package net.minecraft.block; import java.util.Random; import javax.annotation.Nullable; import net.minecraft.block.material.EnumPushReaction; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public abstract class BlockBasePressurePlate extends Block { /** The bounding box for the pressure plate pressed state */ protected static final AxisAlignedBB PRESSED_AABB = new AxisAlignedBB(0.0625D, 0.0D, 0.0625D, 0.9375D, 0.03125D, 0.9375D); protected static final AxisAlignedBB UNPRESSED_AABB = new AxisAlignedBB(0.0625D, 0.0D, 0.0625D, 0.9375D, 0.0625D, 0.9375D); /** This bounding box is used to check for entities in a certain area and then determine the pressed state. */ protected static final AxisAlignedBB PRESSURE_AABB = new AxisAlignedBB(0.125D, 0.0D, 0.125D, 0.875D, 0.25D, 0.875D); protected BlockBasePressurePlate(Material materialIn) { this(materialIn, materialIn.getMaterialMapColor()); } protected BlockBasePressurePlate(Material materialIn, MapColor mapColorIn) { super(materialIn, mapColorIn); this.setCreativeTab(CreativeTabs.REDSTONE); this.setTickRandomly(true); } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { boolean flag = this.getRedstoneStrength(state) > 0; return flag ? PRESSED_AABB : UNPRESSED_AABB; } /** * How many world ticks before ticking */ public int tickRate(World worldIn) { return 20; } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return NULL_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; } /** * Determines if an entity can path through this block */ public boolean isPassable(IBlockAccess worldIn, BlockPos pos) { return true; } /** * Return true if an entity can be spawned inside the block (used to get the player's bed spawn location) */ public boolean canSpawnInBlock() { return true; } /** * Checks if this block can be placed exactly at the given position. */ public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { return this.canBePlacedOn(worldIn, pos.down()); } /** * 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 (!this.canBePlacedOn(worldIn, pos.down())) { this.dropBlockAsItem(worldIn, pos, state, 0); worldIn.setBlockToAir(pos); } } private boolean canBePlacedOn(World worldIn, BlockPos pos) { return worldIn.getBlockState(pos).isTopSolid() || worldIn.getBlockState(pos).getBlock() instanceof BlockFence; } /** * Called randomly when setTickRandomly is set to true (used by e.g. crops to grow, etc.) */ public void randomTick(World worldIn, BlockPos pos, IBlockState state, Random random) { } public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { if (!worldIn.isRemote) { int i = this.getRedstoneStrength(state); if (i > 0) { this.updateState(worldIn, pos, state, i); } } } /** * Called When an Entity Collided with the Block */ public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { if (!worldIn.isRemote) { int i = this.getRedstoneStrength(state); if (i == 0) { this.updateState(worldIn, pos, state, i); } } } /** * Updates the pressure plate when stepped on */ protected void updateState(World worldIn, BlockPos pos, IBlockState state, int oldRedstoneStrength) { int i = this.computeRedstoneStrength(worldIn, pos); boolean flag = oldRedstoneStrength > 0; boolean flag1 = i > 0; if (oldRedstoneStrength != i) { state = this.setRedstoneStrength(state, i); worldIn.setBlockState(pos, state, 2); this.updateNeighbors(worldIn, pos); worldIn.markBlockRangeForRenderUpdate(pos, pos); } if (!flag1 && flag) { this.playClickOffSound(worldIn, pos); } else if (flag1 && !flag) { this.playClickOnSound(worldIn, pos); } if (flag1) { worldIn.scheduleUpdate(new BlockPos(pos), this, this.tickRate(worldIn)); } } protected abstract void playClickOnSound(World worldIn, BlockPos color); protected abstract void playClickOffSound(World worldIn, BlockPos pos); /** * Called serverside after this block is replaced with another in Chunk, but before the Tile Entity is updated */ public void breakBlock(World worldIn, BlockPos pos, IBlockState state) { if (this.getRedstoneStrength(state) > 0) { this.updateNeighbors(worldIn, pos); } super.breakBlock(worldIn, pos, state); } /** * Notify block and block below of changes */ protected void updateNeighbors(World worldIn, BlockPos pos) { worldIn.notifyNeighborsOfStateChange(pos, this, false); worldIn.notifyNeighborsOfStateChange(pos.down(), this, false); } public int getWeakPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) { return this.getRedstoneStrength(blockState); } public int getStrongPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) { return side == EnumFacing.UP ? this.getRedstoneStrength(blockState) : 0; } /** * Can this block provide power. Only wire currently seems to have this change based on its state. */ public boolean canProvidePower(IBlockState state) { return true; } public EnumPushReaction getMobilityFlag(IBlockState state) { return EnumPushReaction.DESTROY; } protected abstract int computeRedstoneStrength(World worldIn, BlockPos pos); protected abstract int getRedstoneStrength(IBlockState state); protected abstract IBlockState setRedstoneStrength(IBlockState state, int strength); /** * 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. *

* 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; } }