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

430 lines
15 KiB
Java

package net.minecraft.block;
import java.util.List;
import java.util.Random;
import javax.annotation.Nullable;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockFaceShape;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.init.Blocks;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.Mirror;
import net.minecraft.util.Rotation;
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 BlockButton extends BlockDirectional
{
public static final PropertyBool POWERED = PropertyBool.create("powered");
protected static final AxisAlignedBB AABB_DOWN_OFF = new AxisAlignedBB(0.3125D, 0.875D, 0.375D, 0.6875D, 1.0D, 0.625D);
protected static final AxisAlignedBB AABB_UP_OFF = new AxisAlignedBB(0.3125D, 0.0D, 0.375D, 0.6875D, 0.125D, 0.625D);
protected static final AxisAlignedBB AABB_NORTH_OFF = new AxisAlignedBB(0.3125D, 0.375D, 0.875D, 0.6875D, 0.625D, 1.0D);
protected static final AxisAlignedBB AABB_SOUTH_OFF = new AxisAlignedBB(0.3125D, 0.375D, 0.0D, 0.6875D, 0.625D, 0.125D);
protected static final AxisAlignedBB AABB_WEST_OFF = new AxisAlignedBB(0.875D, 0.375D, 0.3125D, 1.0D, 0.625D, 0.6875D);
protected static final AxisAlignedBB AABB_EAST_OFF = new AxisAlignedBB(0.0D, 0.375D, 0.3125D, 0.125D, 0.625D, 0.6875D);
protected static final AxisAlignedBB AABB_DOWN_ON = new AxisAlignedBB(0.3125D, 0.9375D, 0.375D, 0.6875D, 1.0D, 0.625D);
protected static final AxisAlignedBB AABB_UP_ON = new AxisAlignedBB(0.3125D, 0.0D, 0.375D, 0.6875D, 0.0625D, 0.625D);
protected static final AxisAlignedBB AABB_NORTH_ON = new AxisAlignedBB(0.3125D, 0.375D, 0.9375D, 0.6875D, 0.625D, 1.0D);
protected static final AxisAlignedBB AABB_SOUTH_ON = new AxisAlignedBB(0.3125D, 0.375D, 0.0D, 0.6875D, 0.625D, 0.0625D);
protected static final AxisAlignedBB AABB_WEST_ON = new AxisAlignedBB(0.9375D, 0.375D, 0.3125D, 1.0D, 0.625D, 0.6875D);
protected static final AxisAlignedBB AABB_EAST_ON = new AxisAlignedBB(0.0D, 0.375D, 0.3125D, 0.0625D, 0.625D, 0.6875D);
private final boolean wooden;
protected BlockButton(boolean wooden)
{
super(Material.CIRCUITS);
this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(POWERED, Boolean.valueOf(false)));
this.setTickRandomly(true);
this.setCreativeTab(CreativeTabs.REDSTONE);
this.wooden = wooden;
}
@Nullable
public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
{
return NULL_AABB;
}
/**
* How many world ticks before ticking
*/
public int tickRate(World worldIn)
{
return this.wooden ? 30 : 20;
}
/**
* 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;
}
/**
* Check whether this Block can be placed at pos, while aiming at the specified side of an adjacent block
*/
public boolean canPlaceBlockOnSide(World worldIn, BlockPos pos, EnumFacing side)
{
return canPlaceBlock(worldIn, pos, side);
}
/**
* Checks if this block can be placed exactly at the given position.
*/
public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
{
for (EnumFacing enumfacing : EnumFacing.values())
{
if (canPlaceBlock(worldIn, pos, enumfacing))
{
return true;
}
}
return false;
}
/**
* Check whether this block can be placed on the block in the given direction.
*/
protected static boolean canPlaceBlock(World worldIn, BlockPos pos, EnumFacing direction)
{
BlockPos blockpos = pos.offset(direction.getOpposite());
IBlockState iblockstate = worldIn.getBlockState(blockpos);
boolean flag = iblockstate.getBlockFaceShape(worldIn, blockpos, direction) == BlockFaceShape.SOLID;
Block block = iblockstate.getBlock();
if (direction == EnumFacing.UP)
{
return iblockstate.isTopSolid() || !isExceptionBlockForAttaching(block) && flag;
}
else
{
return !isExceptBlockForAttachWithPiston(block) && flag;
}
}
/**
* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
* IBlockstate
*/
public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
{
return canPlaceBlock(worldIn, pos, facing) ? this.getDefaultState().withProperty(FACING, facing).withProperty(POWERED, Boolean.valueOf(false)) : this.getDefaultState().withProperty(FACING, EnumFacing.DOWN).withProperty(POWERED, Boolean.valueOf(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)
{
if (this.checkForDrop(worldIn, pos, state) && !canPlaceBlock(worldIn, pos, (EnumFacing)state.getValue(FACING)))
{
this.dropBlockAsItem(worldIn, pos, state, 0);
worldIn.setBlockToAir(pos);
}
}
private boolean checkForDrop(World worldIn, BlockPos pos, IBlockState state)
{
if (this.canPlaceBlockAt(worldIn, pos))
{
return true;
}
else
{
this.dropBlockAsItem(worldIn, pos, state, 0);
worldIn.setBlockToAir(pos);
return false;
}
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
boolean flag = ((Boolean)state.getValue(POWERED)).booleanValue();
switch (enumfacing)
{
case EAST:
return flag ? AABB_EAST_ON : AABB_EAST_OFF;
case WEST:
return flag ? AABB_WEST_ON : AABB_WEST_OFF;
case SOUTH:
return flag ? AABB_SOUTH_ON : AABB_SOUTH_OFF;
case NORTH:
default:
return flag ? AABB_NORTH_ON : AABB_NORTH_OFF;
case UP:
return flag ? AABB_UP_ON : AABB_UP_OFF;
case DOWN:
return flag ? AABB_DOWN_ON : AABB_DOWN_OFF;
}
}
/**
* Called when the block is right clicked by a player.
*/
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
{
if (((Boolean)state.getValue(POWERED)).booleanValue())
{
return true;
}
else
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(true)), 3);
worldIn.markBlockRangeForRenderUpdate(pos, pos);
this.playClickSound(playerIn, worldIn, pos);
this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING));
worldIn.scheduleUpdate(pos, this, this.tickRate(worldIn));
return true;
}
}
protected abstract void playClickSound(@Nullable EntityPlayer player, World worldIn, BlockPos pos);
protected abstract void playReleaseSound(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 (((Boolean)state.getValue(POWERED)).booleanValue())
{
this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING));
}
super.breakBlock(worldIn, pos, state);
}
public int getWeakPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
{
return ((Boolean)blockState.getValue(POWERED)).booleanValue() ? 15 : 0;
}
public int getStrongPower(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
{
if (!((Boolean)blockState.getValue(POWERED)).booleanValue())
{
return 0;
}
else
{
return blockState.getValue(FACING) == side ? 15 : 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;
}
/**
* 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)
{
if (((Boolean)state.getValue(POWERED)).booleanValue())
{
if (this.wooden)
{
this.checkPressed(state, worldIn, pos);
}
else
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(false)));
this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING));
this.playReleaseSound(worldIn, pos);
worldIn.markBlockRangeForRenderUpdate(pos, pos);
}
}
}
}
/**
* Called When an Entity Collided with the Block
*/
public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, IBlockState state, Entity entityIn)
{
if (!worldIn.isRemote)
{
if (this.wooden)
{
if (!((Boolean)state.getValue(POWERED)).booleanValue())
{
this.checkPressed(state, worldIn, pos);
}
}
}
}
private void checkPressed(IBlockState state, World worldIn, BlockPos pos)
{
List <? extends Entity > list = worldIn.<Entity>getEntitiesWithinAABB(EntityArrow.class, state.getBoundingBox(worldIn, pos).offset(pos));
boolean flag = !list.isEmpty();
boolean flag1 = ((Boolean)state.getValue(POWERED)).booleanValue();
if (flag && !flag1)
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(true)));
this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING));
worldIn.markBlockRangeForRenderUpdate(pos, pos);
this.playClickSound((EntityPlayer)null, worldIn, pos);
}
if (!flag && flag1)
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(false)));
this.notifyNeighbors(worldIn, pos, (EnumFacing)state.getValue(FACING));
worldIn.markBlockRangeForRenderUpdate(pos, pos);
this.playReleaseSound(worldIn, pos);
}
if (flag)
{
worldIn.scheduleUpdate(new BlockPos(pos), this, this.tickRate(worldIn));
}
}
private void notifyNeighbors(World worldIn, BlockPos pos, EnumFacing facing)
{
worldIn.notifyNeighborsOfStateChange(pos, this, false);
worldIn.notifyNeighborsOfStateChange(pos.offset(facing.getOpposite()), this, false);
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public IBlockState getStateFromMeta(int meta)
{
EnumFacing enumfacing;
switch (meta & 7)
{
case 0:
enumfacing = EnumFacing.DOWN;
break;
case 1:
enumfacing = EnumFacing.EAST;
break;
case 2:
enumfacing = EnumFacing.WEST;
break;
case 3:
enumfacing = EnumFacing.SOUTH;
break;
case 4:
enumfacing = EnumFacing.NORTH;
break;
case 5:
default:
enumfacing = EnumFacing.UP;
}
return this.getDefaultState().withProperty(FACING, enumfacing).withProperty(POWERED, Boolean.valueOf((meta & 8) > 0));
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
int i;
switch ((EnumFacing)state.getValue(FACING))
{
case EAST:
i = 1;
break;
case WEST:
i = 2;
break;
case SOUTH:
i = 3;
break;
case NORTH:
i = 4;
break;
case UP:
default:
i = 5;
break;
case DOWN:
i = 0;
}
if (((Boolean)state.getValue(POWERED)).booleanValue())
{
i |= 8;
}
return i;
}
/**
* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withRotation(IBlockState state, Rotation rot)
{
return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
}
/**
* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
{
return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
}
protected BlockStateContainer createBlockState()
{
return new BlockStateContainer(this, new IProperty[] {FACING, POWERED});
}
/**
* 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;
}
}