Files
Mohammad-Ali Minaie b86dedad2f base mod created
2018-10-08 09:07:47 -04:00

209 lines
7.5 KiB
Java

package net.minecraft.block;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyInteger;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
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 BlockFarmland extends Block
{
public static final PropertyInteger MOISTURE = PropertyInteger.create("moisture", 0, 7);
protected static final AxisAlignedBB FARMLAND_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.9375D, 1.0D);
protected static final AxisAlignedBB field_194405_c = new AxisAlignedBB(0.0D, 0.9375D, 0.0D, 1.0D, 1.0D, 1.0D);
protected BlockFarmland()
{
super(Material.GROUND);
this.setDefaultState(this.blockState.getBaseState().withProperty(MOISTURE, Integer.valueOf(0)));
this.setTickRandomly(true);
this.setLightOpacity(255);
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
return FARMLAND_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;
}
public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
{
int i = ((Integer)state.getValue(MOISTURE)).intValue();
if (!this.hasWater(worldIn, pos) && !worldIn.isRainingAt(pos.up()))
{
if (i > 0)
{
worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(i - 1)), 2);
}
else if (!this.hasCrops(worldIn, pos))
{
turnToDirt(worldIn, pos);
}
}
else if (i < 7)
{
worldIn.setBlockState(pos, state.withProperty(MOISTURE, Integer.valueOf(7)), 2);
}
}
/**
* Block's chance to react to a living entity falling on it.
*/
public void onFallenUpon(World worldIn, BlockPos pos, Entity entityIn, float fallDistance)
{
if (net.minecraftforge.common.ForgeHooks.onFarmlandTrample(worldIn, pos, Blocks.DIRT.getDefaultState(), fallDistance, entityIn)) // Forge: Move logic to Entity#canTrample
{
turnToDirt(worldIn, pos);
}
super.onFallenUpon(worldIn, pos, entityIn, fallDistance);
}
protected static void turnToDirt(World p_190970_0_, BlockPos worldIn)
{
p_190970_0_.setBlockState(worldIn, Blocks.DIRT.getDefaultState());
AxisAlignedBB axisalignedbb = field_194405_c.offset(worldIn);
for (Entity entity : p_190970_0_.getEntitiesWithinAABBExcludingEntity((Entity)null, axisalignedbb))
{
double d0 = Math.min(axisalignedbb.maxY - axisalignedbb.minY, axisalignedbb.maxY - entity.getEntityBoundingBox().minY);
entity.setPositionAndUpdate(entity.posX, entity.posY + d0 + 0.001D, entity.posZ);
}
}
private boolean hasCrops(World worldIn, BlockPos pos)
{
Block block = worldIn.getBlockState(pos.up()).getBlock();
return block instanceof net.minecraftforge.common.IPlantable && canSustainPlant(worldIn.getBlockState(pos), worldIn, pos, net.minecraft.util.EnumFacing.UP, (net.minecraftforge.common.IPlantable)block);
}
private boolean hasWater(World worldIn, BlockPos pos)
{
for (BlockPos.MutableBlockPos blockpos$mutableblockpos : BlockPos.getAllInBoxMutable(pos.add(-4, 0, -4), pos.add(4, 1, 4)))
{
if (worldIn.getBlockState(blockpos$mutableblockpos).getMaterial() == Material.WATER)
{
return true;
}
}
return 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)
{
super.neighborChanged(state, worldIn, pos, blockIn, fromPos);
if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
{
turnToDirt(worldIn, pos);
}
}
/**
* 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);
if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
{
turnToDirt(worldIn, pos);
}
}
@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);
}
}
/**
* 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);
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public IBlockState getStateFromMeta(int meta)
{
return this.getDefaultState().withProperty(MOISTURE, Integer.valueOf(meta & 7));
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
return ((Integer)state.getValue(MOISTURE)).intValue();
}
protected BlockStateContainer createBlockState()
{
return new BlockStateContainer(this, new IProperty[] {MOISTURE});
}
/**
* 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.
* <p>
* 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;
}
}