package net.minecraft.block; import java.util.Random; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; 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 BlockGrassPath extends Block { protected static final AxisAlignedBB GRASS_PATH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.9375D, 1.0D); protected BlockGrassPath() { super(Material.GROUND); this.setLightOpacity(255); } @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); } } /** * 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); this.updateBlockState(worldIn, pos); } private void updateBlockState(World worldIn, BlockPos pos) { if (worldIn.getBlockState(pos.up()).getMaterial().isSolid()) { BlockFarmland.turnToDirt(worldIn, pos); } } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return GRASS_PATH_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; } /** * 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); } public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) { return new ItemStack(this); } /** * 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); this.updateBlockState(worldIn, pos); } /** * 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; } }