Official Polymer compatibility

- Based on my PolymerRocks compatibility patch, featuring many improvements over it
- Less hardcoded object instances, allowing for easier addition of new variations
This commit is contained in:
Martin Prokoph
2024-09-16 18:49:17 +02:00
parent 5bbfc74a48
commit 8e2fc41b99
54 changed files with 1434 additions and 225 deletions

View File

@@ -1,6 +1,7 @@
package eu.midnightdust.motschen.rocks.block;
import eu.midnightdust.motschen.rocks.RocksMain;
import eu.midnightdust.motschen.rocks.blockstates.RockVariation;
import eu.midnightdust.motschen.rocks.blockstates.SeashellVariation;
import net.fabricmc.fabric.api.object.builder.v1.block.FabricBlockSettings;
import net.minecraft.block.*;
@@ -46,21 +47,14 @@ public class Seashell extends Block implements Waterloggable {
public BlockState getPlacementState(ItemPlacementContext itemPlacementContext) {
FluidState fluidState = itemPlacementContext.getWorld().getFluidState(itemPlacementContext.getBlockPos());
return Objects.requireNonNull(super.getPlacementState(itemPlacementContext))
.with(SEASHELL_VARIATION, SeashellVariation.PINK).with(WATERLOGGED, fluidState.getFluid() == Fluids.WATER);
.with(SEASHELL_VARIATION, SeashellVariation.values()[itemPlacementContext.getWorld().random.nextBetween(0, 2)])
.with(WATERLOGGED, fluidState.getFluid() == Fluids.WATER);
}
@Override
public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, BlockHitResult hit) {
if (player.isCreative()) {
if (state.get(SEASHELL_VARIATION) == SeashellVariation.YELLOW) {
world.setBlockState(pos, state.with(SEASHELL_VARIATION, SeashellVariation.WHITE));
}
if (state.get(SEASHELL_VARIATION) == SeashellVariation.WHITE) {
world.setBlockState(pos, state.with(SEASHELL_VARIATION, SeashellVariation.PINK));
}
if (state.get(SEASHELL_VARIATION) == SeashellVariation.PINK) {
world.setBlockState(pos, state.with(SEASHELL_VARIATION, SeashellVariation.YELLOW));
}
world.setBlockState(pos, state.with(SEASHELL_VARIATION, state.get(SEASHELL_VARIATION).next()));
return ActionResult.SUCCESS;
}
else return ActionResult.FAIL;