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);
}
}