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 net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyDirection;
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.util.BlockRenderLayer;
import net.minecraft.util.EnumFacing;
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 BlockLadder extends Block
{
public static final PropertyDirection FACING = BlockHorizontal.FACING;
protected static final AxisAlignedBB LADDER_EAST_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 0.1875D, 1.0D, 1.0D);
protected static final AxisAlignedBB LADDER_WEST_AABB = new AxisAlignedBB(0.8125D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
protected static final AxisAlignedBB LADDER_SOUTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.1875D);
protected static final AxisAlignedBB LADDER_NORTH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.8125D, 1.0D, 1.0D, 1.0D);
protected BlockLadder()
{
super(Material.CIRCUITS);
this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH));
this.setCreativeTab(CreativeTabs.DECORATIONS);
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
switch ((EnumFacing)state.getValue(FACING))
{
case NORTH:
return LADDER_NORTH_AABB;
case SOUTH:
return LADDER_SOUTH_AABB;
case WEST:
return LADDER_WEST_AABB;
case EAST:
default:
return LADDER_EAST_AABB;
}
}
/**
* 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;
}
/**
* Check whether this Block can be placed at pos, while aiming at the specified side of an adjacent block
*/
public boolean canPlaceBlockOnSide(World worldIn, BlockPos pos, EnumFacing side)
{
if (this.canAttachTo(worldIn, pos.west(), side))
{
return true;
}
else if (this.canAttachTo(worldIn, pos.east(), side))
{
return true;
}
else if (this.canAttachTo(worldIn, pos.north(), side))
{
return true;
}
else
{
return this.canAttachTo(worldIn, pos.south(), side);
}
}
private boolean canAttachTo(World p_193392_1_, BlockPos p_193392_2_, EnumFacing p_193392_3_)
{
IBlockState iblockstate = p_193392_1_.getBlockState(p_193392_2_);
boolean flag = isExceptBlockForAttachWithPiston(iblockstate.getBlock());
return !flag && iblockstate.getBlockFaceShape(p_193392_1_, p_193392_2_, p_193392_3_) == BlockFaceShape.SOLID && !iblockstate.canProvidePower();
}
/**
* 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)
{
if (facing.getAxis().isHorizontal() && this.canAttachTo(worldIn, pos.offset(facing.getOpposite()), facing))
{
return this.getDefaultState().withProperty(FACING, facing);
}
else
{
for (EnumFacing enumfacing : EnumFacing.Plane.HORIZONTAL)
{
if (this.canAttachTo(worldIn, pos.offset(enumfacing.getOpposite()), enumfacing))
{
return this.getDefaultState().withProperty(FACING, enumfacing);
}
}
return this.getDefaultState();
}
}
/**
* 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)
{
EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
if (!this.canAttachTo(worldIn, pos.offset(enumfacing.getOpposite()), enumfacing))
{
this.dropBlockAsItem(worldIn, pos, state, 0);
worldIn.setBlockToAir(pos);
}
super.neighborChanged(state, worldIn, pos, blockIn, fromPos);
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public IBlockState getStateFromMeta(int meta)
{
EnumFacing enumfacing = EnumFacing.getFront(meta);
if (enumfacing.getAxis() == EnumFacing.Axis.Y)
{
enumfacing = EnumFacing.NORTH;
}
return this.getDefaultState().withProperty(FACING, enumfacing);
}
@SideOnly(Side.CLIENT)
public BlockRenderLayer getBlockLayer()
{
return BlockRenderLayer.CUTOUT;
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
return ((EnumFacing)state.getValue(FACING)).getIndex();
}
/**
* 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)));
}
protected BlockStateContainer createBlockState()
{
return new BlockStateContainer(this, new IProperty[] {FACING});
}
@Override public boolean isLadder(IBlockState state, IBlockAccess world, BlockPos pos, EntityLivingBase entity) { return true; }
/**
* 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)
{
return BlockFaceShape.UNDEFINED;
}
}