base mod created

This commit is contained in:
Mohammad-Ali Minaie
2018-10-08 09:07:47 -04:00
parent 0a7700c356
commit b86dedad2f
7848 changed files with 584664 additions and 1 deletions

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package net.minecraft.block;
import javax.annotation.Nullable;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class BlockFenceGate extends BlockHorizontal
{
public static final PropertyBool OPEN = PropertyBool.create("open");
public static final PropertyBool POWERED = PropertyBool.create("powered");
public static final PropertyBool IN_WALL = PropertyBool.create("in_wall");
protected static final AxisAlignedBB AABB_HITBOX_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.0D, 0.625D);
protected static final AxisAlignedBB AABB_HITBOX_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.0D, 1.0D);
protected static final AxisAlignedBB AABB_HITBOX_ZAXIS_INWALL = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 0.8125D, 0.625D);
protected static final AxisAlignedBB AABB_HITBOX_XAXIS_INWALL = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 0.8125D, 1.0D);
protected static final AxisAlignedBB AABB_COLLISION_BOX_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.5D, 0.625D);
protected static final AxisAlignedBB AABB_COLLISION_BOX_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.5D, 1.0D);
public BlockFenceGate(BlockPlanks.EnumType p_i46394_1_)
{
super(Material.WOOD, p_i46394_1_.getMapColor());
this.setDefaultState(this.blockState.getBaseState().withProperty(OPEN, Boolean.valueOf(false)).withProperty(POWERED, Boolean.valueOf(false)).withProperty(IN_WALL, Boolean.valueOf(false)));
this.setCreativeTab(CreativeTabs.REDSTONE);
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
state = this.getActualState(state, source, pos);
if (((Boolean)state.getValue(IN_WALL)).booleanValue())
{
return ((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_HITBOX_XAXIS_INWALL : AABB_HITBOX_ZAXIS_INWALL;
}
else
{
return ((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_HITBOX_XAXIS : AABB_HITBOX_ZAXIS;
}
}
/**
* Get the actual Block state of this Block at the given position. This applies properties not visible in the
* metadata, such as fence connections.
*/
public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
{
EnumFacing.Axis enumfacing$axis = ((EnumFacing)state.getValue(FACING)).getAxis();
if (enumfacing$axis == EnumFacing.Axis.Z && (worldIn.getBlockState(pos.west()).getBlock() instanceof BlockWall || worldIn.getBlockState(pos.east()).getBlock() instanceof BlockWall) || enumfacing$axis == EnumFacing.Axis.X && (worldIn.getBlockState(pos.north()).getBlock() instanceof BlockWall || worldIn.getBlockState(pos.south()).getBlock() instanceof BlockWall))
{
state = state.withProperty(IN_WALL, Boolean.valueOf(true));
}
return state;
}
/**
* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withRotation(IBlockState state, Rotation rot)
{
return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
}
/**
* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
{
return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
}
/**
* Checks if this block can be placed exactly at the given position.
*/
public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
{
return worldIn.getBlockState(pos.down()).getMaterial().isSolid() ? super.canPlaceBlockAt(worldIn, pos) : false;
}
@Nullable
public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
{
if (((Boolean)blockState.getValue(OPEN)).booleanValue())
{
return NULL_AABB;
}
else
{
return ((EnumFacing)blockState.getValue(FACING)).getAxis() == EnumFacing.Axis.Z ? AABB_COLLISION_BOX_ZAXIS : AABB_COLLISION_BOX_XAXIS;
}
}
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
public boolean isOpaqueCube(IBlockState state)
{
return false;
}
public boolean isFullCube(IBlockState state)
{
return false;
}
/**
* Determines if an entity can path through this block
*/
public boolean isPassable(IBlockAccess worldIn, BlockPos pos)
{
return ((Boolean)worldIn.getBlockState(pos).getValue(OPEN)).booleanValue();
}
/**
* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
* IBlockstate
*/
public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
{
boolean flag = worldIn.isBlockPowered(pos);
return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing()).withProperty(OPEN, Boolean.valueOf(flag)).withProperty(POWERED, Boolean.valueOf(flag)).withProperty(IN_WALL, Boolean.valueOf(false));
}
/**
* Called when the block is right clicked by a player.
*/
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
{
if (((Boolean)state.getValue(OPEN)).booleanValue())
{
state = state.withProperty(OPEN, Boolean.valueOf(false));
worldIn.setBlockState(pos, state, 10);
}
else
{
EnumFacing enumfacing = EnumFacing.fromAngle((double)playerIn.rotationYaw);
if (state.getValue(FACING) == enumfacing.getOpposite())
{
state = state.withProperty(FACING, enumfacing);
}
state = state.withProperty(OPEN, Boolean.valueOf(true));
worldIn.setBlockState(pos, state, 10);
}
worldIn.playEvent(playerIn, ((Boolean)state.getValue(OPEN)).booleanValue() ? 1008 : 1014, pos, 0);
return true;
}
/**
* Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
* change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
* block, etc.
*/
public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
{
if (!worldIn.isRemote)
{
boolean flag = worldIn.isBlockPowered(pos);
if (((Boolean)state.getValue(POWERED)).booleanValue() != flag)
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(flag)).withProperty(OPEN, Boolean.valueOf(flag)), 2);
if (((Boolean)state.getValue(OPEN)).booleanValue() != flag)
{
worldIn.playEvent((EntityPlayer)null, flag ? 1008 : 1014, pos, 0);
}
}
}
}
@SideOnly(Side.CLIENT)
public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
{
return true;
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public IBlockState getStateFromMeta(int meta)
{
return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)).withProperty(OPEN, Boolean.valueOf((meta & 4) != 0)).withProperty(POWERED, Boolean.valueOf((meta & 8) != 0));
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
int i = 0;
i = i | ((EnumFacing)state.getValue(FACING)).getHorizontalIndex();
if (((Boolean)state.getValue(POWERED)).booleanValue())
{
i |= 8;
}
if (((Boolean)state.getValue(OPEN)).booleanValue())
{
i |= 4;
}
return i;
}
protected BlockStateContainer createBlockState()
{
return new BlockStateContainer(this, new IProperty[] {FACING, OPEN, POWERED, IN_WALL});
}
/* ======================================== FORGE START ======================================== */
@Override
public boolean canBeConnectedTo(IBlockAccess world, BlockPos pos, EnumFacing facing)
{
IBlockState state = world.getBlockState(pos);
if (state.getBlock() instanceof BlockFenceGate &&
state.getBlockFaceShape(world, pos, facing) == BlockFaceShape.MIDDLE_POLE)
{
Block connector = world.getBlockState(pos.offset(facing)).getBlock();
return connector instanceof BlockFence || connector instanceof BlockWall;
}
return false;
}
/* ======================================== FORGE END ======================================== */
/**
* Get the geometry of the queried face at the given position and state. This is used to decide whether things like
* buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things.
* <p>
* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that
* does not fit the other descriptions and will generally cause other things not to connect to the face.
*
* @return an approximation of the form of the given face
*/
public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face)
{
if (face != EnumFacing.UP && face != EnumFacing.DOWN)
{
return ((EnumFacing)state.getValue(FACING)).getAxis() == face.rotateY().getAxis() ? BlockFaceShape.MIDDLE_POLE : BlockFaceShape.UNDEFINED;
}
else
{
return BlockFaceShape.UNDEFINED;
}
}
}