base mod created
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package net.minecraft.block;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.properties.PropertyDirection;
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import net.minecraft.block.state.BlockFaceShape;
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import net.minecraft.block.state.BlockStateContainer;
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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.util.BlockRenderLayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.Mirror;
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import net.minecraft.util.Rotation;
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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 BlockLadder extends Block
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{
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public static final PropertyDirection FACING = BlockHorizontal.FACING;
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protected static final AxisAlignedBB LADDER_EAST_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 0.1875D, 1.0D, 1.0D);
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protected static final AxisAlignedBB LADDER_WEST_AABB = new AxisAlignedBB(0.8125D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
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protected static final AxisAlignedBB LADDER_SOUTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.1875D);
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protected static final AxisAlignedBB LADDER_NORTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.8125D, 1.0D, 1.0D, 1.0D);
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protected BlockLadder()
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{
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super(Material.CIRCUITS);
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this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
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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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switch ((EnumFacing)state.getValue(FACING))
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{
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case NORTH:
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return LADDER_NORTH_AABB;
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case SOUTH:
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return LADDER_SOUTH_AABB;
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case WEST:
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return LADDER_WEST_AABB;
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case EAST:
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default:
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return LADDER_EAST_AABB;
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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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public boolean isFullCube(IBlockState state)
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{
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return false;
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}
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/**
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* Check whether this Block can be placed at pos, while aiming at the specified side of an adjacent block
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*/
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public boolean canPlaceBlockOnSide(World worldIn, BlockPos pos, EnumFacing side)
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{
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if (this.canAttachTo(worldIn, pos.west(), side))
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{
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return true;
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}
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else if (this.canAttachTo(worldIn, pos.east(), side))
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{
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return true;
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}
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else if (this.canAttachTo(worldIn, pos.north(), side))
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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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return this.canAttachTo(worldIn, pos.south(), side);
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}
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}
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private boolean canAttachTo(World p_193392_1_, BlockPos p_193392_2_, EnumFacing p_193392_3_)
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{
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IBlockState iblockstate = p_193392_1_.getBlockState(p_193392_2_);
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boolean flag = isExceptBlockForAttachWithPiston(iblockstate.getBlock());
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return !flag && iblockstate.getBlockFaceShape(p_193392_1_, p_193392_2_, p_193392_3_) == BlockFaceShape.SOLID && !iblockstate.canProvidePower();
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}
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/**
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* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
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* IBlockstate
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*/
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public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
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{
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if (facing.getAxis().isHorizontal() && this.canAttachTo(worldIn, pos.offset(facing.getOpposite()), facing))
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{
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return this.getDefaultState().withProperty(FACING, facing);
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}
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else
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{
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for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL)
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{
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if (this.canAttachTo(worldIn, pos.offset(enumfacing.getOpposite()), enumfacing))
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{
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return this.getDefaultState().withProperty(FACING, enumfacing);
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}
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}
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return this.getDefaultState();
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}
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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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EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
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if (!this.canAttachTo(worldIn, pos.offset(enumfacing.getOpposite()), enumfacing))
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{
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this.dropBlockAsItem(worldIn, pos, state, 0);
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worldIn.setBlockToAir(pos);
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}
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super.neighborChanged(state, worldIn, pos, blockIn, fromPos);
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}
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/**
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* Convert the given metadata into a BlockState for this Block
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*/
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public IBlockState getStateFromMeta(int meta)
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{
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EnumFacing enumfacing = EnumFacing.getFront(meta);
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if (enumfacing.getAxis() == EnumFacing.Axis.Y)
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{
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enumfacing = EnumFacing.NORTH;
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}
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return this.getDefaultState().withProperty(FACING, enumfacing);
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}
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@SideOnly(Side.CLIENT)
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public BlockRenderLayer getBlockLayer()
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{
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return BlockRenderLayer.CUTOUT;
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}
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/**
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* Convert the BlockState into the correct metadata value
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*/
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public int getMetaFromState(IBlockState state)
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{
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return ((EnumFacing)state.getValue(FACING)).getIndex();
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}
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/**
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* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
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* blockstate.
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*/
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public IBlockState withRotation(IBlockState state, Rotation rot)
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{
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return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
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}
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/**
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* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
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* blockstate.
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*/
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public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
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{
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return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
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}
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protected BlockStateContainer createBlockState()
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{
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return new BlockStateContainer(this, new IProperty[] {FACING});
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}
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@Override public boolean isLadder(IBlockState state, IBlockAccess world, BlockPos pos, EntityLivingBase entity) { return true; }
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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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