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, Direction};
6use steel_registry::{vanilla_blocks, vanilla_fluids};
7use steel_utils::{BlockPos, BlockStateId, types::UpdateFlags};
8
9use crate::behavior::block::BlockBehavior;
10use crate::behavior::context::BlockPlaceContext;
11use crate::world::{LevelReader, ScheduledTickAccess, World};
12
13use super::{BlockRef, coral_plant_can_survive, coral_scan_for_water, schedule_coral_die_tick};
14
15#[block_behavior]
19pub struct CoralFanBlock {
20 block: BlockRef,
21 #[json_arg(vanilla_blocks, json = "dead_block")]
22 dead_block: BlockRef,
23}
24
25impl CoralFanBlock {
26 #[must_use]
28 pub const fn new(block: BlockRef, dead_block: BlockRef) -> Self {
29 Self { block, dead_block }
30 }
31
32 fn dead_state(&self) -> BlockStateId {
33 self.dead_block
34 .default_state()
35 .set_value(&BlockStateProperties::WATERLOGGED, false)
36 }
37}
38
39impl BlockBehavior for CoralFanBlock {
40 fn can_survive(&self, _state: BlockStateId, world: &dyn LevelReader, pos: BlockPos) -> bool {
41 coral_plant_can_survive(world, pos)
42 }
43
44 fn on_place(
45 &self,
46 state: BlockStateId,
47 world: &Arc<World>,
48 pos: BlockPos,
49 _old_state: BlockStateId,
50 _moved_by_piston: bool,
51 ) {
52 schedule_coral_die_tick(state, world, pos, self.block);
53 }
54
55 fn update_shape(
56 &self,
57 state: BlockStateId,
58 world: &dyn ScheduledTickAccess,
59 pos: BlockPos,
60 direction: Direction,
61 _neighbor_pos: BlockPos,
62 _neighbor_state: BlockStateId,
63 ) -> BlockStateId {
64 if direction == Direction::Down && !self.can_survive(state, world, pos) {
65 return vanilla_blocks::AIR.default_state();
66 }
67
68 schedule_coral_die_tick(state, world, pos, self.block);
69
70 if state.get_value(&BlockStateProperties::WATERLOGGED) {
71 let delay = world.fluid_tick_delay(&vanilla_fluids::WATER);
72 let _ = world.schedule_fluid_tick_default(pos, &vanilla_fluids::WATER, delay);
73 }
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(&BlockStateProperties::WATERLOGGED, context.is_full_water()))
84 }
85
86 fn tick(&self, state: BlockStateId, world: &Arc<World>, pos: BlockPos) {
87 if !coral_scan_for_water(state, world, pos) {
88 world.set_block(pos, self.dead_state(), UpdateFlags::UPDATE_CLIENTS);
89 }
90 }
91}