package net.minecraft.block; import java.util.Random; import javax.annotation.Nullable; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntitySign; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; 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 BlockSign extends BlockContainer { protected static final AxisAlignedBB SIGN_AABB = new AxisAlignedBB(0.25D, 0.0D, 0.25D, 0.75D, 1.0D, 0.75D); protected BlockSign() { super(Material.WOOD); } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return SIGN_AABB; } @Nullable public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return NULL_AABB; } public boolean isFullCube(IBlockState state) { return false; } @SideOnly(Side.CLIENT) public boolean hasCustomBreakingProgress(IBlockState state) { return true; } /** * Determines if an entity can path through this block */ public boolean isPassable(IBlockAccess worldIn, BlockPos pos) { return true; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube(IBlockState state) { return false; } /** * 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; } /** * Returns a new instance of a block's tile entity class. Called on placing the block. */ public TileEntity createNewTileEntity(World worldIn, int meta) { return new TileEntitySign(); } /** * Get the Item that this Block should drop when harvested. */ public Item getItemDropped(IBlockState state, Random rand, int fortune) { return Items.SIGN; } public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state) { return new ItemStack(Items.SIGN); } /** * 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 (worldIn.isRemote) { return true; } else { TileEntity tileentity = worldIn.getTileEntity(pos); return tileentity instanceof TileEntitySign ? ((TileEntitySign)tileentity).executeCommand(playerIn) : false; } } /** * Checks if this block can be placed exactly at the given position. */ public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { return !this.hasInvalidNeighbor(worldIn, pos) && super.canPlaceBlockAt(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 BlockFaceShape.UNDEFINED; } }