added chainStone, fixes #495
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@@ -0,0 +1,295 @@
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package carpet.mixins;
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import carpet.CarpetSettings;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.block.ChainBlock;
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import net.minecraft.block.ChestBlock;
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import net.minecraft.block.enums.ChestType;
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import net.minecraft.block.piston.PistonHandler;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.world.World;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.*;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
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import org.spongepowered.asm.mixin.injection.callback.LocalCapture;
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import java.util.List;
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@Mixin(PistonHandler.class)
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public abstract class PistonHandler_customStickyMixin
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{
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/*
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* The following Mixins make double chests behave sticky on the side where they are connected to its other double chest half block.
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* This is achieved by Injecting calls to "stickToStickySide" where normally slimeblocks stick to all their neighboring blocks.
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* redirectGetBlockState_1_A/B is neccessary to get access to the blockState_1 variable, which is used in redirectSlimeBlock.
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* redirectSlimeBlock is neccessary to also enable chests to have the backward stickyness (this seems to be an edge case)
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*
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* Note that it is possible to separate chests the same way pistons can separate slimeblocks.
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*
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* These also support other custom sticky block with non-standard rules, like chains.
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*/
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@Shadow @Final private World world;
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@Shadow @Final private Direction motionDirection;
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@Shadow protected abstract boolean tryMove(BlockPos blockPos_1, Direction direction_1);
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@Shadow private static boolean isBlockSticky(Block block_1) { return false; }
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@Shadow private static boolean isAdjacentBlockStuck(Block block, Block block2) {return false;}
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@Shadow protected abstract boolean canMoveAdjacentBlock(BlockPos pos);
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// collects information about sticking block when backtracking.
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private BlockPos currentPos;
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private BlockState currentState;
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private BlockState previousState;
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@Redirect(method = "tryMove", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/World;getBlockState(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/block/BlockState;", ordinal = 0))
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private BlockState redirectGetBlockState_1_A(World world, BlockPos pos) {
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return currentState = previousState = world.getBlockState(pos);
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}
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@Redirect(method = "tryMove", at = @At(value = "INVOKE", target = "Lnet/minecraft/world/World;getBlockState(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/block/BlockState;", ordinal = 1))
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private BlockState redirectGetBlockState_1_B(World world, BlockPos pos) {
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previousState = currentState;
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currentPos = pos;
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return currentState = world.getBlockState(pos);
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}
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/**
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* Makes backwards stickiness work with sticky non-slimeblocks as well (chests, chains).
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* @author 2No2Name, gnembon
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*/
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@Redirect(method = "tryMove", at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isBlockSticky(Lnet/minecraft/block/Block;)Z",
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ordinal = 0 )
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)
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private boolean redirectIsStickyBlock(Block block_1)
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{
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// applies to both MBE chests as well as sticky chains
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return blockCanBePulled(currentState) || isBlockSticky(block_1);
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}
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/**
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* Returns true if there is a modification making this blockState sticky on the given face. Vanilla stickyness of SLIME_BLOCK is not affected.
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* @param blockState BlockState to determine the stickyness of
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* @return boolean whether block is not SLIME_BLOCK and is sticky in the given direction
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* @author 2No2Name
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*/
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private boolean blockCanBePulled(BlockState blockState) {
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if (CarpetSettings.movableBlockEntities)
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{
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Block block = blockState.getBlock();
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if (block == Blocks.CHEST || block == Blocks.TRAPPED_CHEST)
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//Make chests be sticky on the side to
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return getDirectionToOtherChestHalf(blockState) == motionDirection.getOpposite();
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//example how you could make sticky pistons have a sticky side:
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//if(block == Blocks.STICKY_PISTON)
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// return blockState.get(FacingBlock.FACING) == motionDirection;
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}
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if (CarpetSettings.chainStone && blockState.getBlock() == Blocks.CHAIN)
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{
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return isChainOnAxis(currentState, motionDirection);
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}
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return false;
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}
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/**
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* Determines if we should continue to drag blocks in a line (going opposite to the direction of a push)
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* @param previous: block that is already dragged
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* @param next: canidate block to decide if needs to be dragged along as well.
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* @return true if we should keep dragging blocks behind
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*/
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@Redirect(method = "tryMove", at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isAdjacentBlockStuck(Lnet/minecraft/block/Block;Lnet/minecraft/block/Block;)Z")
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)
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private boolean isDraggingPreviousBlockBehind(Block previous, Block next)
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{
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if (CarpetSettings.chainStone)
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{
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if (previousState.getBlock() == Blocks.CHAIN && isChainOnAxis(previousState, motionDirection))
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{
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if ( (currentState.getBlock() == Blocks.CHAIN && isChainOnAxis(currentState, motionDirection))
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|| Block.sideCoversSmallSquare(world, currentPos, motionDirection.getOpposite()))
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{
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return true;
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}
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}
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}
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return isAdjacentBlockStuck(previous, next);
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}
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/**
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* Handles blocks besides the slimeblock that are sticky. Currently only supports blocks that are sticky on one side.
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* This never seems to run
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* @author 2No2Name
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*/
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@Inject(method = "tryMove", locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true, at = @At(
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value = "INVOKE",
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target = "Ljava/util/List;get(I)Ljava/lang/Object;",
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shift = At.Shift.AFTER
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))
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private void stickToStickySide(BlockPos blockPos_1, Direction direction_1, CallbackInfoReturnable<Boolean> cir, BlockState blockState_1, Block block_1, int int_1, int int_2, int int_4, BlockPos blockPos_3, int int_5, int int_6)
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{
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if (CarpetSettings.movableBlockEntities)
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{
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if (!stickToStickySide(blockPos_3))
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{
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cir.setReturnValue(false);
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}
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}
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}
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@Shadow @Final private List<BlockPos> movedBlocks;
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@Inject(method = "calculatePush", at = @At(value = "INVOKE", target = "Ljava/util/List;get(I)Ljava/lang/Object;", shift = At.Shift.AFTER), locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true)
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/**
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* Handles blocks besides the slimeblock that are sticky.
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* Supports blocks that are sticky on one side, (double chests now, 2no2name)
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* as well as other special sticky blocks (chains, gnembon).
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* @author 2No2Name, gnembon
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*/
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private void stickToStickySide(CallbackInfoReturnable<Boolean> cir, int int_1){
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if (CarpetSettings.movableBlockEntities)
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{
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if (!stickToStickySide(this.movedBlocks.get(int_1)))
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{
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cir.setReturnValue(false);
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}
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}
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if (CarpetSettings.chainStone)
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{
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BlockPos pos = this.movedBlocks.get(int_1);
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BlockState chainState = world.getBlockState(pos);
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// chain is sideways
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if (chainState.getBlock() == Blocks.CHAIN && !isChainOnAxis(chainState, motionDirection)
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&& !this.canMoveAdjacentBlock(pos))
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{
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cir.setReturnValue(false);
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}
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}
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}
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/**
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* Handles blocks besides the slimeblock that are sticky. Currently only supports blocks that are sticky on one side.
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* Currently the only additional sticky block is the double chest, which sticks to its other chest half.
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* @param blockPos_1 location of a block that moves and needs to stick other blocks to it
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* @author 2No2Name
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*/
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private boolean stickToStickySide(BlockPos blockPos_1)
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{
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BlockState blockState_1 = this.world.getBlockState(blockPos_1);
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Block block = blockState_1.getBlock();
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Direction stickyDirection = null;
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if(block == Blocks.CHEST || block == Blocks.TRAPPED_CHEST) {
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stickyDirection = getDirectionToOtherChestHalf(blockState_1);
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}
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//example how you could make sticky pistons have a sticky side:
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//else if(block == Blocks.STICKY_PISTON){
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// stickyDirection = blockState_1.get(FacingBlock.FACING);
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//}
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return stickyDirection == null || this.tryMove(blockPos_1.offset(stickyDirection), stickyDirection);
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}
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/**
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* This never seems to run
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* @author gnembon
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*/
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@Inject(method = "tryMove", locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true, at= @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isBlockSticky(Lnet/minecraft/block/Block;)Z",
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ordinal = 1,
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shift = At.Shift.BEFORE
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)
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)
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private void redirectIsStickyBlock(BlockPos pos, Direction dir, CallbackInfoReturnable<Boolean> cir,
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BlockState blockState, Block block, int i, int j, int l, BlockPos blockPos2, int m, int n, BlockPos blockPos3)
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{
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if (CarpetSettings.chainStone)
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{
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if (world.getBlockState(blockPos3).getBlock() == Blocks.CHAIN && !canMoveAdjacentBlock(blockPos3))
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{
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cir.setReturnValue(false);
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}
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}
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}
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/**
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* Custom movement of blocks stuck to the sides of blocks other than slimeblocks like chains
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*/
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@Inject(method = "canMoveAdjacentBlock", locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true, at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isAdjacentBlockStuck(Lnet/minecraft/block/Block;Lnet/minecraft/block/Block;)Z",
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shift = At.Shift.BEFORE
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))
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private void otherSideStickyCases(BlockPos pos, CallbackInfoReturnable<Boolean> cir,
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BlockState blockState, Direction var3[], int var4, int var5, Direction direction, BlockPos blockPos, BlockState blockState2)
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{
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if (CarpetSettings.chainStone)
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{
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if (blockState.getBlock() == Blocks.CHAIN && isChainOnAxis(blockState, direction))
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{
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if ((blockState2.getBlock() == Blocks.CHAIN && (blockState.get(ChainBlock.AXIS) == blockState2.get(ChainBlock.AXIS)))
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|| Block.sideCoversSmallSquare(world, blockPos, direction.getOpposite()))
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{
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if (!tryMove(blockPos, direction))
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{
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cir.setReturnValue(false);
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}
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}
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}
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}
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}
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/**
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* chains may cause moving adjacent blocks, meaning isAdjacentBlockStuck check is irreliable.
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* since initial block may not be sticky.
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* in vanilla canMoveAdjacent is always called on block2 being sticky.
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* @param block
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* @param block2
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* @return
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*/
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@Redirect(method = "canMoveAdjacentBlock", at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isAdjacentBlockStuck(Lnet/minecraft/block/Block;Lnet/minecraft/block/Block;)Z")
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)
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private boolean isStuckSlimeStone(Block block, Block block2)
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{
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return isBlockSticky(block2) && isAdjacentBlockStuck(block, block2);
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}
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//if more helpers like this start existing, move this to Chest class
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/**
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* @param blockState blockState of one double chest half block
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* @return Direction towards the other block of the double chest, null if the blockState is not a double chest
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* @author 2No2Name
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*/
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private Direction getDirectionToOtherChestHalf(BlockState blockState)
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{
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ChestType chestType;
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try{
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chestType = blockState.get(ChestBlock.CHEST_TYPE);
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}catch(IllegalArgumentException e){return null;}
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if(chestType == ChestType.SINGLE)
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return null;
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return ChestBlock.getFacing(blockState);
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}
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private boolean isChainOnAxis(BlockState state, Direction stickDirection)
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{
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Direction.Axis axis;
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try {
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axis = state.get(ChainBlock.AXIS);
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}catch(IllegalArgumentException e){return false;}
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return stickDirection.getAxis() == axis;
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}
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}
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@@ -1,159 +0,0 @@
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package carpet.mixins;
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import carpet.CarpetSettings;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.block.ChestBlock;
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import net.minecraft.block.enums.ChestType;
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import net.minecraft.block.piston.PistonHandler;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.world.World;
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import org.spongepowered.asm.mixin.Final;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.*;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
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import org.spongepowered.asm.mixin.injection.callback.LocalCapture;
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import java.util.List;
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@Mixin(PistonHandler.class)
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public abstract class PistonHandler_movableTEMixin
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{
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/*
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* The following Mixins make double chests behave sticky on the side where they are connected to its other double chest half block.
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* This is achieved by Injecting calls to "stickToStickySide" where normally slimeblocks stick to all their neighboring blocks.
|
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* redirectGetBlockState_1_A/B is neccessary to get access to the blockState_1 variable, which is used in redirectSlimeBlock.
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* redirectSlimeBlock is neccessary to also enable chests to have the backward stickyness (this seems to be an edge case)
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*
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* Note that it is possible to separate chests the same way pistons can separate slimeblocks.
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*/
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@Shadow
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@Final
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private World world;
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@Shadow protected abstract boolean tryMove(BlockPos blockPos_1, Direction direction_1);
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@Inject(method = "tryMove", at = @At(value = "INVOKE", target = "Ljava/util/List;get(I)Ljava/lang/Object;", shift = At.Shift.AFTER), locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true)
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/**
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* Handles blocks besides the slimeblock that are sticky. Currently only supports blocks that are sticky on one side.
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* @author 2No2Name
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*/
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private void stickToStickySide(BlockPos blockPos_1, Direction direction_1, CallbackInfoReturnable<Boolean> cir, BlockState blockState_1, Block block_1, int int_1, int int_2, int int_4, BlockPos blockPos_3, int int_5, int int_6){
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if(!stickToStickySide(blockPos_3)){
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cir.setReturnValue(false);
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cir.cancel();
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}
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}
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@Shadow @Final private List<BlockPos> movedBlocks;
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@Inject(method = "calculatePush", at = @At(value = "INVOKE", target = "Ljava/util/List;get(I)Ljava/lang/Object;", shift = At.Shift.AFTER), locals = LocalCapture.CAPTURE_FAILHARD, cancellable = true)
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/**
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* Handles blocks besides the slimeblock that are sticky. Currently only supports blocks that are sticky on one side.
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* @author 2No2Name
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*/
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private void stickToStickySide(CallbackInfoReturnable<Boolean> cir, int int_1){
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BlockPos pos = this.movedBlocks.get(int_1);
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if(!stickToStickySide(pos)){
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cir.setReturnValue(false);
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cir.cancel();
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}
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}
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/**
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* Handles blocks besides the slimeblock that are sticky. Currently only supports blocks that are sticky on one side.
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* Currently the only additional sticky block is the double chest, which sticks to its other chest half.
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* @param blockPos_1 location of a block that moves and needs to stick other blocks to it
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* @author 2No2Name
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*/
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private boolean stickToStickySide(BlockPos blockPos_1){
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if(!CarpetSettings.movableBlockEntities)
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return true;
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BlockState blockState_1 = this.world.getBlockState(blockPos_1);
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Block block = blockState_1.getBlock();
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Direction stickyDirection = null;
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if(block == Blocks.CHEST || block == Blocks.TRAPPED_CHEST) {
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stickyDirection = getDirectionToOtherChestHalf(blockState_1);
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}
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//example how you could make sticky pistons have a sticky side:
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//else if(block == Blocks.STICKY_PISTON){
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// stickyDirection = blockState_1.get(FacingBlock.FACING);
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//}
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return stickyDirection == null || this.tryMove(blockPos_1.offset(stickyDirection), stickyDirection);
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}
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//Get access to the blockstate to check if it is a chest
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@Shadow protected static boolean isBlockSticky(Block block_1)
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{
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return isBlockSticky(block_1);
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}
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@Shadow @Final private Direction motionDirection;
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private BlockState blockState_1;
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@Redirect(method = "tryMove",
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at = @At(value = "INVOKE", target = "Lnet/minecraft/world/World;getBlockState(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/block/BlockState;", ordinal = 0))
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private BlockState redirectGetBlockState_1_A(World world, BlockPos pos) {
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return blockState_1 = world.getBlockState(pos);
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}
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@Redirect(method = "tryMove",
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at = @At(value = "INVOKE", target = "Lnet/minecraft/world/World;getBlockState(Lnet/minecraft/util/math/BlockPos;)Lnet/minecraft/block/BlockState;", ordinal = 1))
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private BlockState redirectGetBlockState_1_B(World world, BlockPos pos) {
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return blockState_1 = world.getBlockState(pos);
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}
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@Redirect(method = "tryMove", at = @At(
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value = "INVOKE",
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target = "Lnet/minecraft/block/piston/PistonHandler;isBlockSticky(Lnet/minecraft/block/Block;)Z")
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)
|
||||
/**
|
||||
* Makes backwards stickyness work with sticky non-slimeblocks as well.
|
||||
* @author 2No2Name
|
||||
*/
|
||||
private boolean redirectIsStickyBlock(Block block_1) {
|
||||
if (CarpetSettings.movableBlockEntities && isStickyOnSide(blockState_1, this.motionDirection.getOpposite()))
|
||||
return true;
|
||||
return isBlockSticky(block_1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//if more helpers like this start existing, move this to Chest class
|
||||
/**
|
||||
* @param blockState blockState of one double chest half block
|
||||
* @return Direction towards the other block of the double chest, null if the blockState is not a double chest
|
||||
* @author 2No2Name
|
||||
*/
|
||||
private Direction getDirectionToOtherChestHalf(BlockState blockState){
|
||||
ChestType chestType;
|
||||
try{
|
||||
chestType = blockState.get(ChestBlock.CHEST_TYPE);
|
||||
}catch(IllegalArgumentException e){return null;}
|
||||
if(chestType == ChestType.SINGLE)
|
||||
return null;
|
||||
return ChestBlock.getFacing(blockState);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if there is a modification making this blockState sticky on the given face. Vanilla stickyness of SLIME_BLOCK is not affected.
|
||||
* @param blockState BlockState to determine the stickyness of
|
||||
* @param direction Direction in which the stickyness is to be found
|
||||
* @return boolean whether block is not SLIME_BLOCK and is sticky in the given direction
|
||||
* @author 2No2Name
|
||||
*/
|
||||
private boolean isStickyOnSide(BlockState blockState, Direction direction) {
|
||||
Block block = blockState.getBlock();
|
||||
if(block == Blocks.CHEST || block == Blocks.TRAPPED_CHEST)
|
||||
//Make chests be sticky on the side to
|
||||
return getDirectionToOtherChestHalf(blockState) == direction;
|
||||
|
||||
//example how you could make sticky pistons have a sticky side:
|
||||
//if(block == Blocks.STICKY_PISTON)
|
||||
// return blockState.get(FacingBlock.FACING) == direction.getOpposite();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user