271 lines
11 KiB
Java
271 lines
11 KiB
Java
package net.minecraft.block;
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import javax.annotation.Nullable;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.properties.PropertyBool;
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import net.minecraft.block.state.BlockFaceShape;
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import net.minecraft.block.state.BlockStateContainer;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.Mirror;
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import net.minecraft.util.Rotation;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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public class BlockFenceGate extends BlockHorizontal
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{
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public static final PropertyBool OPEN = PropertyBool.create("open");
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public static final PropertyBool POWERED = PropertyBool.create("powered");
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public static final PropertyBool IN_WALL = PropertyBool.create("in_wall");
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protected static final AxisAlignedBB AABB_HITBOX_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.0D, 0.625D);
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protected static final AxisAlignedBB AABB_HITBOX_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.0D, 1.0D);
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protected static final AxisAlignedBB AABB_HITBOX_ZAXIS_INWALL = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 0.8125D, 0.625D);
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protected static final AxisAlignedBB AABB_HITBOX_XAXIS_INWALL = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 0.8125D, 1.0D);
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protected static final AxisAlignedBB AABB_COLLISION_BOX_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.5D, 0.625D);
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protected static final AxisAlignedBB AABB_COLLISION_BOX_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.5D, 1.0D);
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public BlockFenceGate(BlockPlanks.EnumType p_i46394_1_)
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{
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super(Material.WOOD, p_i46394_1_.getMapColor());
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this.setDefaultState(this.blockState.getBaseState().withProperty(OPEN, Boolean.valueOf(false)).withProperty(POWERED, Boolean.valueOf(false)).withProperty(IN_WALL, Boolean.valueOf(false)));
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this.setCreativeTab(CreativeTabs.REDSTONE);
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}
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public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
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{
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state = this.getActualState(state, source, pos);
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if (((Boolean)state.getValue(IN_WALL)).booleanValue())
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{
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return ((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_HITBOX_XAXIS_INWALL : AABB_HITBOX_ZAXIS_INWALL;
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}
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else
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{
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return ((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_HITBOX_XAXIS : AABB_HITBOX_ZAXIS;
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}
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}
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/**
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* Get the actual Block state of this Block at the given position. This applies properties not visible in the
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* metadata, such as fence connections.
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*/
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public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
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{
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EnumFacing.Axis enumfacing$axis = ((EnumFacing)state.getValue(FACING)).getAxis();
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if (enumfacing$axis == EnumFacing.Axis.Z && (worldIn.getBlockState(pos.west()).getBlock() instanceof BlockWall || worldIn.getBlockState(pos.east()).getBlock() instanceof BlockWall) || enumfacing$axis == EnumFacing.Axis.X && (worldIn.getBlockState(pos.north()).getBlock() instanceof BlockWall || worldIn.getBlockState(pos.south()).getBlock() instanceof BlockWall))
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{
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state = state.withProperty(IN_WALL, Boolean.valueOf(true));
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}
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return state;
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}
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/**
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* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
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* blockstate.
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*/
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public IBlockState withRotation(IBlockState state, Rotation rot)
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{
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return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
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}
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/**
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* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
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* blockstate.
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*/
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public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
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{
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return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
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}
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/**
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* Checks if this block can be placed exactly at the given position.
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*/
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public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
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{
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return worldIn.getBlockState(pos.down()).getMaterial().isSolid() ? super.canPlaceBlockAt(worldIn, pos) : false;
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}
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@Nullable
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public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
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{
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if (((Boolean)blockState.getValue(OPEN)).booleanValue())
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{
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return NULL_AABB;
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}
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else
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{
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return ((EnumFacing)blockState.getValue(FACING)).getAxis() == EnumFacing.Axis.Z ? AABB_COLLISION_BOX_ZAXIS : AABB_COLLISION_BOX_XAXIS;
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}
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}
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/**
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* Used to determine ambient occlusion and culling when rebuilding chunks for render
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*/
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public boolean isOpaqueCube(IBlockState state)
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{
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return false;
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}
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public boolean isFullCube(IBlockState state)
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{
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return false;
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}
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/**
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* Determines if an entity can path through this block
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*/
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public boolean isPassable(IBlockAccess worldIn, BlockPos pos)
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{
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return ((Boolean)worldIn.getBlockState(pos).getValue(OPEN)).booleanValue();
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}
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/**
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* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
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* IBlockstate
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*/
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public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
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{
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boolean flag = worldIn.isBlockPowered(pos);
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return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing()).withProperty(OPEN, Boolean.valueOf(flag)).withProperty(POWERED, Boolean.valueOf(flag)).withProperty(IN_WALL, Boolean.valueOf(false));
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}
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/**
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* Called when the block is right clicked by a player.
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*/
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public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
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{
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if (((Boolean)state.getValue(OPEN)).booleanValue())
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{
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state = state.withProperty(OPEN, Boolean.valueOf(false));
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worldIn.setBlockState(pos, state, 10);
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}
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else
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{
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EnumFacing enumfacing = EnumFacing.fromAngle((double)playerIn.rotationYaw);
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if (state.getValue(FACING) == enumfacing.getOpposite())
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{
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state = state.withProperty(FACING, enumfacing);
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}
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state = state.withProperty(OPEN, Boolean.valueOf(true));
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worldIn.setBlockState(pos, state, 10);
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}
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worldIn.playEvent(playerIn, ((Boolean)state.getValue(OPEN)).booleanValue() ? 1008 : 1014, pos, 0);
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return true;
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}
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/**
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* Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
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* change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
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* block, etc.
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*/
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public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
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{
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if (!worldIn.isRemote)
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{
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boolean flag = worldIn.isBlockPowered(pos);
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if (((Boolean)state.getValue(POWERED)).booleanValue() != flag)
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{
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worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(flag)).withProperty(OPEN, Boolean.valueOf(flag)), 2);
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if (((Boolean)state.getValue(OPEN)).booleanValue() != flag)
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{
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worldIn.playEvent((EntityPlayer)null, flag ? 1008 : 1014, pos, 0);
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}
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}
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}
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}
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@SideOnly(Side.CLIENT)
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public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
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{
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return true;
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}
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/**
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* Convert the given metadata into a BlockState for this Block
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*/
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public IBlockState getStateFromMeta(int meta)
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{
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return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)).withProperty(OPEN, Boolean.valueOf((meta & 4) != 0)).withProperty(POWERED, Boolean.valueOf((meta & 8) != 0));
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}
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/**
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* Convert the BlockState into the correct metadata value
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*/
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public int getMetaFromState(IBlockState state)
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{
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int i = 0;
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i = i | ((EnumFacing)state.getValue(FACING)).getHorizontalIndex();
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if (((Boolean)state.getValue(POWERED)).booleanValue())
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{
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i |= 8;
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}
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if (((Boolean)state.getValue(OPEN)).booleanValue())
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{
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i |= 4;
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}
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return i;
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}
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protected BlockStateContainer createBlockState()
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{
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return new BlockStateContainer(this, new IProperty[] {FACING, OPEN, POWERED, IN_WALL});
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}
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/* ======================================== FORGE START ======================================== */
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@Override
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public boolean canBeConnectedTo(IBlockAccess world, BlockPos pos, EnumFacing facing)
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{
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IBlockState state = world.getBlockState(pos);
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if (state.getBlock() instanceof BlockFenceGate &&
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state.getBlockFaceShape(world, pos, facing) == BlockFaceShape.MIDDLE_POLE)
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{
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Block connector = world.getBlockState(pos.offset(facing)).getBlock();
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return connector instanceof BlockFence || connector instanceof BlockWall;
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}
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return false;
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}
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/* ======================================== FORGE END ======================================== */
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/**
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* Get the geometry of the queried face at the given position and state. This is used to decide whether things like
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* buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things.
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* <p>
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* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that
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* does not fit the other descriptions and will generally cause other things not to connect to the face.
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*
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* @return an approximation of the form of the given face
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*/
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public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face)
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{
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if (face != EnumFacing.UP && face != EnumFacing.DOWN)
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{
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return ((EnumFacing)state.getValue(FACING)).getAxis() == face.rotateY().getAxis() ? BlockFaceShape.MIDDLE_POLE : BlockFaceShape.UNDEFINED;
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}
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else
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{
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return BlockFaceShape.UNDEFINED;
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}
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}
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} |