284 lines
8.4 KiB
Rust
284 lines
8.4 KiB
Rust
use pumpkin_util::math::boundingbox::BoundingBox;
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use pumpkin_util::math::vector3::Vector3;
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use crate::block_properties::{COLLISION_SHAPES, NoteblockInstrument};
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use crate::{Block, BlockDirection, BlockId};
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/// Represents a specific state of a block, including its properties and physical behaviors.
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///
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/// A single `Block` (like a Hopper) can have multiple `BlockState`s (e.g., pointing North,
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/// South, or being powered). This struct is optimized for high-speed lookups during
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/// physics and lighting calculations.
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#[derive(Debug)]
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pub struct BlockState {
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/// The global palette ID used for network serialization and chunk storage.
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pub id: BlockStateId,
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/// Bit-flags representing boolean or enum properties (e.g., `waterlogged`, `lit`, `facing`).
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pub state_flags: u16,
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/// Cached flags for each of the 6 sides to speed up ambient occlusion and face culling.
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pub side_flags: u8,
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/// The note block instrument produced when this block is placed underneath one.
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pub instrument: NoteblockInstrument,
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/// The light level emitted by this block, ranging from 0 to 15.
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pub luminance: u8,
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/// Defines how the block reacts to being pushed or pulled by a piston.
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pub piston_behavior: PistonBehavior,
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/// Overrides the base block hardness for this specific state if necessary.
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pub hardness: f32,
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/// Indices into a global voxel-shape registry for physical entity collisions.
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pub collision_shapes: &'static [u16],
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/// Indices into a global voxel-shape registry for the selection highlight box.
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pub outline_shapes: &'static [u16],
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/// How much light is subtracted as it passes through this block (0 for transparent, 15 for opaque).
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pub opacity: u8,
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/// The ID of the block entity associated with this state.
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/// Set to `u16::MAX` if the block does not hold NBT data.
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pub block_entity_type: u16,
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}
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/// Helper struct to ensure the validity of `BlockStateIds` parsed from external sources.
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/// Every [`BlockStateId`] is guaranteed to correspond to a valid [`BlockState`].
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#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash, PartialOrd, Ord)]
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#[repr(transparent)]
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pub struct BlockStateId(u16);
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#[derive(Clone, Debug, PartialEq, Eq)]
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#[repr(u8)]
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pub enum PistonBehavior {
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Normal,
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Destroy,
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Block,
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Ignore,
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PushOnly,
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}
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impl PartialEq<BlockStateId> for BlockState {
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fn eq(&self, other: &BlockStateId) -> bool {
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self.id == *other
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}
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}
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impl PartialEq<BlockState> for BlockStateId {
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fn eq(&self, other: &BlockState) -> bool {
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*self == other.id
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}
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}
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impl PartialEq for BlockState {
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fn eq(&self, other: &Self) -> bool {
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self.id == other.id
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}
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}
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impl Eq for BlockState {}
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impl BlockState {
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#[must_use]
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pub const fn is_air(&self) -> bool {
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self.state_flags & IS_AIR != 0
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}
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#[must_use]
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pub const fn burnable(&self) -> bool {
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self.state_flags & BURNABLE != 0
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}
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#[must_use]
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pub const fn tool_required(&self) -> bool {
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self.state_flags & TOOL_REQUIRED != 0
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}
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#[must_use]
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pub const fn sided_transparency(&self) -> bool {
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self.state_flags & SIDED_TRANSPARENCY != 0
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}
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#[must_use]
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pub const fn replaceable(&self) -> bool {
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self.state_flags & REPLACEABLE != 0
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}
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#[must_use]
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pub const fn is_liquid(&self) -> bool {
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self.state_flags & IS_LIQUID != 0
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}
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/// Returns the legacy value for whether a block is solid.
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#[must_use]
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pub const fn is_solid(&self) -> bool {
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self.state_flags & IS_SOLID != 0
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}
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#[must_use]
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pub const fn is_full_cube(&self) -> bool {
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self.state_flags & IS_FULL_CUBE != 0
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}
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/// Returns whether the block is solid.
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/// Solid blocks conduct redstone and block redstone wire.
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/// Non-solid blocks don't allow redstone wire on top to propagate their signal downwards in java.
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#[must_use]
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pub const fn is_solid_block(&self) -> bool {
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self.state_flags & IS_SOLID_BLOCK != 0
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}
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#[must_use]
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pub const fn has_random_ticks(&self) -> bool {
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self.state_flags & HAS_RANDOM_TICKS != 0
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}
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///`isFaceSturdy()` in Java!
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#[must_use]
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pub const fn is_side_solid(&self, side: BlockDirection) -> bool {
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match side {
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BlockDirection::Down => self.side_flags & DOWN_SIDE_SOLID != 0,
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BlockDirection::Up => self.side_flags & UP_SIDE_SOLID != 0,
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BlockDirection::North => self.side_flags & NORTH_SIDE_SOLID != 0,
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BlockDirection::South => self.side_flags & SOUTH_SIDE_SOLID != 0,
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BlockDirection::West => self.side_flags & WEST_SIDE_SOLID != 0,
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BlockDirection::East => self.side_flags & EAST_SIDE_SOLID != 0,
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}
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}
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///isSideSolid(..., Direction.UP, SideShapeType.CENTER) in Java!
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///Only valid for UP and DOWN sides
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#[must_use]
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pub const fn is_center_solid(&self, side: BlockDirection) -> bool {
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match side {
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BlockDirection::Down => self.side_flags & DOWN_CENTER_SOLID != 0,
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BlockDirection::Up => self.side_flags & UP_CENTER_SOLID != 0,
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_ => false,
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}
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}
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#[must_use]
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pub fn is_waterlogged(&self) -> bool {
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let block = Block::from_state_id(self.id);
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block.properties(self.id).is_some_and(|props| {
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props
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.to_props()
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.iter()
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.any(|(k, v)| k == &"waterlogged" && v == &"true")
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})
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}
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/// Produce a new state identical to `self` except the waterlogged property
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/// is set to `true`. If the block type does not support waterlogging or
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/// the state was already waterlogged, `None` is returned.
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#[must_use]
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pub fn with_waterlogged(&self) -> Option<&'static BlockState> {
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let block = Block::from_state_id(self.id);
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block.with_waterlogged(self.id)
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}
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pub fn get_block_collision_shapes(&self) -> impl Iterator<Item = BoundingBox> + '_ {
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self.collision_shapes
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.iter()
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.map(|&id| COLLISION_SHAPES[id as usize])
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}
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pub fn get_block_outline_shapes(&self) -> impl Iterator<Item = BoundingBox> + '_ {
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let base_shapes = self
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.outline_shapes
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.iter()
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.map(|&id| COLLISION_SHAPES[id as usize]);
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let water_shape = self
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.is_waterlogged()
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.then(|| BoundingBox::new(Vector3::new(0.0, 0.0, 0.0), Vector3::new(1.0, 0.875, 1.0)));
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base_shapes.chain(water_shape)
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}
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}
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impl BlockStateId {
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// depends on generated impl:
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// pub(crate) const STATE_COUNT: u16;
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// SAFETY: There must never be a BlockStateId where self.0 >= BlockStateId::STATE_COUNT
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#[inline]
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#[must_use]
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pub const fn new(inner: u16) -> Option<Self> {
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if inner < Self::STATE_COUNT {
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return Some(Self(inner));
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}
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None
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}
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#[inline]
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#[must_use]
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pub const fn new_or_air(inner: u16) -> Self {
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if inner < Self::STATE_COUNT {
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return Self(inner);
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}
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Self::AIR
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}
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#[inline(always)]
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#[must_use]
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pub const fn as_u16(self) -> u16 {
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self.0
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}
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#[inline]
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#[must_use]
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pub const fn to_state(self) -> &'static BlockState {
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BlockState::from_id(self)
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}
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#[inline]
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#[must_use]
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pub const fn to_block_id(self) -> BlockId {
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BlockId::from_state_id(self)
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}
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#[inline]
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#[must_use]
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pub const fn to_block(self) -> &'static Block {
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Block::from_state_id(self)
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}
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}
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impl Default for BlockStateId {
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#[inline]
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fn default() -> Self {
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Self::AIR
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}
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}
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impl std::fmt::Display for BlockStateId {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(
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f,
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"BlockStateId({} = \"{}\")",
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self.0,
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Block::from_state_id(*self).name
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)
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}
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}
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//This is the Layout of state_props in the right order
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// state_flags
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const IS_AIR: u16 = 1 << 0;
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const BURNABLE: u16 = 1 << 1;
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const TOOL_REQUIRED: u16 = 1 << 2;
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const SIDED_TRANSPARENCY: u16 = 1 << 3;
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const REPLACEABLE: u16 = 1 << 4;
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const IS_LIQUID: u16 = 1 << 5;
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const IS_SOLID: u16 = 1 << 6;
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const IS_FULL_CUBE: u16 = 1 << 7;
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const IS_SOLID_BLOCK: u16 = 1 << 8;
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const HAS_RANDOM_TICKS: u16 = 1 << 9;
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// side_flags
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const DOWN_SIDE_SOLID: u8 = 1 << 0;
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const UP_SIDE_SOLID: u8 = 1 << 1;
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const NORTH_SIDE_SOLID: u8 = 1 << 2;
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const SOUTH_SIDE_SOLID: u8 = 1 << 3;
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const WEST_SIDE_SOLID: u8 = 1 << 4;
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const EAST_SIDE_SOLID: u8 = 1 << 5;
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const DOWN_CENTER_SOLID: u8 = 1 << 6;
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const UP_CENTER_SOLID: u8 = 1 << 7;
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