steel_core/behavior/blocks/vegetation/
coral_fan_block.rs1use std::sync::Arc;
2
3use steel_macros::block_behavior;
4use steel_registry::blocks::block_state_ext::BlockStateExt;
5use steel_registry::blocks::properties::{BlockStateProperties, BoolProperty, Direction};
6use steel_registry::vanilla_blocks;
7use steel_utils::{BlockPos, BlockStateId, types::UpdateFlags};
8
9use crate::behavior::block::{BlockBehavior, schedule_water_tick_if_waterlogged};
10use crate::behavior::blocks::CoralBlock;
11use crate::behavior::context::BlockPlaceContext;
12use crate::world::{LevelReader, ScheduledTickAccess, World};
13
14use super::BlockRef;
15
16#[block_behavior]
20pub struct CoralFanBlock {
21 block: BlockRef,
22 #[json_arg(vanilla_blocks, json = "dead_block")]
23 dead_block: BlockRef,
24}
25
26const WATERLOGGED: &BoolProperty = &BlockStateProperties::WATERLOGGED;
27
28impl CoralFanBlock {
29 #[must_use]
31 pub const fn new(block: BlockRef, dead_block: BlockRef) -> Self {
32 Self { block, dead_block }
33 }
34
35 fn dead_state(&self) -> BlockStateId {
36 self.dead_block
37 .default_state()
38 .set_value(WATERLOGGED, false)
39 }
40}
41
42impl BlockBehavior for CoralFanBlock {
43 fn can_survive(&self, _state: BlockStateId, world: &dyn LevelReader, pos: BlockPos) -> bool {
44 CoralBlock::can_survive(world, pos)
45 }
46
47 fn on_place(
48 &self,
49 state: BlockStateId,
50 world: &Arc<World>,
51 pos: BlockPos,
52 _old_state: BlockStateId,
53 _moved_by_piston: bool,
54 ) {
55 CoralBlock::schedule_die_tick(state, world, pos, self.block);
56 }
57
58 fn update_shape(
59 &self,
60 state: BlockStateId,
61 world: &dyn ScheduledTickAccess,
62 pos: BlockPos,
63 direction: Direction,
64 _neighbor_pos: BlockPos,
65 _neighbor_state: BlockStateId,
66 ) -> BlockStateId {
67 if direction == Direction::Down && !self.can_survive(state, world, pos) {
68 return vanilla_blocks::AIR.default_state();
69 }
70
71 CoralBlock::schedule_die_tick(state, world, pos, self.block);
72
73 schedule_water_tick_if_waterlogged(state, world, pos);
74
75 state
76 }
77
78 fn get_state_for_placement(&self, context: &BlockPlaceContext<'_>) -> Option<BlockStateId> {
79 let state = self.block.default_state();
80 if !self.can_survive(state, context.world, context.place_pos()) {
81 return None;
82 }
83 Some(state.set_value(WATERLOGGED, context.is_full_water()))
84 }
85
86 fn tick(&self, state: BlockStateId, world: &Arc<World>, pos: BlockPos) {
87 if !CoralBlock::scan_for_water(state, world, pos) {
88 world.set_block(pos, self.dead_state(), UpdateFlags::UPDATE_CLIENTS);
89 }
90 }
91}