package net.minecraft.block;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;
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.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.ForgeDirection;
import static net.minecraftforge.common.ForgeDirection.*;
public abstract class BlockButton extends Block
{
/** Whether this button is sensible to arrows, used by wooden buttons. */
protected boolean sensible;
protected BlockButton(int par1, boolean par2)
{
super(par1, Material.circuits);
this.setTickRandomly(true);
this.setCreativeTab(CreativeTabs.tabRedstone);
this.sensible = par2;
}
/**
* 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;
}
/**
* How many world ticks before ticking
*/
public int tickRate(World par1World)
{
return this.sensible ? 30 : 20;
}
/**
* 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;
}
/**
* checks to see if you can place this block can be placed on that side of a block: BlockLever overrides
*/
public boolean canPlaceBlockOnSide(World par1World, int par2, int par3, int par4, int par5)
{
ForgeDirection dir = ForgeDirection.getOrientation(par5);
return (dir == NORTH && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH)) ||
(dir == SOUTH && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH)) ||
(dir == WEST && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST)) ||
(dir == EAST && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST));
}
/**
* 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.isBlockSolidOnSide(par2 - 1, par3, par4, EAST)) ||
(par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST)) ||
(par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH)) ||
(par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH));
}
/**
* Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
*/
public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
{
int j1 = par1World.getBlockMetadata(par2, par3, par4);
int k1 = j1 & 8;
j1 &= 7;
ForgeDirection dir = ForgeDirection.getOrientation(par5);
if (dir == NORTH && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH))
{
j1 = 4;
}
else if (dir == SOUTH && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH))
{
j1 = 3;
}
else if (dir == WEST && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST))
{
j1 = 2;
}
else if (dir == EAST && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST))
{
j1 = 1;
}
else
{
j1 = this.getOrientation(par1World, par2, par3, par4);
}
return j1 + k1;
}
/**
* Get side which this button is facing.
*/
private int getOrientation(World par1World, int par2, int par3, int par4)
{
if (par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST)) return 1;
if (par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST)) return 2;
if (par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH)) return 3;
if (par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH)) return 4;
return 1;
}
/**
* 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)
{
if (this.redundantCanPlaceBlockAt(par1World, par2, par3, par4))
{
int i1 = par1World.getBlockMetadata(par2, par3, par4) & 7;
boolean flag = false;
if (!par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST) && i1 == 1)
{
flag = true;
}
if (!par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST) && i1 == 2)
{
flag = true;
}
if (!par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH) && i1 == 3)
{
flag = true;
}
if (!par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH) && i1 == 4)
{
flag = true;
}
if (flag)
{
this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
par1World.setBlockToAir(par2, par3, par4);
}
}
}
/**
* This method is redundant, check it out...
*/
private boolean redundantCanPlaceBlockAt(World par1World, int par2, int par3, int par4)
{
if (!this.canPlaceBlockAt(par1World, par2, par3, par4))
{
this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
par1World.setBlockToAir(par2, par3, par4);
return false;
}
else
{
return true;
}
}
/**
* 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)
{
int l = par1IBlockAccess.getBlockMetadata(par2, par3, par4);
this.func_82534_e(l);
}
private void func_82534_e(int par1)
{
int j = par1 & 7;
boolean flag = (par1 & 8) > 0;
float f = 0.375F;
float f1 = 0.625F;
float f2 = 0.1875F;
float f3 = 0.125F;
if (flag)
{
f3 = 0.0625F;
}
if (j == 1)
{
this.setBlockBounds(0.0F, f, 0.5F - f2, f3, f1, 0.5F + f2);
}
else if (j == 2)
{
this.setBlockBounds(1.0F - f3, f, 0.5F - f2, 1.0F, f1, 0.5F + f2);
}
else if (j == 3)
{
this.setBlockBounds(0.5F - f2, f, 0.0F, 0.5F + f2, f1, f3);
}
else if (j == 4)
{
this.setBlockBounds(0.5F - f2, f, 1.0F - f3, 0.5F + f2, f1, 1.0F);
}
}
/**
* Called when the block is clicked by a player. Args: x, y, z, entityPlayer
*/
public void onBlockClicked(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer) {}
/**
* Called upon block activation (right click on the block.)
*/
public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
{
int i1 = par1World.getBlockMetadata(par2, par3, par4);
int j1 = i1 & 7;
int k1 = 8 - (i1 & 8);
if (k1 == 0)
{
return true;
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, j1 + k1, 3);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "random.click", 0.3F, 0.6F);
this.func_82536_d(par1World, par2, par3, par4, j1);
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World));
return true;
}
}
/**
* 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 ((par6 & 8) > 0)
{
int j1 = par6 & 7;
this.func_82536_d(par1World, par2, par3, par4, j1);
}
super.breakBlock(par1World, par2, par3, par4, par5, par6);
}
/**
* 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) & 8) > 0 ? 15 : 0;
}
/**
* 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)
{
int i1 = par1IBlockAccess.getBlockMetadata(par2, par3, par4);
if ((i1 & 8) == 0)
{
return 0;
}
else
{
int j1 = i1 & 7;
return j1 == 5 && par5 == 1 ? 15 : (j1 == 4 && par5 == 2 ? 15 : (j1 == 3 && par5 == 3 ? 15 : (j1 == 2 && par5 == 4 ? 15 : (j1 == 1 && par5 == 5 ? 15 : 0))));
}
}
/**
* Can this block provide power. Only wire currently seems to have this change based on its state.
*/
public boolean canProvidePower()
{
return true;
}
/**
* 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 = par1World.getBlockMetadata(par2, par3, par4);
if ((l & 8) != 0)
{
if (this.sensible)
{
this.func_82535_o(par1World, par2, par3, par4);
}
else
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, l & 7, 3);
int i1 = l & 7;
this.func_82536_d(par1World, par2, par3, par4, i1);
par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "random.click", 0.3F, 0.5F);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
}
}
}
}
/**
* Sets the block's bounds for rendering it as an item
*/
public void setBlockBoundsForItemRender()
{
float f = 0.1875F;
float f1 = 0.125F;
float f2 = 0.125F;
this.setBlockBounds(0.5F - f, 0.5F - f1, 0.5F - f2, 0.5F + f, 0.5F + f1, 0.5F + f2);
}
/**
* 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)
{
if (this.sensible)
{
if ((par1World.getBlockMetadata(par2, par3, par4) & 8) == 0)
{
this.func_82535_o(par1World, par2, par3, par4);
}
}
}
}
protected void func_82535_o(World par1World, int par2, int par3, int par4)
{
int l = par1World.getBlockMetadata(par2, par3, par4);
int i1 = l & 7;
boolean flag = (l & 8) != 0;
this.func_82534_e(l);
List list = par1World.getEntitiesWithinAABB(EntityArrow.class, AxisAlignedBB.getAABBPool().getAABB((double)par2 + this.minX, (double)par3 + this.minY, (double)par4 + this.minZ, (double)par2 + this.maxX, (double)par3 + this.maxY, (double)par4 + this.maxZ));
boolean flag1 = !list.isEmpty();
if (flag1 && !flag)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, i1 | 8, 3);
this.func_82536_d(par1World, par2, par3, par4, i1);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "random.click", 0.3F, 0.6F);
}
if (!flag1 && flag)
{
par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 3);
this.func_82536_d(par1World, par2, par3, par4, i1);
par1World.markBlockRangeForRenderUpdate(par2, par3, par4, par2, par3, par4);
par1World.playSoundEffect((double)par2 + 0.5D, (double)par3 + 0.5D, (double)par4 + 0.5D, "random.click", 0.3F, 0.5F);
}
if (flag1)
{
par1World.scheduleBlockUpdate(par2, par3, par4, this.blockID, this.tickRate(par1World));
}
}
private void func_82536_d(World par1World, int par2, int par3, int par4, int par5)
{
par1World.notifyBlocksOfNeighborChange(par2, par3, par4, this.blockID);
if (par5 == 1)
{
par1World.notifyBlocksOfNeighborChange(par2 - 1, par3, par4, this.blockID);
}
else if (par5 == 2)
{
par1World.notifyBlocksOfNeighborChange(par2 + 1, par3, par4, this.blockID);
}
else if (par5 == 3)
{
par1World.notifyBlocksOfNeighborChange(par2, par3, par4 - 1, this.blockID);
}
else if (par5 == 4)
{
par1World.notifyBlocksOfNeighborChange(par2, par3, par4 + 1, this.blockID);
}
else
{
par1World.notifyBlocksOfNeighborChange(par2, par3 - 1, par4, this.blockID);
}
}
@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) {}
}