Files
PrimalSorcery/build/tmp/recompileMc/sources/net/minecraft/block/BlockBasePressurePlate.java
Mohammad-Ali Minaie b86dedad2f base mod created
2018-10-08 09:07:47 -04:00

250 lines
7.9 KiB
Java

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