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StandingAndWallBlockItem

Struct StandingAndWallBlockItem 

Source
pub struct StandingAndWallBlockItem {
    pub standing_block: BlockRef,
    pub wall_block: BlockRef,
    pub attachment_direction: Direction,
}
Expand description

Behavior for items that place either a standing or wall variant of a block.

Used for torches (torch/wall_torch), soul torches, copper torches, etc. When placed looking down (toward attachmentDirection), places the standing variant. When placed looking horizontally or up, places the wall variant.

The attachmentDirection is typically Direction::Down for torches, meaning:

  • Looking down → place standing torch on top of block below
  • Looking horizontally → place wall torch on side of block

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§standing_block: BlockRef

The block to place when looking toward attachmentDirection (e.g., torch).

§wall_block: BlockRef

The block to place otherwise (e.g., wall_torch).

§attachment_direction: Direction

The direction that triggers the standing block placement. For torches this is Direction::Down - when looking down, place standing torch.

Implementations§

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impl StandingAndWallBlockItem

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pub const fn new( standing_block: BlockRef, wall_block: BlockRef, attachment_direction: Direction, ) -> Self

Creates a new standing and wall block item behavior.

§Arguments
  • standing_block - Block placed when looking toward attachment_direction
  • wall_block - Block placed when looking away from attachment_direction
  • attachment_direction - Direction that triggers standing block (e.g., Down for torches)
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pub fn get_placement_state( &self, place_context: &BlockPlaceContext<'_>, ) -> Option<BlockStateId>

Determines which block variant to use based on placement context.

Vanilla caches the wall state once, then iterates through directions to decide between standing and wall variants. This matches StandingAndWallBlockItem.getPlacementState.

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pub fn get_block_for_state(&self, state: BlockStateId) -> BlockRef

Gets the block reference for a placed state (for sound lookup).

Trait Implementations§

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impl ItemBehavior for StandingAndWallBlockItem

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fn use_on(&self, context: &mut UseOnContext<'_>) -> InteractionResult

Called when this item is used on a block.
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fn type_name(&self) -> &'static str

Returns the Rust type name of the concrete behavior implementation.
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fn get_name<'a>(&self, stack: &'a ItemStack) -> Cow<'a, TextComponent>

Returns vanilla Item.getName(stack).
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fn use_item(&self, context: &mut UseItemContext<'_>) -> InteractionResult

Called when this item is used (e.g. right click in air).
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fn interact_living_entity( &self, _stack: &mut ItemStack, _player: &Player, _target: &dyn LivingEntity, _hand: InteractionHand, ) -> InteractionResult

Called by vanilla ItemStack.interactLivingEntity.
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fn get_item_damage_source( &self, _attacker: &dyn LivingEntity, ) -> Option<DamageSource>

Returns vanilla Item.getItemDamageSource.
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fn get_attack_damage_bonus( &self, _attacker: &dyn LivingEntity, _victim: &dyn Entity, _base_damage: f32, _damage_source: &DamageSource, ) -> f32

Returns item-specific attack damage added by Item.getAttackDamageBonus.
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fn hurt_enemy( &self, _stack: &mut ItemStack, _target: &dyn LivingEntity, _attacker: &dyn LivingEntity, )

Called by vanilla Item.hurtEnemy.
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fn post_hurt_enemy( &self, _stack: &mut ItemStack, _target: &dyn LivingEntity, _attacker: &dyn LivingEntity, )

Called by vanilla Item.postHurtEnemy.
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fn item_damage_per_attack(&self, stack: &ItemStack) -> Option<i32>

Returns how much durability this weapon consumes after a successful entity hit.

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