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

119 lines
4.1 KiB
Java

package net.minecraft.block;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
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 BlockGrassPath extends Block
{
protected static final AxisAlignedBB GRASS_PATH_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 0.9375D, 1.0D);
protected BlockGrassPath()
{
super(Material.GROUND);
this.setLightOpacity(255);
}
@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);
}
}
/**
* 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);
this.updateBlockState(worldIn, pos);
}
private void updateBlockState(World worldIn, BlockPos pos)
{
if (worldIn.getBlockState(pos.up()).getMaterial().isSolid())
{
BlockFarmland.turnToDirt(worldIn, pos);
}
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
return GRASS_PATH_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;
}
/**
* 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);
}
public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state)
{
return new ItemStack(this);
}
/**
* 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);
this.updateBlockState(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.
* <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;
}
}