package net.minecraft.block; import java.util.Random; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyInteger; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.Item; 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; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class BlockFarmland extends Block { public static final PropertyInteger MOISTURE = PropertyInteger.create("moisture", 0, 7); protected static final AxisAlignedBB FARMLAND_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.9375D, 1.0D); protected static final AxisAlignedBB field_194405_c = new AxisAlignedBB(0.0D, 0.9375D, 0.0D, 1.0D, 1.0D, 1.0D); protected BlockFarmland() { super(Material.GROUND); this.setDefaultState(this.blockState.getBaseState().withProperty(MOISTURE, Integer.valueOf(0))); this.setTickRandomly(true); this.setLightOpacity(255); } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return FARMLAND_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; } public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { int i = ((Integer)state.getValue(MOISTURE)).intValue(); if (!this.hasWater(worldIn, pos) && !worldIn.isRainingAt(pos.up())) { if (i > 0) { worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(i - 1)), 2); } else if (!this.hasCrops(worldIn, pos)) { turnToDirt(worldIn, pos); } } else if (i < 7) { worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(7)), 2); } } /** * Block's chance to react to a living entity falling on it. */ public void onFallenUpon(World worldIn, BlockPos pos, Entity entityIn, float fallDistance) { if (net.minecraftforge.common.ForgeHooks.onFarmlandTrample(worldIn, pos, Blocks.DIRT.getDefaultState(), fallDistance, entityIn)) // Forge: Move logic to Entity#canTrample { turnToDirt(worldIn, pos); } super.onFallenUpon(worldIn, pos, entityIn, fallDistance); } protected static void turnToDirt(World p_190970_0_, BlockPos worldIn) { p_190970_0_.setBlockState(worldIn, Blocks.DIRT.getDefaultState()); AxisAlignedBB axisalignedbb = field_194405_c.offset(worldIn); for (Entity entity : p_190970_0_.getEntitiesWithinAABBExcludingEntity((Entity)null, axisalignedbb)) { double d0 = Math.min(axisalignedbb.maxY - axisalignedbb.minY, axisalignedbb.maxY - entity.getEntityBoundingBox().minY); entity.setPositionAndUpdate(entity.posX, entity.posY + d0 + 0.001D, entity.posZ); } } private boolean hasCrops(World worldIn, BlockPos pos) { Block block = worldIn.getBlockState(pos.up()).getBlock(); return block instanceof net.minecraftforge.common.IPlantable && canSustainPlant(worldIn.getBlockState(pos), worldIn, pos, net.minecraft.util.EnumFacing.UP, (net.minecraftforge.common.IPlantable)block); } private boolean hasWater(World worldIn, BlockPos pos) { for (BlockPos.MutableBlockPos blockpos$mutableblockpos : BlockPos.getAllInBoxMutable(pos.add(-4, 0, -4), pos.add(4, 1, 4))) { if (worldIn.getBlockState(blockpos$mutableblockpos).getMaterial() == Material.WATER) { return true; } } return false; } /** * 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) { super.neighborChanged(state, worldIn, pos, blockIn, fromPos); if (worldIn.getBlockState(pos.up()).getMaterial().isSolid()) { turnToDirt(worldIn, pos); } } /** * Called after the block is set in the Chunk data, but before the Tile Entity is set */ public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state) { super.onBlockAdded(worldIn, pos, state); if (worldIn.getBlockState(pos.up()).getMaterial().isSolid()) { turnToDirt(worldIn, pos); } } @SideOnly(Side.CLIENT) public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) { switch (side) { case UP: return true; case NORTH: case SOUTH: case WEST: case EAST: IBlockState iblockstate = blockAccess.getBlockState(pos.offset(side)); Block block = iblockstate.getBlock(); return !iblockstate.isOpaqueCube() && block != Blocks.FARMLAND && block != Blocks.GRASS_PATH; default: return super.shouldSideBeRendered(blockState, blockAccess, pos, side); } } /** * Get the Item that this Block should drop when harvested. */ public Item getItemDropped(IBlockState state, Random rand, int fortune) { return Blocks.DIRT.getItemDropped(Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.DIRT), rand, fortune); } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(MOISTURE, Integer.valueOf(meta & 7)); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { return ((Integer)state.getValue(MOISTURE)).intValue(); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {MOISTURE}); } /** * 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 face == EnumFacing.DOWN ? BlockFaceShape.SOLID : BlockFaceShape.UNDEFINED; } }