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.entity.Entity; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public abstract class BlockBasePressurePlate extends Block { private String pressurePlateIconName; protected BlockBasePressurePlate(int par1, String par2Str, Material par3Material) { super(par1, par3Material); this.pressurePlateIconName = par2Str; this.setCreativeTab(CreativeTabs.tabRedstone); this.setTickRandomly(true); this.func_94353_c_(this.getMetaFromWeight(15)); } /** * 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.func_94353_c_(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); } protected void func_94353_c_(int par1) { boolean flag = this.getPowerSupply(par1) > 0; float f = 0.0625F; if (flag) { this.setBlockBounds(f, 0.0F, f, 1.0F - f, 0.03125F, 1.0F - f); } else { this.setBlockBounds(f, 0.0F, f, 1.0F - f, 0.0625F, 1.0F - f); } } /** * How many world ticks before ticking */ public int tickRate(World par1World) { return 20; } /** * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been * cleared to be reused) */ public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { return null; } /** * 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; } /** * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) */ public boolean renderAsNormalBlock() { return false; } public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4) { return true; } /** * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z */ public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4) { return par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) || BlockFence.isIdAFence(par1World.getBlockId(par2, par3 - 1, par4)); } /** * 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) { boolean flag = false; if (!par1World.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4) && !BlockFence.isIdAFence(par1World.getBlockId(par2, par3 - 1, par4))) { flag = true; } if (flag) { this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0); par1World.setBlockToAir(par2, par3, par4); } } /** * Ticks the block if it's been scheduled */ public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { if (!par1World.isRemote) { int l = this.getPowerSupply(par1World.getBlockMetadata(par2, par3, par4)); if (l > 0) { this.setStateIfMobInteractsWithPlate(par1World, par2, par3, par4, l); } } } /** * Triggered whenever an entity collides with this block (enters into the block). Args: world, x, y, z, entity */ public void onEntityCollidedWithBlock(World par1World, int par2, int par3, int par4, Entity par5Entity) { if (!par1World.isRemote) { int l = this.getPowerSupply(par1World.getBlockMetadata(par2, par3, par4)); if (l == 0) { this.setStateIfMobInteractsWithPlate(par1World, par2, par3, par4, l); } } } /** * Checks if there are mobs on the plate. If a mob is on the plate and it is off, it turns it on, and vice versa. */ protected void setStateIfMobInteractsWithPlate(World par1World, int par2, int par3, int par4, int par5) { int i1 = this.getPlateState(par1World, par2, par3, par4); boolean flag = par5 > 0; boolean flag1 = i1 > 0; if (par5 != i1) { par1World.setBlockMetadataWithNotify(par2, par3, par4, this.getMetaFromWeight(i1), 2); this.func_94354_b_(par1World, par2, par3, par4); par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4); } if (!flag1 && flag) { par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.1D, (double)par4 + 0.5D, "random.click", 0.3F, 0.5F); } else if (flag1 && !flag) { par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.1D, (double)par4 + 0.5D, "random.click", 0.3F, 0.6F); } if (flag1) { par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World)); } } protected AxisAlignedBB getSensitiveAABB(int par1, int par2, int par3) { float f = 0.125F; return AxisAlignedBB.getAABBPool().getAABB((double)((float)par1 + f), (double)par2, (double)((float)par3 + f), (double)((float)(par1 + 1) - f), (double)par2 + 0.25D, (double)((float)(par3 + 1) - f)); } /** * ejects contained items into the world, and notifies neighbours of an update, as appropriate */ public void breakBlock(World par1World, int par2, int par3, int par4, int par5, int par6) { if (this.getPowerSupply(par6) > 0) { this.func_94354_b_(par1World, par2, par3, par4); } super.breakBlock(par1World, par2, par3, par4, par5, par6); } protected void func_94354_b_(World par1World, int par2, int par3, int par4) { par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID); par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID); } /** * 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 this.getPowerSupply(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); } /** * Returns true if the block is emitting direct/strong redstone power on the specified side. 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 isProvidingStrongPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return par5 == 1 ? this.getPowerSupply(par1IBlockAccess.getBlockMetadata(par2, par3, par4)) : 0; } /** * Can this block provide power. Only wire currently seems to have this change based on its state. */ public boolean canProvidePower() { return true; } /** * Sets the block's bounds for rendering it as an item */ public void setBlockBoundsForItemRender() { float f = 0.5F; float f1 = 0.125F; float f2 = 0.5F; this.setBlockBounds(0.5F - f, 0.5F - f1, 0.5F - f2, 0.5F + f, 0.5F + f1, 0.5F + f2); } /** * Returns the mobility information of the block, 0 = free, 1 = can't push but can move over, 2 = total immobility * and stop pistons */ public int getMobilityFlag() { return 1; } /** * Returns the current state of the pressure plate. Returns a value between 0 and 15 based on the number of items on * it. */ protected abstract int getPlateState(World world, int i, int j, int k); /** * Argument is metadata. Returns power level (0-15) */ protected abstract int getPowerSupply(int i); /** * Argument is weight (0-15). Return the metadata to be set because of it. */ protected abstract int getMetaFromWeight(int i); @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.blockIcon = par1IconRegister.registerIcon(this.pressurePlateIconName); } }