base mod created
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package net.minecraft.block;
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import java.util.Random;
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import net.minecraft.block.material.MapColor;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.BlockFaceShape;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.item.EntityFallingBlock;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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public class BlockDragonEgg extends Block
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{
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protected static final AxisAlignedBB DRAGON_EGG_AABB = new AxisAlignedBB(0.0625D, 0.0D, 0.0625D, 0.9375D, 1.0D, 0.9375D);
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public BlockDragonEgg()
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{
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super(Material.DRAGON_EGG, MapColor.BLACK);
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}
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public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
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{
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return DRAGON_EGG_AABB;
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}
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/**
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* Called after the block is set in the Chunk data, but before the Tile Entity is set
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*/
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public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
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{
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worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn));
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}
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/**
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* Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
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* change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
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* block, etc.
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*/
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public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
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{
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worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn));
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}
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public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
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{
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this.checkFall(worldIn, pos);
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}
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private void checkFall(World worldIn, BlockPos pos)
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{
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if (worldIn.isAirBlock(pos.down()) && BlockFalling.canFallThrough(worldIn.getBlockState(pos.down())) && pos.getY() >= 0)
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{
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int i = 32;
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if (!BlockFalling.fallInstantly && worldIn.isAreaLoaded(pos.add(-32, -32, -32), pos.add(32, 32, 32)))
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{
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worldIn.spawnEntity(new EntityFallingBlock(worldIn, (double)((float)pos.getX() + 0.5F), (double)pos.getY(), (double)((float)pos.getZ() + 0.5F), this.getDefaultState()));
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}
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else
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{
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worldIn.setBlockToAir(pos);
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BlockPos blockpos;
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for (blockpos = pos; worldIn.isAirBlock(blockpos) && BlockFalling.canFallThrough(worldIn.getBlockState(blockpos)) && blockpos.getY() > 0; blockpos = blockpos.down())
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{
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;
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}
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if (blockpos.getY() > 0)
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{
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worldIn.setBlockState(blockpos, this.getDefaultState(), 2);
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}
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}
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}
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}
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/**
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* Called when the block is right clicked by a player.
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*/
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public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
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{
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this.teleport(worldIn, pos);
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return true;
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}
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public void onBlockClicked(World worldIn, BlockPos pos, EntityPlayer playerIn)
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{
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this.teleport(worldIn, pos);
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}
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private void teleport(World worldIn, BlockPos pos)
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{
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IBlockState iblockstate = worldIn.getBlockState(pos);
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if (iblockstate.getBlock() == this)
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{
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for (int i = 0; i < 1000; ++i)
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{
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BlockPos blockpos = pos.add(worldIn.rand.nextInt(16) - worldIn.rand.nextInt(16), worldIn.rand.nextInt(8) - worldIn.rand.nextInt(8), worldIn.rand.nextInt(16) - worldIn.rand.nextInt(16));
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if (worldIn.isAirBlock(blockpos))
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{
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if (worldIn.isRemote)
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{
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for (int j = 0; j < 128; ++j)
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{
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double d0 = worldIn.rand.nextDouble();
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float f = (worldIn.rand.nextFloat() - 0.5F) * 0.2F;
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float f1 = (worldIn.rand.nextFloat() - 0.5F) * 0.2F;
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float f2 = (worldIn.rand.nextFloat() - 0.5F) * 0.2F;
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double d1 = (double)blockpos.getX() + (double)(pos.getX() - blockpos.getX()) * d0 + (worldIn.rand.nextDouble() - 0.5D) + 0.5D;
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double d2 = (double)blockpos.getY() + (double)(pos.getY() - blockpos.getY()) * d0 + worldIn.rand.nextDouble() - 0.5D;
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double d3 = (double)blockpos.getZ() + (double)(pos.getZ() - blockpos.getZ()) * d0 + (worldIn.rand.nextDouble() - 0.5D) + 0.5D;
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worldIn.spawnParticle(EnumParticleTypes.PORTAL, d1, d2, d3, (double)f, (double)f1, (double)f2);
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}
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}
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else
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{
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worldIn.setBlockState(blockpos, iblockstate, 2);
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worldIn.setBlockToAir(pos);
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}
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return;
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}
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}
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}
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}
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/**
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* How many world ticks before ticking
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*/
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public int tickRate(World worldIn)
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{
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return 5;
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}
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/**
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* Used to determine ambient occlusion and culling when rebuilding chunks for render
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*/
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public boolean isOpaqueCube(IBlockState state)
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{
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return false;
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}
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public boolean isFullCube(IBlockState state)
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{
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return false;
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}
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@SideOnly(Side.CLIENT)
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public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
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{
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return true;
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}
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/**
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* Get the geometry of the queried face at the given position and state. This is used to decide whether things like
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* buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things.
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* <p>
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* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that
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* does not fit the other descriptions and will generally cause other things not to connect to the face.
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*
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* @return an approximation of the form of the given face
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*/
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public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face)
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{
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return BlockFaceShape.UNDEFINED;
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}
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}
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