package net.minecraft.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.ArrayList; import java.util.Random; import net.minecraft.block.material.Material; import net.minecraft.entity.EntityLiving; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.Direction; import net.minecraft.util.MathHelper; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockCocoa extends BlockDirectional { public BlockCocoa(int par1) { super(par1, 168, Material.plants); this.setTickRandomly(true); } /** * Ticks the block if it's been scheduled */ public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) { if (!this.canBlockStay(par1World, par2, par3, par4)) { this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0); par1World.setBlockWithNotify(par2, par3, par4, 0); } else if (par1World.rand.nextInt(5) == 0) { int var6 = par1World.getBlockMetadata(par2, par3, par4); int var7 = func_72219_c(var6); if (var7 < 2) { ++var7; par1World.setBlockMetadataWithNotify(par2, par3, par4, var7 << 2 | getDirection(var6)); } } } /** * Can this block stay at this position. Similar to canPlaceBlockAt except gets checked often with plants. */ public boolean canBlockStay(World par1World, int par2, int par3, int par4) { int var5 = getDirection(par1World.getBlockMetadata(par2, par3, par4)); par2 += Direction.offsetX[var5]; par4 += Direction.offsetZ[var5]; int var6 = par1World.getBlockId(par2, par3, par4); return var6 == Block.wood.blockID && BlockLog.limitToValidMetadata(par1World.getBlockMetadata(par2, par3, par4)) == 3; } /** * The type of render function that is called for this block */ public int getRenderType() { return 28; } /** * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) */ public boolean renderAsNormalBlock() { return false; } /** * 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; } /** * 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) { this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4); } @SideOnly(Side.CLIENT) /** * Returns the bounding box of the wired rectangular prism to render. */ public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4); } /** * 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 var5 = par1IBlockAccess.getBlockMetadata(par2, par3, par4); int var6 = getDirection(var5); int var7 = func_72219_c(var5); int var8 = 4 + var7 * 2; int var9 = 5 + var7 * 2; float var10 = (float)var8 / 2.0F; switch (var6) { case 0: this.setBlockBounds((8.0F - var10) / 16.0F, (12.0F - (float)var9) / 16.0F, (15.0F - (float)var8) / 16.0F, (8.0F + var10) / 16.0F, 0.75F, 0.9375F); break; case 1: this.setBlockBounds(0.0625F, (12.0F - (float)var9) / 16.0F, (8.0F - var10) / 16.0F, (1.0F + (float)var8) / 16.0F, 0.75F, (8.0F + var10) / 16.0F); break; case 2: this.setBlockBounds((8.0F - var10) / 16.0F, (12.0F - (float)var9) / 16.0F, 0.0625F, (8.0F + var10) / 16.0F, 0.75F, (1.0F + (float)var8) / 16.0F); break; case 3: this.setBlockBounds((15.0F - (float)var8) / 16.0F, (12.0F - (float)var9) / 16.0F, (8.0F - var10) / 16.0F, 0.9375F, 0.75F, (8.0F + var10) / 16.0F); } } /** * Called when the block is placed in the world. */ public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving) { int var6 = ((MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3) + 0) % 4; par1World.setBlockMetadataWithNotify(par2, par3, par4, var6); } /** * 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) { if (par5 == 1 || par5 == 0) { par5 = 2; } return Direction.footInvisibleFaceRemap[Direction.vineGrowth[par5]]; } /** * 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.canBlockStay(par1World, par2, par3, par4)) { this.dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0); par1World.setBlockWithNotify(par2, par3, par4, 0); } } public static int func_72219_c(int par0) { return (par0 & 12) >> 2; } /** * Drops the block items with a specified chance of dropping the specified items */ public void dropBlockAsItemWithChance(World par1World, int par2, int par3, int par4, int par5, float par6, int par7) { super.dropBlockAsItemWithChance(par1World, par2, par3, par4, par5, par6, 0); } @Override public ArrayList<ItemStack> getBlockDropped(World world, int x, int y, int z, int metadata, int fortune) { ArrayList<ItemStack> dropped = super.getBlockDropped(world, x, y, z, metadata, fortune); int var8 = func_72219_c(metadata); byte var9 = 1; if (var8 >= 2) { var9 = 3; } for (int var10 = 0; var10 < var9; ++var10) { dropped.add(new ItemStack(Item.dyePowder, 1, 3)); } return dropped; } @SideOnly(Side.CLIENT) /** * only called by clickMiddleMouseButton , and passed to inventory.setCurrentItem (along with isCreative) */ public int idPicked(World par1World, int par2, int par3, int par4) { return Item.dyePowder.itemID; } /** * Get the block's damage value (for use with pick block). */ public int getDamageValue(World par1World, int par2, int par3, int par4) { return 3; } @Override public int idDropped(int par1, Random par2Random, int par3) { return 0; } }