steel_core/behavior/blocks/vegetation/
cactus_flower_block.rs1use steel_macros::block_behavior;
7use steel_registry::blocks::BlockRef;
8use steel_registry::blocks::block_state_ext::BlockStateExt;
9use steel_registry::blocks::properties::Direction;
10use steel_registry::blocks::shapes::SupportType;
11use steel_registry::vanilla_block_tags::BlockTag;
12use steel_registry::vanilla_blocks;
13use steel_utils::{BlockPos, BlockStateId};
14
15use crate::behavior::block::BlockBehavior;
16use crate::behavior::context::BlockPlaceContext;
17use crate::world::{LevelReader, ScheduledTickAccess};
18
19#[block_behavior]
21pub struct CactusFlowerBlock {
22 block: BlockRef,
23}
24
25impl CactusFlowerBlock {
26 #[must_use]
28 pub const fn new(block: BlockRef) -> Self {
29 Self { block }
30 }
31}
32
33impl BlockBehavior for CactusFlowerBlock {
34 fn can_survive(&self, _state: BlockStateId, world: &dyn LevelReader, pos: BlockPos) -> bool {
39 let below_pos = pos.below();
40 let below = world.get_block_state(below_pos);
41 below
42 .get_block()
43 .has_tag(&BlockTag::SUPPORT_OVERRIDE_CACTUS_FLOWER)
44 || world.is_face_sturdy_for(below, below_pos, Direction::Up, SupportType::Center)
45 }
46
47 fn get_state_for_placement(&self, context: &BlockPlaceContext<'_>) -> Option<BlockStateId> {
48 let state = self.block.default_state();
49 self.can_survive(state, context.world, context.place_pos())
50 .then_some(state)
51 }
52
53 fn update_shape(
54 &self,
55 state: BlockStateId,
56 world: &dyn ScheduledTickAccess,
57 pos: BlockPos,
58 _direction: Direction,
59 _neighbor_pos: BlockPos,
60 _neighbor_state: BlockStateId,
61 ) -> BlockStateId {
62 if self.can_survive(state, world, pos) {
63 state
64 } else {
65 vanilla_blocks::AIR.default_state()
66 }
67 }
68}