkin_util::math::position::BlockPos; use pumpkin_util::math::vector3::Vector3; use pumpkin_world::tick::TickPriority; use pumpkin_world::world::BlockAccessor; use pumpkin_world::world::BlockFlags; type FarmlandProperties = FarmlandLikeProperties; #[pumpkin_block("minecraft:farmland")] pub struct FarmlandBlock; impl BlockBehaviour for FarmlandBlock { fn on_scheduled_tick(&self, args: OnScheduledTickArgs<'_>) { // TODO: push up entities args.world.set_block_state( args.position, Block::DIRT.default_state.id, BlockFlags::NOTIFY_ALL, ); } fn on_place(&self, args: OnPlaceArgs<'_>) -> BlockStateId { if !can_place_at(args.world, args.position) { return Block::DIRT.default_state.id; } args.block.default_state.id } fn get_state_for_neighbor_update( &self, args: GetStateForNeighborUpdateArgs<'_>, ) -> BlockStateId { if args.direction == BlockDirection::Up && !can_place_at(args.world, args.position) { args.world .schedule_block_tick(args.block, *args.position, 1, TickPriority::Normal); } args.state_id } fn can_place_at(&self, args: CanPlaceAtArgs<'_>) -> bool { can_place_at(args.block_accessor, args.position) } fn random_tick(&self, args: RandomTickArgs<'_>) { // TODO: add rain check. Remember to check which one is most optimized. if is_water_nearby(args.world, args.position) { let mut props = FarmlandProperties::default(args.block); props.moisture = 7; args.world.set_block_state( args.position, props.to_state_id(args.block), BlockFlags::NOTIFY_NEIGHBORS, ); } else { let state_id = args.world.get_block_state_id(args.position); let mut props = FarmlandProperties::from_state_id(state_id, args.block); if props.moisture == 0 { if !args .world .get_block(&args.position.up()) .has_tag(&tag::Block::MINECRAFT_MAINTAINS_FARMLAND) { //TODO push entities up args.world.set_block_state( args.position, Block::DIRT.default_state.id, BlockFlags::NOTIFY_NEIGHBORS, ); } } else { props.moisture = (props.moisture as i32 - 1).clamp(0, 7) as u8; args.world.set_block_state( args.position, props.to_state_id(args.block), BlockFlags::NOTIFY_NEIGHBORS, ); } } } } fn can_place_at(world: &dyn BlockAccessor, block_pos: &BlockPos) -> bool { let state = world.get_block_state(&block_pos.up()); !state.is_solid() // TODO: add fence gate block } fn is_water_nearby(world: &Arc, block_pos: &BlockPos) -> bool { for dx in -4..=4 { for dy in 0..=1 { for dz in -4..=4 { let check_pos = block_pos.offset(Vector3 { x: dx, y: dy, z: dz, }); //TODO this should use tag water. It does not seem to work rn. if world.get_block(&check_pos) == &Block::WATER { return true; } } } } false }