Accesso ai Blocchi
Basic Information
Blocks are most commonly identified and accessed by their Location. This location points to a certain
coordinate within an Extent. In most cases a World will be used as the Extent
.
import org.spongepowered.api.Sponge;
import org.spongepowered.api.world.Location;
import org.spongepowered.api.world.World;
public Location<World> getBlockAt(String worldName, int posX, int posY, int posZ) {
World world = Sponge.getServer().getWorld(worldName).get();
Location<World> blockLoc = new Location<World>(world, posX, posY, posZ);
return blockLoc;
}
Avvertimento
Note that the above example does not check if the world exists. getWorld(worldName).get()
will fail if there
is no world of that name loaded.
With this Location
object you can then obtain further information about the block. The following code checks if a
referenced block is any kind of banner by checking the blocks type.
import org.spongepowered.api.block.BlockType;
import org.spongepowered.api.block.BlockTypes;
public boolean isBanner(Location<World> blockLoc) {
BlockType type = blockLoc.getBlock().getType();
return type.equals(BlockTypes.STANDING_BANNER)
|| type.equals(BlockTypes.WALL_BANNER);
}
Suggerimento
The function ==
could be used in place of equals()
as there is only one BlockType instance for
every block, however it is generally recommended to use equals()
.
Block Data Manipulators
The data of a block is held as a DataManipulator, similar to other parts of the API. This is the container that holds information on components of our block such as the orientation of a block, specific types (stone vs. granite), and so on. Checking the values of these manipulators is easy, you just need to check the block’s direction DirectionalData.
import org.spongepowered.api.data.key.Keys;
import org.spongepowered.api.data.manipulator.mutable.block.DirectionalData;
public boolean isFacingNorth(Location<World> blockLoc) {
Optional<DirectionalData> optionalData = blockLoc.get(DirectionalData.class);
if (!optionalData.isPresent()) {
return false;
}
DirectionalData data = optionalData.get();
if (data.get(Keys.DIRECTION).get().equals(Direction.NORTH)) {
return true;
}
return false;
}
First, we need to know which DataManipulator
sub-interface we need. Those that are applicable to blocks are found
in the org.spongepowered.api.data.manipulator.mutable and
org.spongepowered.api.data.manipulator.mutable.block packages. Then, we can just pass that class to the
get(DataManipulator)
method of Location
which will return an Optional
. We then have to check if our
DataManipulator
actually exists for our block by checking ifPresent()
. If it exists, then we can use it.
More on DataManipulator
s can be found in the data documentation.
Suggerimento
If a block will never stop supporting a particular DataManipulator
, such as DirectionalData
with stairs,
then there is no need to check for isPresent()
. Just remove the optional around the DataManipulator
and
fetch the non-optional data by adding .get()
to the end of the statement. Note, that this will cause a
NullPointerException
if a block ever stops supporting a particular DataManipulator
.
Block States
A BlockState contains a BlockType, any DataManipulator
s and properties that are applied to
the block, and any BlockTraits for a block. It stores all immutable value’s for a particular block. One
use of this is getting an ImmutableDataManipulator, as shown below:
import org.spongepowered.api.block.BlockState;
import org.spongepowered.api.data.manipulator.immutable.ImmutableWetData;
public void isWet(Location blockLoc) {
BlockState sponge = blockLoc.getBlock();
if (!sponge.getType().equals(BlockTypes.SPONGE)) {
return false;
}
Optional<ImmutableWetData> wetness = sponge.get(ImmutableWetData.class);
return wetness.isPresent();
}
More information on mutable and immutable DataManipulator
s can be found in the data documentation.
Block Properties
Blocks can contain certain properties. A property is a pre-set value that defines the game logic of that particular block. For example, blocks can contain pre-determined blast-resistance values that can be used to determine what you’re working with, without actually checking the type of block it could be one by one. For example, if we wanted to get the blast resistance of a block and checking if it is greater than or equal to one, it would be done like so:
import org.spongepowered.api.data.property.DoubleProperty;
import org.spongepowered.api.data.property.block.BlastResistanceProperty;
public boolean blastResistanceGreaterThanOne(Location<World> blockLoc) {
Optional<BlastResistanceProperty> optional =
blockLoc.getProperty(BlastResistanceProperty.class);
if(optional.isPresent()) {
BlastResistanceProperty resistance = optional.get();
DoubleProperty one = DoubleProperty.greaterThanOrEqual(1);
return one.matches(resistance);
}
return false;
}
This will get the blast resistance of our block and compare it to a new DoubleProperty, as
BlastResistanceProperty inherits from DoubleProperty
. The method will then return if the blast
resistance of our block is greater than one, the value in placed matches()
. If we wanted to see if it was less than
two, we would replace it with lessThan()
.
If we were comparing two pre-existing properties, it will take the Operator
of our first value, the one we are
creating a double property for. If the Operator
is DELEGATE
, which is the none operator, then it will take the
Operator
of the second value, the one in matches()
. Comparison will return false if both are DELEGATE
.
An example of comparing two PoweredPropertys, a BooleanProperty, can be seen below:
import org.spongepowered.api.data.property.block.PoweredProperty;
public boolean areBlocksPowered(Location<World> blockLoc, Location<World> blockLoc2) {
Optional<PoweredProperty> optional = blockLoc.getProperty(PoweredProperty.class);
Optional<PoweredProperty> optional2 = blockLoc2.getProperty(PoweredProperty.class);
if(optional.isPresent() && optional2.isPresent()) {
PoweredProperty property1 = optional2.get();
PoweredProperty property2 = optional2.get();
BooleanProperty booleanProperty = BooleanProperty.of(property1);
BooleanProperty booleanProperty2 = BooleanProperty.of(true);
if(booleanProperty2.matches(property1)) {
return booleanProperty.matches(property2);
}
}
return false;
}
The second if
check checks if one of the properties is true. If it is true and both are equal, then both
of the values must be true. Therefore, eliminating the need to check the second value. Now we know that both
blocks are being powered.
A list of possible block properties can be found in the org.spongepowered.api.data.property.block package.
Block Traits
A block trait is a certain value on the current state of a block. A block may or may not contain block traits depending
on the type of block. For example, a bed has a BooleanTrait called
BED_OCCUPIED
. As a boolean can only have two values, true and false, the BED_OCCUPIED
trait can only be true or
false. Checking this value is simple, just call the BlockState#getTraitValue(BlockTrait) method. An example
of this with a bed is shown below:
import org.spongepowered.api.block.trait.BooleanTraits;
public boolean isBedOccupied(Location<World> blockLoc) {
if(blockLoc.getBlock().getType().equals(BlockTypes.BED)) {
return blockLoc.getBlock().getTraitValue(BooleanTraits.BED_OCCUPIED).get();
}
return false;
}
Avvertimento
If possible, it is recommended to use DataManipulator
s in place of BlockTrait
s where possible as they are
only to be meant as a fallback for modded compatibility.