Пример #1
0
 public override void StartExecute()
 {
     base.StartExecute();
     nowStuck    = false;
     animStart   = false;
     mineTimeNow = 0;
     pathTraverser.NavigateTo(targetPos.AddCopy(0, 1, 0), moveSpeed, 1.5f, OnGoalReached, OnStuck, false, 1000);
 }
        public override bool OnHeldInteractStep(float secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
        {
            if (byEntity.World is IClientWorldAccessor)
            {
                ModelTransform tf = new ModelTransform();
                tf.EnsureDefaultValues();

                tf.Origin.Set(0, -0.1f, 0);
                tf.Rotation.Z = Math.Min(30, secondsUsed * 40);
                byEntity.Controls.UsingHeldItemTransformAfter = tf;

                if (secondsUsed > 0.6)
                {
                    Vec3d pos =
                        byEntity.Pos.XYZ.Add(0, byEntity.EyeHeight, 0)
                        .Ahead(1f, byEntity.Pos.Pitch, byEntity.Pos.Yaw)
                    ;

                    Vec3f speedVec = new Vec3d(0, 0, 0).Ahead(5, byEntity.Pos.Pitch, byEntity.Pos.Yaw).ToVec3f();
                    particles.MinVelocity = speedVec;
                    Random rand = new Random();
                    particles.Color  = ColorUtil.ToRgba(255, 176, 176, 176);
                    particles.MinPos = pos.AddCopy(-0.05, -0.05, -0.05);
                    particles.AddPos.Set(0.1, 0.1, 0.1);
                    particles.MinSize    = 0.1F;
                    particles.MaxSize    = 0.5f;
                    particles.SizeEvolve = EvolvingNatFloat.create(EnumTransformFunction.QUADRATIC, 1);
                    byEntity.World.SpawnParticles(particles);
                }
            }
            return(true);
        }
Пример #3
0
        private void onCmdRiftTest(IServerPlayer player, int groupId, CmdArgs args)
        {
            Vec3d pos = player.Entity.Pos.XYZ;

            string cmd = args.PopWord();

            if (cmd == null)
            {
                player.SendMessage(groupId, rifts.Count + " rifts loaded", EnumChatType.Notification);
                return;
            }

            if (cmd == "clear")
            {
                rifts.Clear();
            }

            if (cmd == "fade")
            {
                foreach (var rift in rifts)
                {
                    rift.DieAtTotalHours = Math.Min(rift.DieAtTotalHours, api.World.Calendar.TotalHours + 0.2);
                }
            }

            if (cmd == "spawn")
            {
                for (int i = 0; i < 200; i++)
                {
                    double distance = spawnMinDistance + api.World.Rand.NextDouble() * spawnAddDistance;
                    double angle    = api.World.Rand.NextDouble() * GameMath.TWOPI;

                    double dz = distance * Math.Sin(angle);
                    double dx = distance * Math.Cos(angle);

                    Vec3d riftPos = pos.AddCopy(dx, 0, dz);

                    BlockPos bpos = new BlockPos((int)riftPos.X, 0, (int)riftPos.Z);
                    bpos.Y = api.World.BlockAccessor.GetTerrainMapheightAt(bpos);

                    var block = api.World.BlockAccessor.GetBlock(bpos);
                    if (block.IsLiquid() && api.World.Rand.NextDouble() > 0.1)
                    {
                        continue;
                    }

                    float size = 2 + (float)api.World.Rand.NextDouble() * 4f;

                    riftPos.Y = bpos.Y + size / 2f + 1;
                    rifts.Add(new Rift()
                    {
                        Position          = riftPos, Size = size,
                        SpawnedTotalHours = api.World.Calendar.TotalHours,
                        DieAtTotalHours   = api.World.Calendar.TotalHours + 8 + api.World.Rand.NextDouble() * 48
                    });
                }
            }

            BroadCastRifts();
        }
Пример #4
0
        public override void OnHeldIdle(ItemSlot slot, EntityAgent byEntity)
        {
            if (byEntity.World is IClientWorldAccessor && byEntity.World.Rand.NextDouble() < 0.02)
            {
                KeyValuePair <ItemStack, int> contents = GetContents(byEntity.World, slot.Itemstack);

                if (contents.Key != null && !HasSolidifed(slot.Itemstack, contents.Key, byEntity.World))
                {
                    Vec3d pos =
                        byEntity.Pos.XYZ.Add(byEntity.LocalEyePos.X, byEntity.LocalEyePos.Y - 0.5f, byEntity.LocalEyePos.Z)
                        .Ahead(0.3f, byEntity.Pos.Pitch, byEntity.Pos.Yaw)
                        .Ahead(0.47f, 0, byEntity.Pos.Yaw + GameMath.PIHALF)
                    ;

                    smokeHeld.MinPos = pos.AddCopy(-0.05, -0.05, -0.05);
                    byEntity.World.SpawnParticles(smokeHeld);
                }
            }
        }
Пример #5
0
        private void SpawnParticle(int amount, EntityAgent entity)
        {
            for (int i = 0; i < amount; i++)
            {
                Vec3d pos =
                    entity.Pos.XYZ.Add(0, entity.LocalEyePos.Y, 0)
                    .Ahead(1f, entity.Pos.Pitch, entity.Pos.Yaw)
                ;

                Vec3f speedVec = new Vec3d(0, 0, 0).Ahead(5, entity.Pos.Pitch, entity.Pos.Yaw).ToVec3f();
                particles.MinVelocity = speedVec;
                Random rand = new Random();
                particles.Color  = ColorUtil.ToRgba(255, rand.Next(50, 150), rand.Next(50, 150), rand.Next(150, 255));
                particles.MinPos = pos.AddCopy(-0.05, -0.05, -0.05);
                particles.AddPos.Set(0.1, 0.1, 0.1);
                particles.MinSize    = 0.1F;
                particles.SizeEvolve = EvolvingNatFloat.create(EnumTransformFunction.SINUS, 10);
                entity.World.SpawnParticles(particles);
            }
        }
        public override void OnHeldIdle(IItemSlot slot, IEntityAgent byEntity)
        {
            if (byEntity.World.Side == EnumAppSide.Client && GetTemperature(byEntity.World, slot.Itemstack) > 50 && byEntity.World.Rand.NextDouble() < 0.07)
            {
                float sideWays             = 0.35f;
                IClientWorldAccessor world = byEntity.World as IClientWorldAccessor;

                if (world.Player.Entity == byEntity && world.Player.CameraMode != EnumCameraMode.FirstPerson)
                {
                    sideWays = 0f;
                }

                Vec3d pos =
                    byEntity.Pos.XYZ.Add(0, byEntity.EyeHeight - 0.5f, 0)
                    .Ahead(0.33f, byEntity.Pos.Pitch, byEntity.Pos.Yaw)
                    .Ahead(sideWays, 0, byEntity.Pos.Yaw + GameMath.PIHALF)
                ;

                smokeHeld.minPos = pos.AddCopy(-0.05, 0.1, -0.05);
                byEntity.World.SpawnParticles(smokeHeld);
            }
        }
Пример #7
0
        public override void StartServerSide(ICoreServerAPI api)
        {
            base.StartServerSide(api);
            AssetLocation sound = new AssetLocation("here", "sounds/partyhorn");

            api.RegisterCommand("here", "spawns particles around the player", "",
                                (IServerPlayer player, int groupId, CmdArgs args) =>
            {
                EntityPlayer byEntity = player.Entity;
                byEntity.World.PlaySoundAt(sound, byEntity);
                Vec3d pos   = byEntity.Pos.XYZ.Add(0, byEntity.EyeHeight, 0);
                Random rand = new Random();
                for (int i = 0; i < 100; i++)
                {
                    Vec3d realPos  = pos.AddCopy(-0.1 + rand.NextDouble() * 0.2, 0, -0.1 + rand.NextDouble() * 0.2);
                    Vec3f velocity = new Vec3f(-0.2F + (float)rand.NextDouble() * 0.4F, 0.4F + (float)rand.NextDouble() * 2F, -0.2F + (float)rand.NextDouble() * 0.4F);
                    byEntity.World.SpawnParticles(1, ColorUtil.ColorFromRgba(255, rand.Next(0, 255), rand.Next(0, 255), rand.Next(0, 255)),
                                                  realPos, realPos,
                                                  velocity, velocity, (float)rand.NextDouble() * 1 + 1, 0.01F,
                                                  1, EnumParticleModel.Cube);
                }
            }, Privilege.chat);
        }
Пример #8
0
        public override bool OnHeldInteractStep(float secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
        {
            if (blockSel == null)
            {
                return(false);
            }

            ILiquidMetalSink be = byEntity.World.BlockAccessor.GetBlockEntity(blockSel.Position) as ILiquidMetalSink;

            if (be == null)
            {
                return(false);
            }

            if (!be.CanReceiveAny)
            {
                return(false);
            }
            KeyValuePair <ItemStack, int> contents = GetContents(byEntity.World, slot.Itemstack);

            if (!be.CanReceive(contents.Key))
            {
                return(false);
            }

            float speed = 1.5f;
            float temp  = GetTemperature(byEntity.World, slot.Itemstack);

            if (byEntity.World is IClientWorldAccessor)
            {
                ModelTransform tf = new ModelTransform();
                tf.EnsureDefaultValues();

                tf.Origin.Set(0.5f, 0.2f, 0.5f);
                tf.Translation.Set(0, 0, -Math.Min(0.25f, speed * secondsUsed / 4));
                tf.Scale      = 1f + Math.Min(0.25f, speed * secondsUsed / 4);
                tf.Rotation.X = Math.Max(-110, -secondsUsed * 90 * speed);
                byEntity.Controls.UsingHeldItemTransformBefore = tf;
            }

            IPlayer byPlayer = null;

            if (byEntity is EntityPlayer)
            {
                byPlayer = byEntity.World.PlayerByUid(((EntityPlayer)byEntity).PlayerUID);
            }


            if (secondsUsed > 1 / speed)
            {
                if ((int)(30 * secondsUsed) % 3 == 1)
                {
                    Vec3d pos =
                        byEntity.Pos.XYZ
                        .Ahead(0.1f, byEntity.Pos.Pitch, byEntity.Pos.Yaw)
                        .Ahead(1.0f, byEntity.Pos.Pitch, byEntity.Pos.Yaw - GameMath.PIHALF)
                    ;
                    pos.Y += byEntity.LocalEyePos.Y - 0.4f;

                    smokePouring.MinPos = pos.AddCopy(-0.15, -0.15, -0.15);

                    Vec3d blockpos = blockSel.Position.ToVec3d().Add(0.5, 0.2, 0.5);

                    bigMetalSparks.MinQuantity = Math.Max(0.2f, 1 - (secondsUsed - 1) / 4);

                    if ((int)(30 * secondsUsed) % 7 == 1)
                    {
                        bigMetalSparks.MinPos = pos;
                        bigMetalSparks.MinVelocity.Set(-2, -1, -2);
                        bigMetalSparks.AddVelocity.Set(4, 1, 4);
                        byEntity.World.SpawnParticles(bigMetalSparks, byPlayer);

                        byEntity.World.SpawnParticles(smokePouring, byPlayer);
                    }

                    float     y2       = 0;
                    Block     block    = byEntity.World.BlockAccessor.GetBlock(blockSel.Position);
                    Cuboidf[] collboxs = block.GetCollisionBoxes(byEntity.World.BlockAccessor, blockSel.Position);
                    for (int i = 0; collboxs != null && i < collboxs.Length; i++)
                    {
                        y2 = Math.Max(y2, collboxs[i].Y2);
                    }

                    // Metal Spark on the mold
                    bigMetalSparks.MinVelocity.Set(-2, 1, -2);
                    bigMetalSparks.AddVelocity.Set(4, 5, 4);
                    bigMetalSparks.MinPos = blockpos.AddCopy(-0.25, y2 - 2 / 16f, -0.25);
                    bigMetalSparks.AddPos.Set(0.5, 0, 0.5);
                    bigMetalSparks.VertexFlags = (byte)GameMath.Clamp((int)temp - 770, 48, 128);
                    byEntity.World.SpawnParticles(bigMetalSparks, byPlayer);

                    // Smoke on the mold
                    byEntity.World.SpawnParticles(
                        Math.Max(1, 12 - (secondsUsed - 1) * 6),
                        ColorUtil.ToRgba(50, 220, 220, 220),
                        blockpos.AddCopy(-0.5, y2 - 2 / 16f, -0.5),
                        blockpos.Add(0.5, y2 - 2 / 16f + 0.15, 0.5),
                        new Vec3f(-0.5f, 0f, -0.5f),
                        new Vec3f(0.5f, 0f, 0.5f),
                        1.5f,
                        -0.05f,
                        0.75f,
                        EnumParticleModel.Quad,
                        byPlayer
                        );
                }

                int transferedAmount = Math.Min(2, contents.Value);


                be.ReceiveLiquidMetal(contents.Key, ref transferedAmount, temp);

                int newAmount = Math.Max(0, contents.Value - (2 - transferedAmount));
                slot.Itemstack.Attributes.SetInt("units", newAmount);


                if (newAmount <= 0 && byEntity.World is IServerWorldAccessor)
                {
                    string emptiedCode = Attributes["emptiedBlockCode"].AsString();
                    slot.Itemstack = new ItemStack(byEntity.World.GetBlock(AssetLocation.Create(emptiedCode, Code.Domain)));
                    slot.MarkDirty();
                    // Since we change the item stack we have to call this ourselves
                    OnHeldInteractStop(secondsUsed, slot, byEntity, blockSel, entitySel);
                    return(false);
                }

                return(true);
            }

            return(true);
        }
Пример #9
0
        public override void OnInteract(EntityAgent byEntity, ItemSlot slot, Vec3d hitPosition, EnumInteractMode mode)
        {
            EnumHandling handled = EnumHandling.PassThrough;

            foreach (EntityBehavior behavior in SidedProperties.Behaviors)
            {
                behavior.OnInteract(byEntity, slot, hitPosition, mode, ref handled);
                if (handled == EnumHandling.PreventSubsequent)
                {
                    break;
                }
            }

            if (handled == EnumHandling.PreventDefault || handled == EnumHandling.PreventSubsequent)
            {
                return;
            }

            if (mode == EnumInteractMode.Attack)
            {
                float damage     = slot.Itemstack == null ? 0.5f : slot.Itemstack.Collectible.GetAttackPower(slot.Itemstack);
                int   damagetier = slot.Itemstack == null ? 0 : slot.Itemstack.Collectible.ToolTier;

                damage *= byEntity.Stats.GetBlended("meleeWeaponsDamage");

                if (Attributes.GetBool("isMechanical", false))
                {
                    damage *= byEntity.Stats.GetBlended("mechanicalsDamage");
                }

                IPlayer byPlayer = null;

                if (byEntity is EntityPlayer && !IsActivityRunning("invulnerable"))
                {
                    byPlayer = (byEntity as EntityPlayer).Player;

                    World.PlaySoundAt(new AssetLocation("sounds/player/slap"), ServerPos.X, ServerPos.Y, ServerPos.Z, byPlayer);
                    slot?.Itemstack?.Collectible.OnAttackingWith(byEntity.World, byEntity, this, slot);
                }

                if (Api.Side == EnumAppSide.Client && damage > 1 && !IsActivityRunning("invulnerable") && Properties.Attributes?["spawnDamageParticles"].AsBool() == true)
                {
                    Vec3d pos    = SidedPos.XYZ + hitPosition;
                    Vec3d minPos = pos.AddCopy(-0.15, -0.15, -0.15);
                    Vec3d maxPos = pos.AddCopy(0.15, 0.15, 0.15);

                    int   textureSubId = this.Properties.Client.FirstTexture.Baked.TextureSubId;
                    Vec3f tmp          = new Vec3f();

                    for (int i = 0; i < 10; i++)
                    {
                        int color = (Api as ICoreClientAPI).EntityTextureAtlas.GetRandomColor(textureSubId);

                        tmp.Set(
                            1f - 2 * (float)World.Rand.NextDouble(),
                            2 * (float)World.Rand.NextDouble(),
                            1f - 2 * (float)World.Rand.NextDouble()
                            );

                        World.SpawnParticles(
                            1, color, minPos, maxPos,
                            tmp, tmp, 1.5f, 1f, 0.25f + (float)World.Rand.NextDouble() * 0.25f,
                            EnumParticleModel.Cube, byPlayer
                            );
                    }
                }

                DamageSource dmgSource = new DamageSource()
                {
                    Source       = (byEntity as EntityPlayer).Player == null ? EnumDamageSource.Entity : EnumDamageSource.Player,
                    SourceEntity = byEntity,
                    Type         = EnumDamageType.BluntAttack,
                    HitPosition  = hitPosition,
                    DamageTier   = damagetier
                };

                if (ReceiveDamage(dmgSource, damage))
                {
                    byEntity.DidAttack(dmgSource, this);
                }
            }
        }
        public override void StartExecute()
        {
            base.StartExecute();

            stopNow   = false;
            siegeMode = false;

            bool giveUpWhenNoPath = targetPos.SquareDistanceTo(entity.Pos.XYZ) < 12 * 12;
            int  searchDepth      = 3500;

            // 1 in 20 times we do an expensive search
            if (world.Rand.NextDouble() < 0.05)
            {
                searchDepth = 10000;
            }

            if (!pathTraverser.NavigateTo(targetPos.Clone(), moveSpeed, MinDistanceToTarget(), OnGoalReached, OnStuck, giveUpWhenNoPath, searchDepth, true))
            {
                // If we cannot find a path to the target, let's circle it!
                float angle = (float)Math.Atan2(entity.ServerPos.X - targetPos.X, entity.ServerPos.Z - targetPos.Z);

                double randAngle = angle + 0.5 + world.Rand.NextDouble() / 2;

                double distance = 4 + world.Rand.NextDouble() * 6;

                double dx = GameMath.Sin(randAngle) * distance;
                double dz = GameMath.Cos(randAngle) * distance;
                targetPos = targetPos.AddCopy(dx, 0, dz);

                int      tries = 0;
                bool     ok    = false;
                BlockPos tmp   = new BlockPos((int)targetPos.X, (int)targetPos.Y, (int)targetPos.Z);

                int dy = 0;
                while (tries < 5)
                {
                    // Down ok?
                    if (world.BlockAccessor.GetBlock(tmp.X, tmp.Y - dy, tmp.Z).SideSolid[BlockFacing.UP.Index] && !world.CollisionTester.IsColliding(world.BlockAccessor, entity.CollisionBox, new Vec3d(tmp.X + 0.5, tmp.Y - dy + 1, tmp.Z + 0.5), false))
                    {
                        ok           = true;
                        targetPos.Y -= dy;
                        targetPos.Y++;
                        siegeMode = true;
                        break;
                    }

                    // Down ok?
                    if (world.BlockAccessor.GetBlock(tmp.X, tmp.Y + dy, tmp.Z).SideSolid[BlockFacing.UP.Index] && !world.CollisionTester.IsColliding(world.BlockAccessor, entity.CollisionBox, new Vec3d(tmp.X + 0.5, tmp.Y + dy + 1, tmp.Z + 0.5), false))
                    {
                        ok           = true;
                        targetPos.Y += dy;
                        targetPos.Y++;
                        siegeMode = true;
                        break;
                    }

                    tries++;
                    dy++;
                }



                ok = ok && pathTraverser.NavigateTo(targetPos.Clone(), moveSpeed, MinDistanceToTarget(), OnGoalReached, OnStuck, giveUpWhenNoPath, searchDepth, true);

                stopNow = !ok;
            }

            currentFollowTime = 0;
        }
Пример #11
0
        public void Render(float dt)
        {
            GameTick(dt);

            capi.Render.CurrentActiveShader.Uniform("color", color);
            capi.Render.CurrentActiveShader.Uniform("lineWidth", linewidth);

            var   plr    = capi.World.Player;
            Vec3d camPos = plr.Entity.CameraPos;

            capi.Render.CurrentActiveShader.Uniform("origin", new Vec3f((float)(origin.X - camPos.X), (float)(origin.Y - camPos.Y), (float)(origin.Z - camPos.Z)));

            double cntRel = GameMath.Clamp(secondsAlive * 10, 0, 1);

            int instanceCount = (int)(cntRel * points.Count) - 1;

            if (instanceCount > 0)
            {
                capi.Render.RenderMeshInstanced(quadRef, instanceCount);
            }

            if (cntRel >= 0.9 && !soundPlayed)
            {
                soundPlayed = true;
                var   lp   = points[points.Count - 1];
                Vec3d pos  = origin + lp;
                float dist = (float)plr.Entity.Pos.DistanceTo(pos);

                if (dist < 150)
                {
                    var loc = new AssetLocation("sounds/weather/lightning-nodistance.ogg");
                    capi.World.PlaySoundAt(loc, 0, 0, 0, null, EnumSoundType.Weather, 1, 32, Math.Max(0.1f, 1 - dist / 70));
                }

                if (dist < 100)
                {
                    (weatherSys as WeatherSystemClient).simLightning.lightningTime      = 0.3f + (float)rand.NextDouble() * 0.17f;
                    (weatherSys as WeatherSystemClient).simLightning.lightningIntensity = 1.5f + (float)rand.NextDouble() * 0.4f;

                    int sub = Math.Max(0, (int)dist - 5) * 3;

                    int color = ColorUtil.ToRgba(255, 255, 255, 200);

                    SimpleParticleProperties props = new SimpleParticleProperties(500 / 2 - sub, 600 / 2 - sub, color, pos.AddCopy(-0.5f, 0, -0.5f), pos.AddCopy(0.5f, 1f, 0.5f), new Vec3f(-5, 0, -5), new Vec3f(5, 10, 5), 3, 0.3f, 0.4f, 2f);
                    props.VertexFlags       = 255;
                    props.ShouldDieInLiquid = true;
                    props.SizeEvolve        = EvolvingNatFloat.create(EnumTransformFunction.LINEARREDUCE, 1f);

                    capi.World.SpawnParticles(props);

                    props.ParticleModel = EnumParticleModel.Quad;
                    props.MinSize      /= 2f;
                    props.MaxSize      /= 2f;
                    capi.World.SpawnParticles(props);
                }
            }

            flashAccum += dt;
            if (flashAccum > rndVal)
            {
                rndVal     = (float)rand.NextDouble() / 10;
                flashAccum = 0;
                float bnorm = (float)rand.NextDouble();
                float b     = 50 + bnorm * 150;
                pointLights[0].Color.Set(b, b, b);

                linewidth = (0.4f + 0.6f * bnorm) / 3f;

                if (cntRel < 1)
                {
                    b = 0;
                }
                pointLights[1].Color.Set(b, b, b);
            }
        }
Пример #12
0
        private void OnEvery250Ms(float dt)
        {
            // Random checks for breaking this block if heavy entity above and unsupported below

            IWorldAccessor world = Api.World;
            Vec3d          pos3d = center.AddCopy(Pos);
            BlockPos       down  = Pos.DownCopy();

            // If this block is unsupported, do an entity weight + block breaking check
            if (!CheckSupport(world.BlockAccessor, down))
            {
                Entity[] entities = world.GetEntitiesAround(pos3d, 1.0f, 1.5f, (e) => (e?.Properties.Weight > WEIGHTLIMIT));
                for (int i = 0; i < entities.Length; i++)
                {
                    Entity    entity = entities[i];
                    Cuboidd   eBox   = new Cuboidd();
                    EntityPos pos    = entity.Pos;
                    eBox.Set(entity.SelectionBox).Translate(pos.X, pos.Y, pos.Z);

                    Cuboidf bBox = new Cuboidf();
                    bBox.Set(this.Block.CollisionBoxes[0]);
                    bBox.Translate(Pos.X, Pos.Y, Pos.Z);

                    // Check entity yPos actually intersects with this block (approximately)
                    if (eBox.MinY <= bBox.MaxY + 0.01 && eBox.MinY >= bBox.MinY - 0.01)
                    {
                        // Check whether supported enough on any surrounding side
                        bool checkSouth = eBox.MaxZ > bBox.Z2;
                        bool checkNorth = eBox.MinZ < bBox.Z1;
                        bool checkWest  = eBox.MinX < bBox.X1;
                        bool checkEast  = eBox.MinZ > bBox.X2;

                        bool           supported = false;
                        IBlockAccessor access    = world.BlockAccessor;
                        if (checkEast)
                        {
                            supported |= CheckSupport(access, down.EastCopy());
                        }
                        if (checkEast && checkNorth)
                        {
                            supported |= CheckSupport(access, down.EastCopy().North());
                        }
                        if (checkEast && checkSouth)
                        {
                            supported |= CheckSupport(access, down.EastCopy().South());
                        }
                        if (checkWest)
                        {
                            supported |= CheckSupport(access, down.WestCopy());
                        }
                        if (checkWest && checkNorth)
                        {
                            supported |= CheckSupport(access, down.WestCopy().North());
                        }
                        if (checkWest && checkSouth)
                        {
                            supported |= CheckSupport(access, down.WestCopy().South());
                        }
                        if (checkNorth)
                        {
                            supported |= CheckSupport(access, down.NorthCopy());
                        }
                        if (checkSouth)
                        {
                            supported |= CheckSupport(access, down.SouthCopy());
                        }

                        if (!supported)
                        {
                            // Break the block and the entity will fall :)

                            // ## TODO
                        }
                    }
                }
            }

            return;
        }