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.creativetab.CreativeTabs;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.ItemStack;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntityEnchantmentTable;
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import net.minecraft.util.EnumBlockRenderType;
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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 BlockEnchantmentTable extends BlockContainer
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{
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protected static final AxisAlignedBB AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D);
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protected BlockEnchantmentTable()
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{
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super(Material.ROCK, MapColor.RED);
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this.setLightOpacity(0);
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this.setCreativeTab(CreativeTabs.DECORATIONS);
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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 AABB;
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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 void randomDisplayTick(IBlockState stateIn, World worldIn, BlockPos pos, Random rand)
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{
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super.randomDisplayTick(stateIn, worldIn, pos, rand);
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for (int i = -2; i <= 2; ++i)
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{
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for (int j = -2; j <= 2; ++j)
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{
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if (i > -2 && i < 2 && j == -1)
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{
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j = 2;
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}
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if (rand.nextInt(16) == 0)
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{
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for (int k = 0; k <= 1; ++k)
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{
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BlockPos blockpos = pos.add(i, k, j);
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if (net.minecraftforge.common.ForgeHooks.getEnchantPower(worldIn, blockpos) > 0)
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{
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if (!worldIn.isAirBlock(pos.add(i / 2, 0, j / 2)))
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{
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break;
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}
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worldIn.spawnParticle(EnumParticleTypes.ENCHANTMENT_TABLE, (double)pos.getX() + 0.5D, (double)pos.getY() + 2.0D, (double)pos.getZ() + 0.5D, (double)((float)i + rand.nextFloat()) - 0.5D, (double)((float)k - rand.nextFloat() - 1.0F), (double)((float)j + rand.nextFloat()) - 0.5D);
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}
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}
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}
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}
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}
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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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/**
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* The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only,
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* LIQUID for vanilla liquids, INVISIBLE to skip all rendering
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*/
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public EnumBlockRenderType getRenderType(IBlockState state)
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{
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return EnumBlockRenderType.MODEL;
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}
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/**
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* Returns a new instance of a block's tile entity class. Called on placing the block.
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*/
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public TileEntity createNewTileEntity(World worldIn, int meta)
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{
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return new TileEntityEnchantmentTable();
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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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if (worldIn.isRemote)
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{
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return true;
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}
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else
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{
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TileEntity tileentity = worldIn.getTileEntity(pos);
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if (tileentity instanceof TileEntityEnchantmentTable)
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{
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playerIn.displayGui((TileEntityEnchantmentTable)tileentity);
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}
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return true;
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}
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}
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/**
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* Called by ItemBlocks after a block is set in the world, to allow post-place logic
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*/
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public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack)
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{
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super.onBlockPlacedBy(worldIn, pos, state, placer, stack);
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if (stack.hasDisplayName())
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{
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TileEntity tileentity = worldIn.getTileEntity(pos);
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if (tileentity instanceof TileEntityEnchantmentTable)
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{
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((TileEntityEnchantmentTable)tileentity).setCustomName(stack.getDisplayName());
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}
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}
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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 face == EnumFacing.DOWN ? BlockFaceShape.SOLID : BlockFaceShape.UNDEFINED;
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}
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}
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