package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityDaylightDetector;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.EnumSkyBlock;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockDaylightDetector extends BlockContainer
{
private Icon[] iconArray = new Icon[2];
public BlockDaylightDetector(int par1)
{
super(par1, Material.wood);
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.375F, 1.0F);
this.setCreativeTab(CreativeTabs.tabRedstone);
}
/**
* Updates the blocks bounds based on its current state. Args: world, x, y, z
*/
public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.375F, 1.0F);
}
/**
* Returns true if the block is emitting indirect/weak redstone power on the specified side. If isBlockNormalCube
* returns true, standard redstone propagation rules will apply instead and this will not be called. Args: World, X,
* Y, Z, side. Note that the side is reversed - eg it is 1 (up) when checking the bottom of the block.
*/
public int isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
{
return par1IBlockAccess.getBlockMetadata(par2, par3, par4);
}
/**
* Ticks the block if it's been scheduled
*/
public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) {}
/**
* Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
* their own) Args: x, y, z, neighbor blockID
*/
public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) {}
/**
* Called whenever the block is added into the world. Args: world, x, y, z
*/
public void onBlockAdded(World par1World, int par2, int par3, int par4) {}
public void updateLightLevel(World par1World, int par2, int par3, int par4)
{
if (!par1World.provider.hasNoSky)
{
int l = par1World.getBlockMetadata(par2, par3, par4);
int i1 = par1World.getSavedLightValue(EnumSkyBlock.Sky, par2, par3, par4) - par1World.skylightSubtracted;
float f = par1World.getCelestialAngleRadians(1.0F);
if (f < (float)Math.PI)
{
f += (0.0F - f) * 0.2F;
}
else
{
f += (((float)Math.PI * 2F) - f) * 0.2F;
}
i1 = Math.round((float)i1 * MathHelper.cos(f));
if (i1 < 0)
{
i1 = 0;
}
if (i1 > 15)
{
i1 = 15;
}
if (l != i1)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 3);
}
}
}
/**
* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
*/
public boolean renderAsNormalBlock()
{
return false;
}
/**
* Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two
* adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
*/
public boolean isOpaqueCube()
{
return false;
}
/**
* Can this block provide power. Only wire currently seems to have this change based on its state.
*/
public boolean canProvidePower()
{
return true;
}
/**
* Returns a new instance of a block's tile entity class. Called on placing the block.
*/
public TileEntity createNewTileEntity(World par1World)
{
return new TileEntityDaylightDetector();
}
@SideOnly(Side.CLIENT)
/**
* From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
*/
public Icon getIcon(int par1, int par2)
{
return par1 == 1 ? this.iconArray[0] : this.iconArray[1];
}
@SideOnly(Side.CLIENT)
/**
* When this method is called, your block should register all the icons it needs with the given IconRegister. This
* is the only chance you get to register icons.
*/
public void registerIcons(IconRegister par1IconRegister)
{
this.iconArray[0] = par1IconRegister.registerIcon("daylightDetector_top");
this.iconArray[1] = par1IconRegister.registerIcon("daylightDetector_side");
}
}