package net.minecraft.block;
import java.util.List;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemLead;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumFacing;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
public class BlockFence extends Block
{
/** Whether this fence connects in the northern direction */
public static final PropertyBool NORTH = PropertyBool.create("north");
/** Whether this fence connects in the eastern direction */
public static final PropertyBool EAST = PropertyBool.create("east");
/** Whether this fence connects in the southern direction */
public static final PropertyBool SOUTH = PropertyBool.create("south");
/** Whether this fence connects in the western direction */
public static final PropertyBool WEST = PropertyBool.create("west");
private static final String __OBFID = "CL_00000242";
public BlockFence(Material p_i45721_1_)
{
super(p_i45721_1_);
this.setDefaultState(this.blockState.getBaseState().withProperty(NORTH, Boolean.valueOf(false)).withProperty(EAST, Boolean.valueOf(false)).withProperty(SOUTH, Boolean.valueOf(false)).withProperty(WEST, Boolean.valueOf(false)));
this.setCreativeTab(CreativeTabs.tabDecorations);
}
/**
* Add all collision boxes of this Block to the list that intersect with the given mask.
*
* @param collidingEntity the Entity colliding with this Block
*/
public void addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState state, AxisAlignedBB mask, List list, Entity collidingEntity)
{
boolean var7 = this.func_176524_e(worldIn, pos.offsetNorth());
boolean var8 = this.func_176524_e(worldIn, pos.offsetSouth());
boolean var9 = this.func_176524_e(worldIn, pos.offsetWest());
boolean var10 = this.func_176524_e(worldIn, pos.offsetEast());
float var11 = 0.375F;
float var12 = 0.625F;
float var13 = 0.375F;
float var14 = 0.625F;
if (var7)
{
var13 = 0.0F;
}
if (var8)
{
var14 = 1.0F;
}
if (var7 || var8)
{
this.setBlockBounds(var11, 0.0F, var13, var12, 1.5F, var14);
super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
}
var13 = 0.375F;
var14 = 0.625F;
if (var9)
{
var11 = 0.0F;
}
if (var10)
{
var12 = 1.0F;
}
if (var9 || var10 || !var7 && !var8)
{
this.setBlockBounds(var11, 0.0F, var13, var12, 1.5F, var14);
super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity);
}
if (var7)
{
var13 = 0.0F;
}
if (var8)
{
var14 = 1.0F;
}
this.setBlockBounds(var11, 0.0F, var13, var12, 1.0F, var14);
}
public void setBlockBoundsBasedOnState(IBlockAccess access, BlockPos pos)
{
boolean var3 = this.func_176524_e(access, pos.offsetNorth());
boolean var4 = this.func_176524_e(access, pos.offsetSouth());
boolean var5 = this.func_176524_e(access, pos.offsetWest());
boolean var6 = this.func_176524_e(access, pos.offsetEast());
float var7 = 0.375F;
float var8 = 0.625F;
float var9 = 0.375F;
float var10 = 0.625F;
if (var3)
{
var9 = 0.0F;
}
if (var4)
{
var10 = 1.0F;
}
if (var5)
{
var7 = 0.0F;
}
if (var6)
{
var8 = 1.0F;
}
this.setBlockBounds(var7, 0.0F, var9, var8, 1.0F, var10);
}
public boolean isOpaqueCube()
{
return false;
}
public boolean isFullCube()
{
return false;
}
public boolean isPassable(IBlockAccess blockAccess, BlockPos pos)
{
return false;
}
public boolean func_176524_e(IBlockAccess p_176524_1_, BlockPos p_176524_2_)
{
Block var3 = p_176524_1_.getBlockState(p_176524_2_).getBlock();
return var3 == Blocks.barrier ? false : ((!(var3 instanceof BlockFence) || var3.blockMaterial != this.blockMaterial) && !(var3 instanceof BlockFenceGate) ? (var3.blockMaterial.isOpaque() && var3.isFullCube() ? var3.blockMaterial != Material.gourd : false) : true);
}
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ)
{
return worldIn.isRemote ? true : ItemLead.func_180618_a(playerIn, worldIn, pos);
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
return 0;
}
/**
* Get the actual Block state of this Block at the given position. This applies properties not visible in the
* metadata, such as fence connections.
*/
public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
{
return state.withProperty(NORTH, Boolean.valueOf(this.func_176524_e(worldIn, pos.offsetNorth()))).withProperty(EAST, Boolean.valueOf(this.func_176524_e(worldIn, pos.offsetEast()))).withProperty(SOUTH, Boolean.valueOf(this.func_176524_e(worldIn, pos.offsetSouth()))).withProperty(WEST, Boolean.valueOf(this.func_176524_e(worldIn, pos.offsetWest())));
}
protected BlockState createBlockState()
{
return new BlockState(this, new IProperty[] {NORTH, EAST, WEST, SOUTH});
}
}