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https://github.com/Jacobwasbeast/LegacyWeaveLoader.git
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96 lines
3.7 KiB
C#
96 lines
3.7 KiB
C#
using WeaveLoader.API;
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namespace WeaveLoader.API.Block;
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/// <summary>
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/// Tool type required to harvest a block. Used with <see cref="BlockProperties.RequiredTool"/>.
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/// </summary>
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public enum ToolType
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{
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/// <summary>No specific tool required; any tool or hand can harvest.</summary>
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None = 0,
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/// <summary>Requires a pickaxe.</summary>
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Pickaxe = 1,
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/// <summary>Requires an axe.</summary>
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Axe = 2,
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/// <summary>Requires a shovel.</summary>
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Shovel = 3,
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}
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public enum MaterialType
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{
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Air = 0,
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Stone = 1,
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Wood = 2,
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Cloth = 3,
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Plant = 4,
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Dirt = 5,
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Sand = 6,
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Glass = 7,
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Water = 8,
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Lava = 9,
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Ice = 10,
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Metal = 11,
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Snow = 12,
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Clay = 13,
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Explosive = 14,
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Web = 15
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}
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public enum SoundType
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{
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None = 0,
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Stone = 1,
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Wood = 2,
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Gravel = 3,
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Grass = 4,
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Metal = 5,
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Glass = 6,
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Cloth = 7,
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Sand = 8,
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Snow = 9
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}
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/// <summary>
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/// Fluent builder for defining block properties.
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/// </summary>
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public class BlockProperties
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{
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internal MaterialType MaterialValue = MaterialType.Stone;
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internal float HardnessValue = 1.0f;
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internal float ResistanceValue = 5.0f;
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internal SoundType SoundValue = SoundType.Stone;
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internal string IconValue = "stone";
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internal float LightEmissionValue = 0.0f;
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internal int LightBlockValue = 255;
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internal CreativeTab CreativeTabValue = CreativeTab.None;
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internal Text? NameValue;
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internal int RequiredHarvestLevelValue = -1;
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internal ToolType RequiredToolValue = ToolType.None;
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internal bool AcceptsRedstonePowerValue;
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public BlockProperties Material(MaterialType material) { MaterialValue = material; return this; }
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public BlockProperties Hardness(float hardness) { HardnessValue = hardness; return this; }
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public BlockProperties Resistance(float resistance) { ResistanceValue = resistance; return this; }
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public BlockProperties Sound(SoundType sound) { SoundValue = sound; return this; }
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/// <summary>
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/// Icon name in the terrain atlas. Use Java-style names like "examplemod:block/ruby_ore"
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/// from assets/examplemod/textures/block/ruby_ore.png, or vanilla names like "stone", "gold_ore".
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/// </summary>
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public BlockProperties Icon(string iconName) { IconValue = iconName; return this; }
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public BlockProperties LightLevel(float level) { LightEmissionValue = level; return this; }
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public BlockProperties LightBlocking(int level) { LightBlockValue = level; return this; }
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public BlockProperties Indestructible() { HardnessValue = -1.0f; ResistanceValue = 6000000f; return this; }
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public BlockProperties InCreativeTab(CreativeTab tab) { CreativeTabValue = tab; return this; }
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/// <summary>Display name shown in-game (e.g. "Ruby Ore"). Used for localization.</summary>
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public BlockProperties Name(string displayName) { NameValue = Text.Literal(displayName); return this; }
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/// <summary>Localized display name using a language key (e.g. "block.examplemod.ruby_ore").</summary>
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public BlockProperties Name(Text text) { NameValue = text; return this; }
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/// <summary>Minimum harvest level required to properly mine this block (e.g. 3 for obsidian). -1 means no requirement.</summary>
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public BlockProperties RequiredHarvestLevel(int level) { RequiredHarvestLevelValue = level; return this; }
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/// <summary>Tool type required to harvest this block (e.g. Pickaxe for stone-like blocks).</summary>
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public BlockProperties RequiredTool(ToolType tool) { RequiredToolValue = tool; return this; }
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/// <summary>Marks the block as one that can receive redstone power. Stored for future block callbacks.</summary>
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public BlockProperties AcceptsRedstonePower(bool accepts = true) { AcceptsRedstonePowerValue = accepts; return this; }
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}
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