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) {} }