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. *
* 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; } }