250 lines
7.9 KiB
Java
250 lines
7.9 KiB
Java
package net.minecraft.block;
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import java.util.Random;
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import javax.annotation.Nullable;
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import net.minecraft.block.material.EnumPushReaction;
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import net.minecraft.block.material.MapColor;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.BlockFaceShape;
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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.Entity;
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import net.minecraft.util.EnumFacing;
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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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public abstract class BlockBasePressurePlate extends Block
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{
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/** The bounding box for the pressure plate pressed state */
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protected static final AxisAlignedBB PRESSED_AABB = new AxisAlignedBB(0.0625D, 0.0D, 0.0625D, 0.9375D, 0.03125D, 0.9375D);
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protected static final AxisAlignedBB UNPRESSED_AABB = new AxisAlignedBB(0.0625D, 0.0D, 0.0625D, 0.9375D, 0.0625D, 0.9375D);
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/** This bounding box is used to check for entities in a certain area and then determine the pressed state. */
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protected static final AxisAlignedBB PRESSURE_AABB = new AxisAlignedBB(0.125D, 0.0D, 0.125D, 0.875D, 0.25D, 0.875D);
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protected BlockBasePressurePlate(Material materialIn)
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{
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this(materialIn, materialIn.getMaterialMapColor());
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}
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protected BlockBasePressurePlate(Material materialIn, MapColor mapColorIn)
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{
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super(materialIn, mapColorIn);
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this.setCreativeTab(CreativeTabs.REDSTONE);
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this.setTickRandomly(true);
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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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boolean flag = this.getRedstoneStrength(state) > 0;
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return flag ? PRESSED_AABB : UNPRESSED_AABB;
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}
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/**
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* How many world ticks before ticking
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*/
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public int tickRate(World worldIn)
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{
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return 20;
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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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return NULL_AABB;
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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 true;
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}
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/**
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* Return true if an entity can be spawned inside the block (used to get the player's bed spawn location)
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*/
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public boolean canSpawnInBlock()
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{
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return true;
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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 this.canBePlacedOn(worldIn, pos.down());
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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 (!this.canBePlacedOn(worldIn, pos.down()))
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{
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this.dropBlockAsItem(worldIn, pos, state, 0);
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worldIn.setBlockToAir(pos);
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}
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}
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private boolean canBePlacedOn(World worldIn, BlockPos pos)
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{
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return worldIn.getBlockState(pos).isTopSolid() || worldIn.getBlockState(pos).getBlock() instanceof BlockFence;
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}
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/**
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* Called randomly when setTickRandomly is set to true (used by e.g. crops to grow, etc.)
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*/
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public void randomTick(World worldIn, BlockPos pos, IBlockState state, Random random)
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{
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}
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public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
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{
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if (!worldIn.isRemote)
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{
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int i = this.getRedstoneStrength(state);
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if (i > 0)
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{
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this.updateState(worldIn, pos, state, i);
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}
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}
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}
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/**
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* Called When an Entity Collided with the Block
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*/
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public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn)
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{
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if (!worldIn.isRemote)
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{
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int i = this.getRedstoneStrength(state);
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if (i == 0)
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{
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this.updateState(worldIn, pos, state, i);
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}
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}
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}
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/**
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* Updates the pressure plate when stepped on
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*/
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protected void updateState(World worldIn, BlockPos pos, IBlockState state, int oldRedstoneStrength)
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{
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int i = this.computeRedstoneStrength(worldIn, pos);
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boolean flag = oldRedstoneStrength > 0;
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boolean flag1 = i > 0;
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if (oldRedstoneStrength != i)
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{
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state = this.setRedstoneStrength(state, i);
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worldIn.setBlockState(pos, state, 2);
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this.updateNeighbors(worldIn, pos);
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worldIn.markBlockRangeForRenderUpdate(pos, pos);
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}
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if (!flag1 && flag)
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{
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this.playClickOffSound(worldIn, pos);
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}
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else if (flag1 && !flag)
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{
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this.playClickOnSound(worldIn, pos);
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}
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if (flag1)
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{
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worldIn.scheduleUpdate(new BlockPos(pos), this, this.tickRate(worldIn));
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}
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}
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protected abstract void playClickOnSound(World worldIn, BlockPos color);
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protected abstract void playClickOffSound(World worldIn, BlockPos pos);
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/**
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* Called serverside after this block is replaced with another in Chunk, but before the Tile Entity is updated
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*/
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public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
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{
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if (this.getRedstoneStrength(state) > 0)
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{
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this.updateNeighbors(worldIn, pos);
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}
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super.breakBlock(worldIn, pos, state);
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}
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/**
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* Notify block and block below of changes
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*/
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protected void updateNeighbors(World worldIn, BlockPos pos)
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{
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worldIn.notifyNeighborsOfStateChange(pos, this, false);
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worldIn.notifyNeighborsOfStateChange(pos.down(), this, false);
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}
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public int getWeakPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
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{
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return this.getRedstoneStrength(blockState);
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}
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public int getStrongPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
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{
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return side == EnumFacing.UP ? this.getRedstoneStrength(blockState) : 0;
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}
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/**
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* Can this block provide power. Only wire currently seems to have this change based on its state.
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*/
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public boolean canProvidePower(IBlockState state)
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{
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return true;
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}
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public EnumPushReaction getMobilityFlag(IBlockState state)
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{
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return EnumPushReaction.DESTROY;
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}
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protected abstract int computeRedstoneStrength(World worldIn, BlockPos pos);
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protected abstract int getRedstoneStrength(IBlockState state);
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protected abstract IBlockState setRedstoneStrength(IBlockState state, int strength);
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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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return BlockFaceShape.UNDEFINED;
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}
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} |