package net.minecraft.block; import java.util.List; import java.util.Random; 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.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; 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; public abstract class BlockButton extends BlockDirectional { public static final PropertyBool POWERED = PropertyBool.create("powered"); protected static final AxisAlignedBB AABB_DOWN_OFF = new AxisAlignedBB(0.3125D, 0.875D, 0.375D, 0.6875D, 1.0D, 0.625D); protected static final AxisAlignedBB AABB_UP_OFF = new AxisAlignedBB(0.3125D, 0.0D, 0.375D, 0.6875D, 0.125D, 0.625D); protected static final AxisAlignedBB AABB_NORTH_OFF = new AxisAlignedBB(0.3125D, 0.375D, 0.875D, 0.6875D, 0.625D, 1.0D); protected static final AxisAlignedBB AABB_SOUTH_OFF = new AxisAlignedBB(0.3125D, 0.375D, 0.0D, 0.6875D, 0.625D, 0.125D); protected static final AxisAlignedBB AABB_WEST_OFF = new AxisAlignedBB(0.875D, 0.375D, 0.3125D, 1.0D, 0.625D, 0.6875D); protected static final AxisAlignedBB AABB_EAST_OFF = new AxisAlignedBB(0.0D, 0.375D, 0.3125D, 0.125D, 0.625D, 0.6875D); protected static final AxisAlignedBB AABB_DOWN_ON = new AxisAlignedBB(0.3125D, 0.9375D, 0.375D, 0.6875D, 1.0D, 0.625D); protected static final AxisAlignedBB AABB_UP_ON = new AxisAlignedBB(0.3125D, 0.0D, 0.375D, 0.6875D, 0.0625D, 0.625D); protected static final AxisAlignedBB AABB_NORTH_ON = new AxisAlignedBB(0.3125D, 0.375D, 0.9375D, 0.6875D, 0.625D, 1.0D); protected static final AxisAlignedBB AABB_SOUTH_ON = new AxisAlignedBB(0.3125D, 0.375D, 0.0D, 0.6875D, 0.625D, 0.0625D); protected static final AxisAlignedBB AABB_WEST_ON = new AxisAlignedBB(0.9375D, 0.375D, 0.3125D, 1.0D, 0.625D, 0.6875D); protected static final AxisAlignedBB AABB_EAST_ON = new AxisAlignedBB(0.0D, 0.375D, 0.3125D, 0.0625D, 0.625D, 0.6875D); private final boolean wooden; protected BlockButton(boolean wooden) { super(Material.CIRCUITS); this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(POWERED, Boolean.valueOf(false))); this.setTickRandomly(true); this.setCreativeTab(CreativeTabs.REDSTONE); this.wooden = wooden; } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return NULL_AABB; } /** * How many world ticks before ticking */ public int tickRate(World worldIn) { return this.wooden ? 30 : 20; } /** * 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) { return canPlaceBlock(worldIn, pos, side); } /** * Checks if this block can be placed exactly at the given position. */ public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { for (EnumFacing enumfacing : EnumFacing.values()) { if (canPlaceBlock(worldIn, pos, enumfacing)) { return true; } } return false; } /** * Check whether this block can be placed on the block in the given direction. */ protected static boolean canPlaceBlock(World worldIn, BlockPos pos, EnumFacing direction) { BlockPos blockpos = pos.offset(direction.getOpposite()); IBlockState iblockstate = worldIn.getBlockState(blockpos); boolean flag = iblockstate.getBlockFaceShape(worldIn, blockpos, direction) == BlockFaceShape.SOLID; Block block = iblockstate.getBlock(); if (direction == EnumFacing.UP) { return iblockstate.isTopSolid() || !isExceptionBlockForAttaching(block) && flag; } else { return !isExceptBlockForAttachWithPiston(block) && flag; } } /** * 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) { return canPlaceBlock(worldIn, pos, facing) ? this.getDefaultState().withProperty(FACING, facing).withProperty(POWERED, Boolean.valueOf(false)) : this.getDefaultState().withProperty(FACING, EnumFacing.DOWN).withProperty(POWERED, Boolean.valueOf(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) { if (this.checkForDrop(worldIn, pos, state) && !canPlaceBlock(worldIn, pos, (EnumFacing)state.getValue(FACING))) { this.dropBlockAsItem(worldIn, pos, state, 0); worldIn.setBlockToAir(pos); } } private boolean checkForDrop(World worldIn, BlockPos pos, IBlockState state) { if (this.canPlaceBlockAt(worldIn, pos)) { return true; } else { this.dropBlockAsItem(worldIn, pos, state, 0); worldIn.setBlockToAir(pos); return false; } } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { EnumFacing enumfacing = (EnumFacing)state.getValue(FACING); boolean flag = ((Boolean)state.getValue(POWERED)).booleanValue(); switch (enumfacing) { case EAST: return flag ? AABB_EAST_ON : AABB_EAST_OFF; case WEST: return flag ? AABB_WEST_ON : AABB_WEST_OFF; case SOUTH: return flag ? AABB_SOUTH_ON : AABB_SOUTH_OFF; case NORTH: default: return flag ? AABB_NORTH_ON : AABB_NORTH_OFF; case UP: return flag ? AABB_UP_ON : AABB_UP_OFF; case DOWN: return flag ? AABB_DOWN_ON : AABB_DOWN_OFF; } } /** * 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(POWERED)).booleanValue()) { return true; } else { worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(true)), 3); worldIn.markBlockRangeForRenderUpdate(pos, pos); this.playClickSound(playerIn, worldIn, pos); this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING)); worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn)); return true; } } protected abstract void playClickSound(@Nullable EntityPlayer player, World worldIn, BlockPos pos); protected abstract void playReleaseSound(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 (((Boolean)state.getValue(POWERED)).booleanValue()) { this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING)); } super.breakBlock(worldIn, pos, state); } public int getWeakPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) { return ((Boolean)blockState.getValue(POWERED)).booleanValue() ? 15 : 0; } public int getStrongPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side) { if (!((Boolean)blockState.getValue(POWERED)).booleanValue()) { return 0; } else { return blockState.getValue(FACING) == side ? 15 : 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; } /** * 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) { if (((Boolean)state.getValue(POWERED)).booleanValue()) { if (this.wooden) { this.checkPressed(state, worldIn, pos); } else { worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(false))); this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING)); this.playReleaseSound(worldIn, pos); worldIn.markBlockRangeForRenderUpdate(pos, pos); } } } } /** * Called When an Entity Collided with the Block */ public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn) { if (!worldIn.isRemote) { if (this.wooden) { if (!((Boolean)state.getValue(POWERED)).booleanValue()) { this.checkPressed(state, worldIn, pos); } } } } private void checkPressed(IBlockState state, World worldIn, BlockPos pos) { List list = worldIn.getEntitiesWithinAABB(EntityArrow.class, state.getBoundingBox(worldIn, pos).offset(pos)); boolean flag = !list.isEmpty(); boolean flag1 = ((Boolean)state.getValue(POWERED)).booleanValue(); if (flag && !flag1) { worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(true))); this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING)); worldIn.markBlockRangeForRenderUpdate(pos, pos); this.playClickSound((EntityPlayer)null, worldIn, pos); } if (!flag && flag1) { worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(false))); this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING)); worldIn.markBlockRangeForRenderUpdate(pos, pos); this.playReleaseSound(worldIn, pos); } if (flag) { worldIn.scheduleUpdate(new BlockPos(pos), this, this.tickRate(worldIn)); } } private void notifyNeighbors(World worldIn, BlockPos pos, EnumFacing facing) { worldIn.notifyNeighborsOfStateChange(pos, this, false); worldIn.notifyNeighborsOfStateChange(pos.offset(facing.getOpposite()), this, false); } /** * Convert the given metadata into a BlockState for this Block */ public IBlockState getStateFromMeta(int meta) { EnumFacing enumfacing; switch (meta & 7) { case 0: enumfacing = EnumFacing.DOWN; break; case 1: enumfacing = EnumFacing.EAST; break; case 2: enumfacing = EnumFacing.WEST; break; case 3: enumfacing = EnumFacing.SOUTH; break; case 4: enumfacing = EnumFacing.NORTH; break; case 5: default: enumfacing = EnumFacing.UP; } return this.getDefaultState().withProperty(FACING, enumfacing).withProperty(POWERED, Boolean.valueOf((meta & 8) > 0)); } /** * Convert the BlockState into the correct metadata value */ public int getMetaFromState(IBlockState state) { int i; switch ((EnumFacing)state.getValue(FACING)) { case EAST: i = 1; break; case WEST: i = 2; break; case SOUTH: i = 3; break; case NORTH: i = 4; break; case UP: default: i = 5; break; case DOWN: i = 0; } if (((Boolean)state.getValue(POWERED)).booleanValue()) { i |= 8; } return i; } /** * 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, POWERED}); } /** * 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; } }