package speedytools.common.utilities;
/**
* Utility class for rotating / flipping vanilla blocks
* Copied from WorldEdit by sk89q
*
* WorldEdit, a Minecraft world manipulation toolkit
* Copyright (C) sk89q <http://www.sk89q.com>
* Copyright (C) WorldEdit team and contributors
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
* for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
public final class BlockRotateFlipHelperOLD
{
public enum FlipDirection
{
NORTH_SOUTH,
WEST_EAST,
UP_DOWN
}
private BlockRotateFlipHelperOLD() {
}
/**
* Rotate a block's data value 90 degrees (north->east->south->west->north);
*
* @param type
* @param data
* @return
*/
public static int rotate90(int type, int data) {
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
switch (data) {
case 1:
return 3;
case 2:
return 4;
case 3:
return 2;
case 4:
return 1;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
case 6:
return 7;
case 7:
return 8;
case 8:
return 9;
case 9:
return 6;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
case BlockID.ACTIVATOR_RAIL:
switch (data & 0x7) {
case 0:
return 1 | (data & ~0x7);
case 1:
return 0 | (data & ~0x7);
case 2:
return 5 | (data & ~0x7);
case 3:
return 4 | (data & ~0x7);
case 4:
return 2 | (data & ~0x7);
case 5:
return 3 | (data & ~0x7);
}
break;
case BlockID.OAK_WOOD_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
case BlockID.BRICK_STAIRS:
case BlockID.STONE_BRICK_STAIRS:
case BlockID.NETHER_BRICK_STAIRS:
case BlockID.SANDSTONE_STAIRS:
case BlockID.SPRUCE_WOOD_STAIRS:
case BlockID.BIRCH_WOOD_STAIRS:
case BlockID.JUNGLE_WOOD_STAIRS:
case BlockID.QUARTZ_STAIRS:
case BlockID.ACACIA_STAIRS:
case BlockID.DARK_OAK_STAIRS:
switch (data) {
case 0:
return 2;
case 1:
return 3;
case 2:
return 1;
case 3:
return 0;
case 4:
return 6;
case 5:
return 7;
case 6:
return 5;
case 7:
return 4;
}
break;
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
case BlockID.WOODEN_BUTTON:
int thrown = data & 0x8;
int withoutThrown = data & ~0x8;
switch (withoutThrown) {
case 1:
return 3 | thrown;
case 2:
return 4 | thrown;
case 3:
return 2 | thrown;
case 4:
return 1 | thrown;
case 5:
return 6 | thrown;
case 6:
return 5 | thrown;
case 7:
return 0 | thrown;
case 0:
return 7 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) != 0) {
// door top halves contain no orientation information
break;
}
/* FALL-THROUGH */
case BlockID.COCOA_PLANT:
case BlockID.TRIPWIRE_HOOK:
int extra = data & ~0x3;
int withoutFlags = data & 0x3;
switch (withoutFlags) {
case 0:
return 1 | extra;
case 1:
return 2 | extra;
case 2:
return 3 | extra;
case 3:
return 0 | extra;
}
break;
case BlockID.SIGN_POST:
return (data + 4) % 16;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.CHEST:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.ENDER_CHEST:
case BlockID.TRAPPED_CHEST:
case BlockID.HOPPER:
switch (data) {
case 2:
return 5;
case 3:
return 4;
case 4:
return 2;
case 5:
return 3;
}
break;
case BlockID.DISPENSER:
case BlockID.DROPPER:
int dispPower = data & 0x8;
switch (data & ~0x8) {
case 2:
return 5 | dispPower;
case 3:
return 4 | dispPower;
case 4:
return 2 | dispPower;
case 5:
return 3 | dispPower;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
switch (data) {
case 0:
return 1;
case 1:
return 2;
case 2:
return 3;
case 3:
return 0;
}
break;
case BlockID.HAY_BLOCK:
case BlockID.LOG:
case BlockID.LOG2:
if (data >= 4 && data <= 11) data ^= 0xc;
break;
case BlockID.COMPARATOR_OFF:
case BlockID.COMPARATOR_ON:
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
int dir = data & 0x03;
int delay = data - dir;
switch (dir) {
case 0:
return 1 | delay;
case 1:
return 2 | delay;
case 2:
return 3 | delay;
case 3:
return 0 | delay;
}
break;
case BlockID.TRAP_DOOR:
int withoutOrientation = data & ~0x3;
int orientation = data & 0x3;
switch (orientation) {
case 0:
return 3 | withoutOrientation;
case 1:
return 2 | withoutOrientation;
case 2:
return 0 | withoutOrientation;
case 3:
return 1 | withoutOrientation;
}
break;
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
final int rest = data & ~0x7;
switch (data & 0x7) {
case 2:
return 5 | rest;
case 3:
return 4 | rest;
case 4:
return 2 | rest;
case 5:
return 3 | rest;
}
break;
case BlockID.BROWN_MUSHROOM_CAP:
case BlockID.RED_MUSHROOM_CAP:
if (data >= 10) return data;
return (data * 3) % 10;
case BlockID.VINE:
return ((data << 1) | (data >> 3)) & 0xf;
case BlockID.FENCE_GATE:
return ((data + 1) & 0x3) | (data & ~0x3);
case BlockID.ANVIL:
return data ^ 0x1;
case BlockID.BED:
return data & ~0x3 | (data + 1) & 0x3;
case BlockID.HEAD:
switch (data) {
case 2:
return 5;
case 3:
return 4;
case 4:
return 2;
case 5:
return 3;
}
}
return data;
}
/**
* Rotate a block's data value -90 degrees (north<-east<-south<-west<-north);
*
* @param type
* @param data
* @return
*/
public static int rotate90Reverse(int type, int data) {
// case ([0-9]+): return ([0-9]+) -> case \2: return \1
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
switch (data) {
case 3:
return 1;
case 4:
return 2;
case 2:
return 3;
case 1:
return 4;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
case 7:
return 6;
case 8:
return 7;
case 9:
return 8;
case 6:
return 9;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
case BlockID.ACTIVATOR_RAIL:
int power = data & ~0x7;
switch (data & 0x7) {
case 1:
return 0 | power;
case 0:
return 1 | power;
case 5:
return 2 | power;
case 4:
return 3 | power;
case 2:
return 4 | power;
case 3:
return 5 | power;
}
break;
case BlockID.OAK_WOOD_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
case BlockID.BRICK_STAIRS:
case BlockID.STONE_BRICK_STAIRS:
case BlockID.NETHER_BRICK_STAIRS:
case BlockID.SANDSTONE_STAIRS:
case BlockID.SPRUCE_WOOD_STAIRS:
case BlockID.BIRCH_WOOD_STAIRS:
case BlockID.JUNGLE_WOOD_STAIRS:
case BlockID.QUARTZ_STAIRS:
case BlockID.ACACIA_STAIRS:
case BlockID.DARK_OAK_STAIRS:
switch (data) {
case 2:
return 0;
case 3:
return 1;
case 1:
return 2;
case 0:
return 3;
case 6:
return 4;
case 7:
return 5;
case 5:
return 6;
case 4:
return 7;
}
break;
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
case BlockID.WOODEN_BUTTON:
int thrown = data & 0x8;
int withoutThrown = data & ~0x8;
switch (withoutThrown) {
case 3:
return 1 | thrown;
case 4:
return 2 | thrown;
case 2:
return 3 | thrown;
case 1:
return 4 | thrown;
case 6:
return 5 | thrown;
case 5:
return 6 | thrown;
case 0:
return 7 | thrown;
case 7:
return 0 | thrown;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) != 0) {
// door top halves contain no orientation information
break;
}
/* FALL-THROUGH */
case BlockID.COCOA_PLANT:
case BlockID.TRIPWIRE_HOOK:
int extra = data & ~0x3;
int withoutFlags = data & 0x3;
switch (withoutFlags) {
case 1:
return 0 | extra;
case 2:
return 1 | extra;
case 3:
return 2 | extra;
case 0:
return 3 | extra;
}
break;
case BlockID.SIGN_POST:
return (data + 12) % 16;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.CHEST:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.ENDER_CHEST:
case BlockID.TRAPPED_CHEST:
case BlockID.HOPPER:
switch (data) {
case 5:
return 2;
case 4:
return 3;
case 2:
return 4;
case 3:
return 5;
}
break;
case BlockID.DISPENSER:
case BlockID.DROPPER:
int dispPower = data & 0x8;
switch (data & ~0x8) {
case 5:
return 2 | dispPower;
case 4:
return 3 | dispPower;
case 2:
return 4 | dispPower;
case 3:
return 5 | dispPower;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
switch (data) {
case 1:
return 0;
case 2:
return 1;
case 3:
return 2;
case 0:
return 3;
}
break;
case BlockID.HAY_BLOCK:
case BlockID.LOG:
case BlockID.LOG2:
if (data >= 4 && data <= 11) data ^= 0xc;
break;
case BlockID.COMPARATOR_OFF:
case BlockID.COMPARATOR_ON:
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
int dir = data & 0x03;
int delay = data - dir;
switch (dir) {
case 1:
return 0 | delay;
case 2:
return 1 | delay;
case 3:
return 2 | delay;
case 0:
return 3 | delay;
}
break;
case BlockID.TRAP_DOOR:
int withoutOrientation = data & ~0x3;
int orientation = data & 0x3;
switch (orientation) {
case 3:
return 0 | withoutOrientation;
case 2:
return 1 | withoutOrientation;
case 0:
return 2 | withoutOrientation;
case 1:
return 3 | withoutOrientation;
}
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
final int rest = data & ~0x7;
switch (data & 0x7) {
case 5:
return 2 | rest;
case 4:
return 3 | rest;
case 2:
return 4 | rest;
case 3:
return 5 | rest;
}
break;
case BlockID.BROWN_MUSHROOM_CAP:
case BlockID.RED_MUSHROOM_CAP:
if (data >= 10) return data;
return (data * 7) % 10;
case BlockID.VINE:
return ((data >> 1) | (data << 3)) & 0xf;
case BlockID.FENCE_GATE:
return ((data + 3) & 0x3) | (data & ~0x3);
case BlockID.ANVIL:
return data ^ 0x1;
case BlockID.BED:
return data & ~0x3 | (data - 1) & 0x3;
case BlockID.HEAD:
switch (data) {
case 2:
return 4;
case 3:
return 5;
case 4:
return 3;
case 5:
return 2;
}
}
return data;
}
/**
* Flip a block's data value.
*
* @param type
* @param data
* @return
*/
public static int flip(int type, int data) {
return rotate90(type, rotate90(type, data));
}
/**
* Flip a block's data value.
*
* @param type
* @param data
* @param direction
* @return
*/
public static int flip(int type, int data, FlipDirection direction) {
int flipX = 0;
int flipY = 0;
int flipZ = 0;
switch (direction) {
case NORTH_SOUTH:
flipZ = 1;
break;
case WEST_EAST:
flipX = 1;
break;
case UP_DOWN:
flipY = 1;
break;
}
switch (type) {
case BlockID.TORCH:
case BlockID.REDSTONE_TORCH_OFF:
case BlockID.REDSTONE_TORCH_ON:
if (data < 1 || data > 4) break;
/* FALL-THROUGH */
case BlockID.LEVER:
case BlockID.STONE_BUTTON:
case BlockID.WOODEN_BUTTON:
switch (data & ~0x8) {
case 1:
return data + flipX;
case 2:
return data - flipX;
case 3:
return data + flipZ;
case 4:
return data - flipZ;
case 5:
case 7:
return data ^ flipY << 1;
case 6:
case 0:
return data ^ flipY * 6;
}
break;
case BlockID.MINECART_TRACKS:
switch (data) {
case 6:
return data + flipX + flipZ * 3;
case 7:
return data - flipX + flipZ;
case 8:
return data + flipX - flipZ;
case 9:
return data - flipX - flipZ * 3;
}
/* FALL-THROUGH */
case BlockID.POWERED_RAIL:
case BlockID.DETECTOR_RAIL:
case BlockID.ACTIVATOR_RAIL:
switch (data & 0x7) {
case 0:
case 1:
return data;
case 2:
case 3:
return data ^ flipX;
case 4:
case 5:
return data ^ flipZ;
}
break;
case BlockID.STEP:
case BlockID.WOODEN_STEP:
return data ^ (flipY << 3);
case BlockID.OAK_WOOD_STAIRS:
case BlockID.COBBLESTONE_STAIRS:
case BlockID.BRICK_STAIRS:
case BlockID.STONE_BRICK_STAIRS:
case BlockID.NETHER_BRICK_STAIRS:
case BlockID.SANDSTONE_STAIRS:
case BlockID.SPRUCE_WOOD_STAIRS:
case BlockID.BIRCH_WOOD_STAIRS:
case BlockID.JUNGLE_WOOD_STAIRS:
case BlockID.QUARTZ_STAIRS:
case BlockID.ACACIA_STAIRS:
case BlockID.DARK_OAK_STAIRS:
data ^= flipY << 2;
switch (data) {
case 0:
case 1:
case 4:
case 5:
return data ^ flipX;
case 2:
case 3:
case 6:
case 7:
return data ^ flipZ;
}
break;
case BlockID.WOODEN_DOOR:
case BlockID.IRON_DOOR:
if ((data & 0x8) != 0) {
// door top halves contain no orientation information
break;
}
switch (data & 0x3) {
case 0:
return data + flipX + flipZ * 3;
case 1:
return data - flipX + flipZ;
case 2:
return data + flipX - flipZ;
case 3:
return data - flipX - flipZ * 3;
}
break;
case BlockID.SIGN_POST:
switch (direction) {
case NORTH_SOUTH:
return (16 - data) & 0xf;
case WEST_EAST:
return (8 - data) & 0xf;
default:
}
break;
case BlockID.LADDER:
case BlockID.WALL_SIGN:
case BlockID.CHEST:
case BlockID.FURNACE:
case BlockID.BURNING_FURNACE:
case BlockID.ENDER_CHEST:
case BlockID.TRAPPED_CHEST:
case BlockID.HOPPER:
switch (data) {
case 2:
case 3:
return data ^ flipZ;
case 4:
case 5:
return data ^ flipX;
}
break;
case BlockID.DROPPER:
case BlockID.DISPENSER:
int dispPower = data & 0x8;
switch (data & ~0x8) {
case 2:
case 3:
return (data ^ flipZ) | dispPower;
case 4:
case 5:
return (data ^ flipX) | dispPower;
case 0:
case 1:
return (data ^ flipY) | dispPower;
}
break;
case BlockID.PUMPKIN:
case BlockID.JACKOLANTERN:
if (data > 3) break;
/* FALL-THROUGH */
case BlockID.REDSTONE_REPEATER_OFF:
case BlockID.REDSTONE_REPEATER_ON:
case BlockID.COMPARATOR_OFF:
case BlockID.COMPARATOR_ON:
case BlockID.COCOA_PLANT:
case BlockID.TRIPWIRE_HOOK:
switch (data & 0x3) {
case 0:
case 2:
return data ^ (flipZ << 1);
case 1:
case 3:
return data ^ (flipX << 1);
}
break;
case BlockID.TRAP_DOOR:
switch (data & 0x3) {
case 0:
case 1:
return data ^ flipZ;
case 2:
case 3:
return data ^ flipX;
}
break;
case BlockID.PISTON_BASE:
case BlockID.PISTON_STICKY_BASE:
case BlockID.PISTON_EXTENSION:
switch (data & ~0x8) {
case 0:
case 1:
return data ^ flipY;
case 2:
case 3:
return data ^ flipZ;
case 4:
case 5:
return data ^ flipX;
}
break;
case BlockID.RED_MUSHROOM_CAP:
case BlockID.BROWN_MUSHROOM_CAP:
switch (data) {
case 1:
case 4:
case 7:
data += flipX * 2;
break;
case 3:
case 6:
case 9:
data -= flipX * 2;
break;
}
switch (data) {
case 1:
case 2:
case 3:
return data + flipZ * 6;
case 7:
case 8:
case 9:
return data - flipZ * 6;
}
break;
case BlockID.VINE:
final int bit1, bit2;
switch (direction) {
case NORTH_SOUTH:
bit1 = 0x2;
bit2 = 0x8;
break;
case WEST_EAST:
bit1 = 0x1;
bit2 = 0x4;
break;
default:
return data;
}
int newData = data & ~(bit1 | bit2);
if ((data & bit1) != 0) newData |= bit2;
if ((data & bit2) != 0) newData |= bit1;
return newData;
case BlockID.FENCE_GATE:
switch (data & 0x3) {
case 0:
case 2:
return data ^ flipZ << 1;
case 1:
case 3:
return data ^ flipX << 1;
}
break;
case BlockID.BED:
switch (data & 0x3) {
case 0:
case 2:
return data ^ flipZ << 1;
case 1:
case 3:
return data ^ flipX << 1;
}
break;
case BlockID.HEAD:
switch (data) {
case 2:
case 3:
return data ^ flipZ;
case 4:
case 5:
return data ^ flipX;
}
break;
}
return data;
}
}