package net.minecraft.block; import java.util.Random; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Blocks; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityEnchantmentTable; import net.minecraft.util.EnumBlockRenderType; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.EnumParticleTypes; 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 BlockEnchantmentTable extends BlockContainer { protected static final AxisAlignedBB AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); protected BlockEnchantmentTable() { super(Material.ROCK, MapColor.RED); this.setLightOpacity(0); this.setCreativeTab(CreativeTabs.DECORATIONS); } public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return AABB; } public boolean isFullCube(IBlockState state) { return false; } @SideOnly(Side.CLIENT) public void randomDisplayTick(IBlockState stateIn, World worldIn, BlockPos pos, Random rand) { super.randomDisplayTick(stateIn, worldIn, pos, rand); for (int i = -2; i <= 2; ++i) { for (int j = -2; j <= 2; ++j) { if (i > -2 && i < 2 && j == -1) { j = 2; } if (rand.nextInt(16) == 0) { for (int k = 0; k <= 1; ++k) { BlockPos blockpos = pos.add(i, k, j); if (net.minecraftforge.common.ForgeHooks.getEnchantPower(worldIn, blockpos) > 0) { if (!worldIn.isAirBlock(pos.add(i / 2, 0, j / 2))) { break; } worldIn.spawnParticle(EnumParticleTypes.ENCHANTMENT_TABLE, (double)pos.getX() + 0.5D, (double)pos.getY() + 2.0D, (double)pos.getZ() + 0.5D, (double)((float)i + rand.nextFloat()) - 0.5D, (double)((float)k - rand.nextFloat() - 1.0F), (double)((float)j + rand.nextFloat()) - 0.5D); } } } } } } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render */ public boolean isOpaqueCube(IBlockState state) { return false; } /** * The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only, * LIQUID for vanilla liquids, INVISIBLE to skip all rendering */ public EnumBlockRenderType getRenderType(IBlockState state) { return EnumBlockRenderType.MODEL; } /** * 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 TileEntityEnchantmentTable(); } /** * 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); if (tileentity instanceof TileEntityEnchantmentTable) { playerIn.displayGui((TileEntityEnchantmentTable)tileentity); } return true; } } /** * Called by ItemBlocks after a block is set in the world, to allow post-place logic */ public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { super.onBlockPlacedBy(worldIn, pos, state, placer, stack); if (stack.hasDisplayName()) { TileEntity tileentity = worldIn.getTileEntity(pos); if (tileentity instanceof TileEntityEnchantmentTable) { ((TileEntityEnchantmentTable)tileentity).setCustomName(stack.getDisplayName()); } } } /** * 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; } }