Files

1726 lines
69 KiB
Diff

--- ../src-base/minecraft/net/minecraft/block/Block.java
+++ ../src-work/minecraft/net/minecraft/block/Block.java
@@ -52,11 +52,12 @@
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
-public class Block
+public class Block extends net.minecraftforge.registries.IForgeRegistryEntry.Impl<Block>
{
private static final ResourceLocation AIR_ID = new ResourceLocation("air");
- public static final RegistryNamespacedDefaultedByKey<ResourceLocation, Block> REGISTRY = new RegistryNamespacedDefaultedByKey<ResourceLocation, Block>(AIR_ID);
- public static final ObjectIntIdentityMap<IBlockState> BLOCK_STATE_IDS = new ObjectIntIdentityMap<IBlockState>();
+ public static final RegistryNamespacedDefaultedByKey<ResourceLocation, Block> REGISTRY = net.minecraftforge.registries.GameData.getWrapperDefaulted(Block.class);
+ @Deprecated //Modders: DO NOT use this! Use GameRegistry
+ public static final ObjectIntIdentityMap<IBlockState> BLOCK_STATE_IDS = net.minecraftforge.registries.GameData.getBlockStateIDMap();
public static final AxisAlignedBB FULL_BLOCK_AABB = new AxisAlignedBB(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
@Nullable
public static final AxisAlignedBB NULL_AABB = null;
@@ -75,6 +76,7 @@
public float blockParticleGravity;
protected final Material blockMaterial;
protected final MapColor blockMapColor;
+ @Deprecated // Forge: State/world/pos/entity sensitive version below
public float slipperiness;
protected final BlockStateContainer blockState;
private IBlockState defaultBlockState;
@@ -319,7 +321,7 @@
public boolean isReplaceable(IBlockAccess worldIn, BlockPos pos)
{
- return false;
+ return worldIn.getBlockState(pos).getMaterial().isReplaceable();
}
public Block setHardness(float hardness)
@@ -357,9 +359,10 @@
return this.needsRandomTick;
}
+ @Deprecated //Forge: New State sensitive version.
public boolean hasTileEntity()
{
- return this.hasTileEntity;
+ return hasTileEntity(getDefaultState());
}
@Deprecated
@@ -372,13 +375,13 @@
@SideOnly(Side.CLIENT)
public int getPackedLightmapCoords(IBlockState state, IBlockAccess source, BlockPos pos)
{
- int i = source.getCombinedLight(pos, state.getLightValue());
+ int i = source.getCombinedLight(pos, state.getLightValue(source, pos));
if (i == 0 && state.getBlock() instanceof BlockSlab)
{
pos = pos.down();
state = source.getBlockState(pos);
- return source.getCombinedLight(pos, state.getLightValue());
+ return source.getCombinedLight(pos, state.getLightValue(source, pos));
}
else
{
@@ -442,7 +445,7 @@
}
}
- return !blockAccess.getBlockState(pos.offset(side)).isOpaqueCube();
+ return !blockAccess.getBlockState(pos.offset(side)).doesSideBlockRendering(blockAccess, pos.offset(side), side.getOpposite());
}
@Deprecated
@@ -529,11 +532,14 @@
}
public void onBlockAdded(World worldIn, BlockPos pos, IBlockState state)
- {
- }
+ {}
public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
{
+ if (hasTileEntity(state) && !(this instanceof BlockContainer))
+ {
+ worldIn.removeTileEntity(pos);
+ }
}
public int quantityDropped(Random random)
@@ -549,16 +555,7 @@
@Deprecated
public float getPlayerRelativeBlockHardness(IBlockState state, EntityPlayer player, World worldIn, BlockPos pos)
{
- float f = state.getBlockHardness(worldIn, pos);
-
- if (f < 0.0F)
- {
- return 0.0F;
- }
- else
- {
- return !player.canHarvestBlock(state) ? player.getDigSpeed(state) / f / 100.0F : player.getDigSpeed(state) / f / 30.0F;
- }
+ return net.minecraftforge.common.ForgeHooks.blockStrength(state, player, worldIn, pos);
}
public final void dropBlockAsItem(World worldIn, BlockPos pos, IBlockState state, int fortune)
@@ -568,20 +565,17 @@
public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune)
{
- if (!worldIn.isRemote)
+ if (!worldIn.isRemote && !worldIn.restoringBlockSnapshots) // do not drop items while restoring blockstates, prevents item dupe
{
- int i = this.quantityDroppedWithBonus(fortune, worldIn.rand);
+ List<ItemStack> drops = getDrops(worldIn, pos, state, fortune); // use the old method until it gets removed, for backward compatibility
+ chance = net.minecraftforge.event.ForgeEventFactory.fireBlockHarvesting(drops, worldIn, pos, state, fortune, chance, false, harvesters.get());
- for (int j = 0; j < i; ++j)
+ for (ItemStack drop : drops)
{
- if (worldIn.rand.nextFloat() <= chance)
+ // CraftBukkit - <= to < to allow for plugins to completely disable block drops from explosions
+ if (worldIn.rand.nextFloat() < chance)
{
- Item item = this.getItemDropped(state, worldIn.rand, fortune);
-
- if (item != Items.AIR)
- {
- spawnAsEntity(worldIn, pos, new ItemStack(item, 1, this.damageDropped(state)));
- }
+ spawnAsEntity(worldIn, pos, drop);
}
}
}
@@ -589,18 +583,31 @@
public static void spawnAsEntity(World worldIn, BlockPos pos, ItemStack stack)
{
- if (!worldIn.isRemote && !stack.isEmpty() && worldIn.getGameRules().getBoolean("doTileDrops"))
+ if (!worldIn.isRemote && !stack.isEmpty() && worldIn.getGameRules().getBoolean("doTileDrops")&& !worldIn.restoringBlockSnapshots) // do not drop items while restoring blockstates, prevents item dupe
{
+ if (captureDrops.get())
+ {
+ capturedDrops.get().add(stack);
+ return;
+ }
float f = 0.5F;
double d0 = (double)(worldIn.rand.nextFloat() * 0.5F) + 0.25D;
double d1 = (double)(worldIn.rand.nextFloat() * 0.5F) + 0.25D;
double d2 = (double)(worldIn.rand.nextFloat() * 0.5F) + 0.25D;
EntityItem entityitem = new EntityItem(worldIn, (double)pos.getX() + d0, (double)pos.getY() + d1, (double)pos.getZ() + d2, stack);
entityitem.setDefaultPickupDelay();
- worldIn.spawnEntity(entityitem);
+ if (worldIn.captureDrops != null) {
+ worldIn.captureDrops.add(entityitem);
+ } else {
+ worldIn.spawnEntity(entityitem);
+ }
}
}
+ public int getExpDrop(World world, IBlockState state, int enchantmentLevel) {
+ return 0;
+ }
+
public void dropXpOnBlockBreak(World worldIn, BlockPos pos, int amount)
{
if (!worldIn.isRemote && worldIn.getGameRules().getBoolean("doTileDrops"))
@@ -619,6 +626,7 @@
return 0;
}
+ @Deprecated //Forge: State sensitive version
public float getExplosionResistance(Entity exploder)
{
return this.blockResistance / 5.0F;
@@ -657,7 +665,7 @@
public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
{
- return worldIn.getBlockState(pos).getBlock().blockMaterial.isReplaceable();
+ return worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos);
}
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
@@ -669,6 +677,8 @@
{
}
+ // Forge: use getStateForPlacement
+ @Deprecated
public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
{
return this.getStateFromMeta(meta);
@@ -710,21 +720,35 @@
player.addStat(StatList.getBlockStats(this));
player.addExhaustion(0.005F);
- if (this.canSilkHarvest() && EnchantmentHelper.getEnchantmentLevel(Enchantments.SILK_TOUCH, stack) > 0)
+ if (this.canSilkHarvest(worldIn, pos, state, player) && EnchantmentHelper.getEnchantmentLevel(Enchantments.SILK_TOUCH, stack) > 0)
{
+ List<ItemStack> items = new java.util.ArrayList<ItemStack>();
ItemStack itemstack = this.getSilkTouchDrop(state);
- spawnAsEntity(worldIn, pos, itemstack);
+
+ if (!itemstack.isEmpty())
+ {
+ items.add(itemstack);
+ }
+
+ net.minecraftforge.event.ForgeEventFactory.fireBlockHarvesting(items, worldIn, pos, state, 0, 1.0f, true, player);
+ for (ItemStack item : items)
+ {
+ spawnAsEntity(worldIn, pos, item);
+ }
}
else
{
+ harvesters.set(player);
int i = EnchantmentHelper.getEnchantmentLevel(Enchantments.FORTUNE, stack);
this.dropBlockAsItem(worldIn, pos, state, i);
+ harvesters.set(null);
}
}
+ @Deprecated //Forge: State sensitive version
protected boolean canSilkHarvest()
{
- return this.getDefaultState().isFullCube() && !this.hasTileEntity;
+ return this.getDefaultState().isFullCube() && !this.hasTileEntity(silk_check_state.get());
}
protected ItemStack getSilkTouchDrop(IBlockState state)
@@ -810,6 +834,7 @@
entityIn.motionY = 0.0D;
}
+ @Deprecated // Forge: Use more sensitive version below: getPickBlock
public ItemStack getItem(World worldIn, BlockPos pos, IBlockState state)
{
return new ItemStack(Item.getItemFromBlock(this), 1, this.damageDropped(state));
@@ -898,27 +923,28 @@
return this.defaultBlockState;
}
- public Block.EnumOffsetType getOffsetType()
+ public EnumOffsetType getOffsetType()
{
- return Block.EnumOffsetType.NONE;
+ return EnumOffsetType.NONE;
}
@Deprecated
public Vec3d getOffset(IBlockState state, IBlockAccess worldIn, BlockPos pos)
{
- Block.EnumOffsetType block$enumoffsettype = this.getOffsetType();
+ EnumOffsetType block$enumoffsettype = this.getOffsetType();
- if (block$enumoffsettype == Block.EnumOffsetType.NONE)
+ if (block$enumoffsettype == EnumOffsetType.NONE)
{
return Vec3d.ZERO;
}
else
{
long i = MathHelper.getCoordinateRandom(pos.getX(), 0, pos.getZ());
- return new Vec3d(((double)((float)(i >> 16 & 15L) / 15.0F) - 0.5D) * 0.5D, block$enumoffsettype == Block.EnumOffsetType.XYZ ? ((double)((float)(i >> 20 & 15L) / 15.0F) - 1.0D) * 0.2D : 0.0D, ((double)((float)(i >> 24 & 15L) / 15.0F) - 0.5D) * 0.5D);
+ return new Vec3d(((double)((float)(i >> 16 & 15L) / 15.0F) - 0.5D) * 0.5D, block$enumoffsettype == EnumOffsetType.XYZ ? ((double)((float)(i >> 20 & 15L) / 15.0F) - 1.0D) * 0.2D : 0.0D, ((double)((float)(i >> 24 & 15L) / 15.0F) - 0.5D) * 0.5D);
}
}
+ @Deprecated // Forge - World/state/pos/entity sensitive version below
public SoundType getSoundType()
{
return this.blockSoundType;
@@ -934,6 +960,1388 @@
{
}
+ /* ======================================== FORGE START =====================================*/
+ //For ForgeInternal use Only!
+ protected ThreadLocal<EntityPlayer> harvesters = new ThreadLocal();
+ private ThreadLocal<IBlockState> silk_check_state = new ThreadLocal();
+ protected static Random RANDOM = new Random(); // Useful for random things without a seed.
+
+ /**
+ * Gets the slipperiness at the given location at the given state. Normally
+ * between 0 and 1.
+ * <p>
+ * Note that entities may reduce slipperiness by a certain factor of their own;
+ * for {@link net.minecraft.entity.EntityLivingBase}, this is {@code .91}.
+ * {@link net.minecraft.entity.item.EntityItem} uses {@code .98}, and
+ * {@link net.minecraft.entity.projectile.EntityFishHook} uses {@code .92}.
+ *
+ * @param state state of the block
+ * @param world the world
+ * @param pos the position in the world
+ * @param entity the entity in question
+ * @return the factor by which the entity's motion should be multiplied
+ */
+ public float getSlipperiness(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable Entity entity)
+ {
+ return slipperiness;
+ }
+
+ /**
+ * Sets the base slipperiness level. Normally between 0 and 1.
+ * <p>
+ * <b>Calling this method may have no effect on the function of this block</b>,
+ * or may not have the expected result. This block is free to caclculate
+ * its slipperiness arbitrarily. This method is guaranteed to work on the
+ * base {@code Block} class.
+ *
+ * @param slipperiness the base slipperiness of this block
+ * @see #getSlipperiness(IBlockState, IBlockAccess, BlockPos, Entity)
+ */
+ public void setDefaultSlipperiness(float slipperiness)
+ {
+ this.slipperiness = slipperiness;
+ }
+
+ /**
+ * Get a light value for this block, taking into account the given state and coordinates, normal ranges are between 0 and 15
+ *
+ * @param state Block state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return The light value
+ */
+ public int getLightValue(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state.getLightValue();
+ }
+
+ /**
+ * Checks if a player or entity can use this block to 'climb' like a ladder.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param entity The entity trying to use the ladder, CAN be null.
+ * @return True if the block should act like a ladder
+ */
+ public boolean isLadder(IBlockState state, IBlockAccess world, BlockPos pos, EntityLivingBase entity) { return false; }
+
+ /**
+ * Return true if the block is a normal, solid cube. This
+ * determines indirect power state, entity ejection from blocks, and a few
+ * others.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True if the block is a full cube
+ */
+ public boolean isNormalCube(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state.isNormalCube();
+ }
+
+ /**
+ * Check if the face of a block should block rendering.
+ *
+ * Faces which are fully opaque should return true, faces with transparency
+ * or faces which do not span the full size of the block should return false.
+ *
+ * @param state The current block state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param face The side to check
+ * @return True if the block is opaque on the specified side.
+ */
+ public boolean doesSideBlockRendering(IBlockState state, IBlockAccess world, BlockPos pos, EnumFacing face)
+ {
+ return state.isOpaqueCube();
+ }
+
+ /**
+ * Checks if the block is a solid face on the given side, used by placement logic.
+ *
+ * @param base_state The base state, getActualState should be called first
+ * @param world The current world
+ * @param pos Block position in world
+ * @param side The side to check
+ * @return True if the block is solid on the specified side.
+ */
+ @Deprecated //Use IBlockState.getBlockFaceShape
+ public boolean isSideSolid(IBlockState base_state, IBlockAccess world, BlockPos pos, EnumFacing side)
+ {
+ if (base_state.isTopSolid() && side == EnumFacing.UP) // Short circuit to vanilla function if its true
+ return true;
+
+ if (this instanceof BlockSlab)
+ {
+ IBlockState state = this.getActualState(base_state, world, pos);
+ return base_state.isFullBlock()
+ || (state.getValue(BlockSlab.HALF) == BlockSlab.EnumBlockHalf.TOP && side == EnumFacing.UP )
+ || (state.getValue(BlockSlab.HALF) == BlockSlab.EnumBlockHalf.BOTTOM && side == EnumFacing.DOWN);
+ }
+ else if (this instanceof BlockFarmland)
+ {
+ return (side != EnumFacing.DOWN && side != EnumFacing.UP);
+ }
+ else if (this instanceof BlockStairs)
+ {
+ IBlockState state = this.getActualState(base_state, world, pos);
+ boolean flipped = state.getValue(BlockStairs.HALF) == BlockStairs.EnumHalf.TOP;
+ BlockStairs.EnumShape shape = (BlockStairs.EnumShape)state.getValue(BlockStairs.SHAPE);
+ EnumFacing facing = (EnumFacing)state.getValue(BlockStairs.FACING);
+ if (side == EnumFacing.UP) return flipped;
+ if (side == EnumFacing.DOWN) return !flipped;
+ if (facing == side) return true;
+ if (flipped)
+ {
+ if (shape == BlockStairs.EnumShape.INNER_LEFT ) return side == facing.rotateYCCW();
+ if (shape == BlockStairs.EnumShape.INNER_RIGHT) return side == facing.rotateY();
+ }
+ else
+ {
+ if (shape == BlockStairs.EnumShape.INNER_LEFT ) return side == facing.rotateY();
+ if (shape == BlockStairs.EnumShape.INNER_RIGHT) return side == facing.rotateYCCW();
+ }
+ return false;
+ }
+ else if (this instanceof BlockSnow)
+ {
+ IBlockState state = this.getActualState(base_state, world, pos);
+ return ((Integer)state.getValue(BlockSnow.LAYERS)) >= 8;
+ }
+ else if (this instanceof BlockHopper && side == EnumFacing.UP)
+ {
+ return true;
+ }
+ else if (this instanceof BlockCompressedPowered)
+ {
+ return true;
+ }
+ return isNormalCube(base_state, world, pos);
+ }
+
+ /**
+ * Determines if this block should set fire and deal fire damage
+ * to entities coming into contact with it.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True if the block should deal damage
+ */
+ public boolean isBurning(IBlockAccess world, BlockPos pos)
+ {
+ return false;
+ }
+
+ /**
+ * Determines this block should be treated as an air block
+ * by the rest of the code. This method is primarily
+ * useful for creating pure logic-blocks that will be invisible
+ * to the player and otherwise interact as air would.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True if the block considered air
+ */
+ public boolean isAir(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state.getMaterial() == Material.AIR;
+ }
+
+ /**
+ * Determines if the player can harvest this block, obtaining it's drops when the block is destroyed.
+ *
+ * @param player The player damaging the block
+ * @param pos The block's current position
+ * @return True to spawn the drops
+ */
+ public boolean canHarvestBlock(IBlockAccess world, BlockPos pos, EntityPlayer player)
+ {
+ return net.minecraftforge.common.ForgeHooks.canHarvestBlock(this, player, world, pos);
+ }
+
+ /**
+ * Called when a player removes a block. This is responsible for
+ * actually destroying the block, and the block is intact at time of call.
+ * This is called regardless of whether the player can harvest the block or
+ * not.
+ *
+ * Return true if the block is actually destroyed.
+ *
+ * Note: When used in multiplayer, this is called on both client and
+ * server sides!
+ *
+ * @param state The current state.
+ * @param world The current world
+ * @param player The player damaging the block, may be null
+ * @param pos Block position in world
+ * @param willHarvest True if Block.harvestBlock will be called after this, if the return in true.
+ * Can be useful to delay the destruction of tile entities till after harvestBlock
+ * @return True if the block is actually destroyed.
+ */
+ public boolean removedByPlayer(IBlockState state, World world, BlockPos pos, EntityPlayer player, boolean willHarvest)
+ {
+ this.onBlockHarvested(world, pos, state, player);
+ return world.setBlockState(pos, Blocks.AIR.getDefaultState(), world.isRemote ? 11 : 3);
+ }
+
+ /**
+ * Chance that fire will spread and consume this block.
+ * 300 being a 100% chance, 0, being a 0% chance.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param face The face that the fire is coming from
+ * @return A number ranging from 0 to 300 relating used to determine if the block will be consumed by fire
+ */
+ public int getFlammability(IBlockAccess world, BlockPos pos, EnumFacing face)
+ {
+ return Blocks.FIRE.getFlammability(this);
+ }
+
+ /**
+ * Called when fire is updating, checks if a block face can catch fire.
+ *
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param face The face that the fire is coming from
+ * @return True if the face can be on fire, false otherwise.
+ */
+ public boolean isFlammable(IBlockAccess world, BlockPos pos, EnumFacing face)
+ {
+ return getFlammability(world, pos, face) > 0;
+ }
+
+ /**
+ * Called when fire is updating on a neighbor block.
+ * The higher the number returned, the faster fire will spread around this block.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param face The face that the fire is coming from
+ * @return A number that is used to determine the speed of fire growth around the block
+ */
+ public int getFireSpreadSpeed(IBlockAccess world, BlockPos pos, EnumFacing face)
+ {
+ return Blocks.FIRE.getEncouragement(this);
+ }
+
+ /**
+ * Currently only called by fire when it is on top of this block.
+ * Returning true will prevent the fire from naturally dying during updating.
+ * Also prevents firing from dying from rain.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param side The face that the fire is coming from
+ * @return True if this block sustains fire, meaning it will never go out.
+ */
+ public boolean isFireSource(World world, BlockPos pos, EnumFacing side)
+ {
+ if (side != EnumFacing.UP)
+ return false;
+ if (this == Blocks.NETHERRACK || this == Blocks.MAGMA)
+ return true;
+ if ((world.provider instanceof net.minecraft.world.WorldProviderEnd) && this == Blocks.BEDROCK)
+ return true;
+ return false;
+ }
+
+ private boolean isTileProvider = this instanceof ITileEntityProvider;
+ /**
+ * Called throughout the code as a replacement for block instanceof BlockContainer
+ * Moving this to the Block base class allows for mods that wish to extend vanilla
+ * blocks, and also want to have a tile entity on that block, may.
+ *
+ * Return true from this function to specify this block has a tile entity.
+ *
+ * @param state State of the current block
+ * @return True if block has a tile entity, false otherwise
+ */
+ public boolean hasTileEntity(IBlockState state)
+ {
+ return isTileProvider;
+ }
+
+ /**
+ * Called throughout the code as a replacement for ITileEntityProvider.createNewTileEntity
+ * Return the same thing you would from that function.
+ * This will fall back to ITileEntityProvider.createNewTileEntity(World) if this block is a ITileEntityProvider
+ *
+ * @param state The state of the current block
+ * @return A instance of a class extending TileEntity
+ */
+ @Nullable
+ public TileEntity createTileEntity(World world, IBlockState state)
+ {
+ if (isTileProvider)
+ {
+ return ((ITileEntityProvider)this).createNewTileEntity(world, getMetaFromState(state));
+ }
+ return null;
+ }
+
+ /**
+ * State and fortune sensitive version, this replaces the old (int meta, Random rand)
+ * version in 1.1.
+ *
+ * @param state Current state
+ * @param fortune Current item fortune level
+ * @param random Random number generator
+ * @return The number of items to drop
+ */
+ public int quantityDropped(IBlockState state, int fortune, Random random)
+ {
+ return quantityDroppedWithBonus(fortune, random);
+ }
+
+ /**
+ * @deprecated use {@link #getDrops(NonNullList, IBlockAccess, BlockPos, IBlockState, int)}
+ */
+ @Deprecated
+ public List<ItemStack> getDrops(IBlockAccess world, BlockPos pos, IBlockState state, int fortune)
+ {
+ NonNullList<ItemStack> ret = NonNullList.create();
+ getDrops(ret, world, pos, state, fortune);
+ return ret;
+ }
+
+ /**
+ * This gets a complete list of items dropped from this block.
+ *
+ * @param drops add all items this block drops to this drops list
+ * @param world The current world
+ * @param pos Block position in world
+ * @param state Current state
+ * @param fortune Breakers fortune level
+ */
+ public void getDrops(NonNullList<ItemStack> drops, IBlockAccess world, BlockPos pos, IBlockState state, int fortune)
+ {
+ Random rand = world instanceof World ? ((World)world).rand : RANDOM;
+
+ int count = quantityDropped(state, fortune, rand);
+ for (int i = 0; i < count; i++)
+ {
+ Item item = this.getItemDropped(state, rand, fortune);
+ if (item != Items.AIR)
+ {
+ drops.add(new ItemStack(item, 1, this.damageDropped(state)));
+ }
+ }
+ }
+
+ /**
+ * Return true from this function if the player with silk touch can harvest this block directly, and not it's normal drops.
+ *
+ * @param world The world
+ * @param pos Block position in world
+ * @param state current block state
+ * @param player The player doing the harvesting
+ * @return True if the block can be directly harvested using silk touch
+ */
+ public boolean canSilkHarvest(World world, BlockPos pos, IBlockState state, EntityPlayer player)
+ {
+ silk_check_state.set(state);;
+ boolean ret = this.canSilkHarvest();
+ silk_check_state.set(null);
+ return ret;
+ }
+
+ /**
+ * Determines if a specified mob type can spawn on this block, returning false will
+ * prevent any mob from spawning on the block.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param type The Mob Category Type
+ * @return True to allow a mob of the specified category to spawn, false to prevent it.
+ */
+ public boolean canCreatureSpawn(IBlockState state, IBlockAccess world, BlockPos pos, net.minecraft.entity.EntityLiving.SpawnPlacementType type)
+ {
+ return isSideSolid(state, world, pos, EnumFacing.UP);
+ }
+
+ /**
+ * Determines if this block is classified as a Bed, Allowing
+ * players to sleep in it, though the block has to specifically
+ * perform the sleeping functionality in it's activated event.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param player The player or camera entity, null in some cases.
+ * @return True to treat this as a bed
+ */
+ public boolean isBed(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable Entity player)
+ {
+ return this == Blocks.BED;
+ }
+
+ /**
+ * Returns the position that the player is moved to upon
+ * waking up, or respawning at the bed.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param player The player or camera entity, null in some cases.
+ * @return The spawn position
+ */
+ @Nullable
+ public BlockPos getBedSpawnPosition(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable EntityPlayer player)
+ {
+ if (world instanceof World)
+ return BlockBed.getSafeExitLocation((World)world, pos, 0);
+ return null;
+ }
+
+ /**
+ * Called when a user either starts or stops sleeping in the bed.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param player The player or camera entity, null in some cases.
+ * @param occupied True if we are occupying the bed, or false if they are stopping use of the bed
+ */
+ public void setBedOccupied(IBlockAccess world, BlockPos pos, EntityPlayer player, boolean occupied)
+ {
+ if (world instanceof World)
+ {
+ IBlockState state = world.getBlockState(pos);
+ state = state.getBlock().getActualState(state, world, pos);
+ state = state.withProperty(BlockBed.OCCUPIED, occupied);
+ ((World)world).setBlockState(pos, state, 4);
+ }
+ }
+
+ /**
+ * Returns the direction of the block. Same values that
+ * are returned by BlockDirectional
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return Bed direction
+ */
+ public EnumFacing getBedDirection(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return (EnumFacing)getActualState(state, world, pos).getValue(BlockHorizontal.FACING);
+ }
+
+ /**
+ * Determines if the current block is the foot half of the bed.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True if the current block is the foot side of a bed.
+ */
+ public boolean isBedFoot(IBlockAccess world, BlockPos pos)
+ {
+ return getActualState(world.getBlockState(pos), world, pos).getValue(BlockBed.PART) == BlockBed.EnumPartType.FOOT;
+ }
+
+ /**
+ * Called when a leaf should start its decay process.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ */
+ public void beginLeavesDecay(IBlockState state, World world, BlockPos pos){}
+
+ /**
+ * Determines if this block can prevent leaves connected to it from decaying.
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return true if the presence this block can prevent leaves from decaying.
+ */
+ public boolean canSustainLeaves(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return false;
+ }
+
+ /**
+ * Determines if this block is considered a leaf block, used to apply the leaf decay and generation system.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return true if this block is considered leaves.
+ */
+ public boolean isLeaves(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state.getMaterial() == Material.LEAVES;
+ }
+
+ /**
+ * Used during tree growth to determine if newly generated leaves can replace this block.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return true if this block can be replaced by growing leaves.
+ */
+ public boolean canBeReplacedByLeaves(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return isAir(state, world, pos) || isLeaves(state, world, pos); //!state.isFullBlock();
+ }
+
+ /**
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @return true if the block is wood (logs)
+ */
+ public boolean isWood(IBlockAccess world, BlockPos pos)
+ {
+ return false;
+ }
+
+ /**
+ * Determines if the current block is replaceable by Ore veins during world generation.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param target The generic target block the gen is looking for, Standards define stone
+ * for overworld generation, and neatherack for the nether.
+ * @return True to allow this block to be replaced by a ore
+ */
+ public boolean isReplaceableOreGen(IBlockState state, IBlockAccess world, BlockPos pos, com.google.common.base.Predicate<IBlockState> target)
+ {
+ return target.apply(state);
+ }
+
+ /**
+ * Location sensitive version of getExplosionResistance
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param exploder The entity that caused the explosion, can be null
+ * @param explosion The explosion
+ * @return The amount of the explosion absorbed.
+ */
+ public float getExplosionResistance(World world, BlockPos pos, @Nullable Entity exploder, Explosion explosion)
+ {
+ return getExplosionResistance(exploder);
+ }
+
+ /**
+ * Called when the block is destroyed by an explosion.
+ * Useful for allowing the block to take into account tile entities,
+ * state, etc. when exploded, before it is removed.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @param explosion The explosion instance affecting the block
+ */
+ public void onBlockExploded(World world, BlockPos pos, Explosion explosion)
+ {
+ world.setBlockToAir(pos);
+ onBlockDestroyedByExplosion(world, pos, explosion);
+ }
+
+ /**
+ * Determine if this block can make a redstone connection on the side provided,
+ * Useful to control which sides are inputs and outputs for redstone wires.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param side The side that is trying to make the connection, CAN BE NULL
+ * @return True to make the connection
+ */
+ public boolean canConnectRedstone(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable EnumFacing side)
+ {
+ return state.canProvidePower() && side != null;
+ }
+
+ /**
+ * Determines if a torch can be placed on the top surface of this block.
+ * Useful for creating your own block that torches can be on, such as fences.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True to allow the torch to be placed
+ */
+ public boolean canPlaceTorchOnTop(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ if (this == Blocks.END_GATEWAY || this == Blocks.LIT_PUMPKIN)
+ {
+ return false;
+ }
+ else if (state.isTopSolid() || this instanceof BlockFence || this == Blocks.GLASS || this == Blocks.COBBLESTONE_WALL || this == Blocks.STAINED_GLASS)
+ {
+ return true;
+ }
+ else
+ {
+ BlockFaceShape shape = state.getBlockFaceShape(world, pos, EnumFacing.UP);
+ return (shape == BlockFaceShape.SOLID || shape == BlockFaceShape.CENTER || shape == BlockFaceShape.CENTER_BIG) && !isExceptionBlockForAttaching(this);
+ }
+ }
+
+ /**
+ * Called when a user uses the creative pick block button on this block
+ *
+ * @param target The full target the player is looking at
+ * @return A ItemStack to add to the player's inventory, empty itemstack if nothing should be added.
+ */
+ public ItemStack getPickBlock(IBlockState state, RayTraceResult target, World world, BlockPos pos, EntityPlayer player)
+ {
+ return getItem(world, pos, state);
+ }
+
+ /**
+ * Used by getTopSolidOrLiquidBlock while placing biome decorations, villages, etc
+ * Also used to determine if the player can spawn on this block.
+ *
+ * @return False to disallow spawning
+ */
+ public boolean isFoliage(IBlockAccess world, BlockPos pos)
+ {
+ return false;
+ }
+
+ /**
+ * Allows a block to override the standard EntityLivingBase.updateFallState
+ * particles, this is a server side method that spawns particles with
+ * WorldServer.spawnParticle
+ *
+ * @param blockPosition of the block that the entity landed on.
+ * @param iblockstate State at the specific world/pos
+ * @param entity the entity that hit landed on the block.
+ * @param numberOfParticles that vanilla would have spawned.
+ * @return True to prevent vanilla landing particles form spawning.
+ */
+ public boolean addLandingEffects(IBlockState state, net.minecraft.world.WorldServer worldObj, BlockPos blockPosition, IBlockState iblockstate, EntityLivingBase entity, int numberOfParticles )
+ {
+ return false;
+ }
+
+ /**
+ * Allows a block to override the standard vanilla running particles.
+ * This is called from {@link Entity#spawnRunningParticles} and is called both,
+ * Client and server side, it's up to the implementor to client check / server check.
+ * By default vanilla spawns particles only on the client and the server methods no-op.
+ *
+ * @param state The BlockState the entity is running on.
+ * @param world The world.
+ * @param pos The position at the entities feet.
+ * @param entity The entity running on the block.
+ * @return True to prevent vanilla running particles from spawning.
+ */
+ public boolean addRunningEffects(IBlockState state, World world, BlockPos pos, Entity entity)
+ {
+ return false;
+ }
+
+ /**
+ * Spawn a digging particle effect in the world, this is a wrapper
+ * around EffectRenderer.addBlockHitEffects to allow the block more
+ * control over the particles. Useful when you have entirely different
+ * texture sheets for different sides/locations in the world.
+ *
+ * @param state The current state
+ * @param worldObj The current world
+ * @param target The target the player is looking at {x/y/z/side/sub}
+ * @param manager A reference to the current particle manager.
+ * @return True to prevent vanilla digging particles form spawning.
+ */
+ @SideOnly(Side.CLIENT)
+ public boolean addHitEffects(IBlockState state, World worldObj, RayTraceResult target, net.minecraft.client.particle.ParticleManager manager)
+ {
+ return false;
+ }
+
+ /**
+ * Spawn particles for when the block is destroyed. Due to the nature
+ * of how this is invoked, the x/y/z locations are not always guaranteed
+ * to host your block. So be sure to do proper sanity checks before assuming
+ * that the location is this block.
+ *
+ * @param world The current world
+ * @param pos Position to spawn the particle
+ * @param manager A reference to the current particle manager.
+ * @return True to prevent vanilla break particles from spawning.
+ */
+ @SideOnly(Side.CLIENT)
+ public boolean addDestroyEffects(World world, BlockPos pos, net.minecraft.client.particle.ParticleManager manager)
+ {
+ return false;
+ }
+
+ /**
+ * Determines if this block can support the passed in plant, allowing it to be planted and grow.
+ * Some examples:
+ * Reeds check if its a reed, or if its sand/dirt/grass and adjacent to water
+ * Cacti checks if its a cacti, or if its sand
+ * Nether types check for soul sand
+ * Crops check for tilled soil
+ * Caves check if it's a solid surface
+ * Plains check if its grass or dirt
+ * Water check if its still water
+ *
+ * @param state The Current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @param direction The direction relative to the given position the plant wants to be, typically its UP
+ * @param plantable The plant that wants to check
+ * @return True to allow the plant to be planted/stay.
+ */
+ public boolean canSustainPlant(IBlockState state, IBlockAccess world, BlockPos pos, EnumFacing direction, net.minecraftforge.common.IPlantable plantable)
+ {
+ IBlockState plant = plantable.getPlant(world, pos.offset(direction));
+ net.minecraftforge.common.EnumPlantType plantType = plantable.getPlantType(world, pos.offset(direction));
+
+ if (plant.getBlock() == Blocks.CACTUS)
+ {
+ return this == Blocks.CACTUS || this == Blocks.SAND;
+ }
+
+ if (plant.getBlock() == Blocks.REEDS && this == Blocks.REEDS)
+ {
+ return true;
+ }
+
+ if (plantable instanceof BlockBush && ((BlockBush)plantable).canSustainBush(state))
+ {
+ return true;
+ }
+
+ switch (plantType)
+ {
+ case Desert: return this == Blocks.SAND || this == Blocks.HARDENED_CLAY || this == Blocks.STAINED_HARDENED_CLAY;
+ case Nether: return this == Blocks.SOUL_SAND;
+ case Crop: return this == Blocks.FARMLAND;
+ case Cave: return state.isSideSolid(world, pos, EnumFacing.UP);
+ case Plains: return this == Blocks.GRASS || this == Blocks.DIRT || this == Blocks.FARMLAND;
+ case Water: return state.getMaterial() == Material.WATER && state.getValue(BlockLiquid.LEVEL) == 0;
+ case Beach:
+ boolean isBeach = this == Blocks.GRASS || this == Blocks.DIRT || this == Blocks.SAND;
+ boolean hasWater = (world.getBlockState(pos.east()).getMaterial() == Material.WATER ||
+ world.getBlockState(pos.west()).getMaterial() == Material.WATER ||
+ world.getBlockState(pos.north()).getMaterial() == Material.WATER ||
+ world.getBlockState(pos.south()).getMaterial() == Material.WATER);
+ return isBeach && hasWater;
+ }
+
+ return false;
+ }
+
+ /**
+ * Called when a plant grows on this block, only implemented for saplings using the WorldGen*Trees classes right now.
+ * Modder may implement this for custom plants.
+ * This does not use ForgeDirection, because large/huge trees can be located in non-representable direction,
+ * so the source location is specified.
+ * Currently this just changes the block to dirt if it was grass.
+ *
+ * Note: This happens DURING the generation, the generation may not be complete when this is called.
+ *
+ * @param state The current state
+ * @param world Current world
+ * @param pos Block position in world
+ * @param source Source plant's position in world
+ */
+ public void onPlantGrow(IBlockState state, World world, BlockPos pos, BlockPos source)
+ {
+ if (this == Blocks.GRASS || this == Blocks.FARMLAND)
+ {
+ world.setBlockState(pos, Blocks.DIRT.getDefaultState(), 2);
+ }
+ }
+
+ /**
+ * Checks if this soil is fertile, typically this means that growth rates
+ * of plants on this soil will be slightly sped up.
+ * Only vanilla case is tilledField when it is within range of water.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True if the soil should be considered fertile.
+ */
+ public boolean isFertile(World world, BlockPos pos)
+ {
+ if (this == Blocks.FARMLAND)
+ {
+ return ((Integer)world.getBlockState(pos).getValue(BlockFarmland.MOISTURE)) > 0;
+ }
+
+ return false;
+ }
+
+ /**
+ * Location aware and overrideable version of the lightOpacity array,
+ * return the number to subtract from the light value when it passes through this block.
+ *
+ * This is not guaranteed to have the tile entity in place before this is called, so it is
+ * Recommended that you have your tile entity call relight after being placed if you
+ * rely on it for light info.
+ *
+ * @param state The Block state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return The amount of light to block, 0 for air, 255 for fully opaque.
+ */
+ public int getLightOpacity(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state.getLightOpacity();
+ }
+
+ /**
+ * Determines if this block is can be destroyed by the specified entities normal behavior.
+ *
+ * @param state The current state
+ * @param world The current world
+ * @param pos Block position in world
+ * @return True to allow the ender dragon to destroy this block
+ */
+ public boolean canEntityDestroy(IBlockState state, IBlockAccess world, BlockPos pos, Entity entity)
+ {
+ if (entity instanceof net.minecraft.entity.boss.EntityDragon)
+ {
+ return this != Blocks.BARRIER &&
+ this != Blocks.OBSIDIAN &&
+ this != Blocks.END_STONE &&
+ this != Blocks.BEDROCK &&
+ this != Blocks.END_PORTAL &&
+ this != Blocks.END_PORTAL_FRAME &&
+ this != Blocks.COMMAND_BLOCK &&
+ this != Blocks.REPEATING_COMMAND_BLOCK &&
+ this != Blocks.CHAIN_COMMAND_BLOCK &&
+ this != Blocks.IRON_BARS &&
+ this != Blocks.END_GATEWAY;
+ }
+ else if ((entity instanceof net.minecraft.entity.boss.EntityWither) ||
+ (entity instanceof net.minecraft.entity.projectile.EntityWitherSkull))
+ {
+ return net.minecraft.entity.boss.EntityWither.canDestroyBlock(this);
+ }
+
+ return true;
+ }
+
+ /**
+ * Determines if this block can be used as the base of a beacon.
+ *
+ * @param worldObj The current world
+ * @param pos Block position in world
+ * @param beacon Beacon position in world
+ * @return True, to support the beacon, and make it active with this block.
+ */
+ public boolean isBeaconBase(IBlockAccess worldObj, BlockPos pos, BlockPos beacon)
+ {
+ return this == Blocks.EMERALD_BLOCK || this == Blocks.GOLD_BLOCK || this == Blocks.DIAMOND_BLOCK || this == Blocks.IRON_BLOCK;
+ }
+
+ /**
+ * Rotate the block. For vanilla blocks this rotates around the axis passed in (generally, it should be the "face" that was hit).
+ * Note: for mod blocks, this is up to the block and modder to decide. It is not mandated that it be a rotation around the
+ * face, but could be a rotation to orient *to* that face, or a visiting of possible rotations.
+ * The method should return true if the rotation was successful though.
+ *
+ * @param world The world
+ * @param pos Block position in world
+ * @param axis The axis to rotate around
+ * @return True if the rotation was successful, False if the rotation failed, or is not possible
+ */
+ public boolean rotateBlock(World world, BlockPos pos, EnumFacing axis)
+ {
+ IBlockState state = world.getBlockState(pos);
+ for (IProperty<?> prop : state.getProperties().keySet())
+ {
+ if ((prop.getName().equals("facing") || prop.getName().equals("rotation")) && prop.getValueClass() == EnumFacing.class)
+ {
+ Block block = state.getBlock();
+ if (!(block instanceof BlockBed) && !(block instanceof BlockPistonExtension))
+ {
+ IBlockState newState;
+ //noinspection unchecked
+ IProperty<EnumFacing> facingProperty = (IProperty<EnumFacing>) prop;
+ EnumFacing facing = state.getValue(facingProperty);
+ java.util.Collection<EnumFacing> validFacings = facingProperty.getAllowedValues();
+
+ // rotate horizontal facings clockwise
+ if (validFacings.size() == 4 && !validFacings.contains(EnumFacing.UP) && !validFacings.contains(EnumFacing.DOWN))
+ {
+ newState = state.withProperty(facingProperty, facing.rotateY());
+ }
+ else
+ {
+ // rotate other facings about the axis
+ EnumFacing rotatedFacing = facing.rotateAround(axis.getAxis());
+ if (validFacings.contains(rotatedFacing))
+ {
+ newState = state.withProperty(facingProperty, rotatedFacing);
+ }
+ else // abnormal facing property, just cycle it
+ {
+ newState = state.cycleProperty(facingProperty);
+ }
+ }
+
+ world.setBlockState(pos, newState);
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ /**
+ * Get the rotations that can apply to the block at the specified coordinates. Null means no rotations are possible.
+ * Note, this is up to the block to decide. It may not be accurate or representative.
+ * @param world The world
+ * @param pos Block position in world
+ * @return An array of valid axes to rotate around, or null for none or unknown
+ */
+ @Nullable
+ public EnumFacing[] getValidRotations(World world, BlockPos pos)
+ {
+ IBlockState state = world.getBlockState(pos);
+ for (IProperty<?> prop : state.getProperties().keySet())
+ {
+ if ((prop.getName().equals("facing") || prop.getName().equals("rotation")) && prop.getValueClass() == EnumFacing.class)
+ {
+ @SuppressWarnings("unchecked")
+ java.util.Collection<EnumFacing> values = ((java.util.Collection<EnumFacing>)prop.getAllowedValues());
+ return values.toArray(new EnumFacing[values.size()]);
+ }
+ }
+ return null;
+ }
+
+ /**
+ * Determines the amount of enchanting power this block can provide to an enchanting table.
+ * @param world The World
+ * @param pos Block position in world
+ * @return The amount of enchanting power this block produces.
+ */
+ public float getEnchantPowerBonus(World world, BlockPos pos)
+ {
+ return this == Blocks.BOOKSHELF ? 1 : 0;
+ }
+
+ /**
+ * Common way to recolor a block with an external tool
+ * @param world The world
+ * @param pos Block position in world
+ * @param side The side hit with the coloring tool
+ * @param color The color to change to
+ * @return If the recoloring was successful
+ */
+ @SuppressWarnings({ "unchecked", "rawtypes" })
+ public boolean recolorBlock(World world, BlockPos pos, EnumFacing side, EnumDyeColor color)
+ {
+ IBlockState state = world.getBlockState(pos);
+ for (IProperty prop : state.getProperties().keySet())
+ {
+ if (prop.getName().equals("color") && prop.getValueClass() == EnumDyeColor.class)
+ {
+ EnumDyeColor current = (EnumDyeColor)state.getValue(prop);
+ if (current != color && prop.getAllowedValues().contains(color))
+ {
+ world.setBlockState(pos, state.withProperty(prop, color));
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+
+ /**
+ * Gathers how much experience this block drops when broken.
+ *
+ * @param state The current state
+ * @param world The world
+ * @param pos Block position
+ * @param fortune
+ * @return Amount of XP from breaking this block.
+ */
+ public int getExpDrop(IBlockState state, IBlockAccess world, BlockPos pos, int fortune)
+ {
+ return 0;
+ }
+
+ /**
+ * Called when a tile entity on a side of this block changes is created or is destroyed.
+ * @param world The world
+ * @param pos Block position in world
+ * @param neighbor Block position of neighbor
+ */
+ public void onNeighborChange(IBlockAccess world, BlockPos pos, BlockPos neighbor){}
+
+ /**
+ * Called on an Observer block whenever an update for an Observer is received.
+ *
+ * @param observerState The Observer block's state.
+ * @param world The current world.
+ * @param observerPos The Observer block's position.
+ * @param changedBlock The updated block.
+ * @param changedBlockPos The updated block's position.
+ */
+ public void observedNeighborChange(IBlockState observerState, World world, BlockPos observerPos, Block changedBlock, BlockPos changedBlockPos){}
+
+ /**
+ * Called to determine whether to allow the a block to handle its own indirect power rather than using the default rules.
+ * @param world The world
+ * @param pos Block position in world
+ * @param side The INPUT side of the block to be powered - ie the opposite of this block's output side
+ * @return Whether Block#isProvidingWeakPower should be called when determining indirect power
+ */
+ public boolean shouldCheckWeakPower(IBlockState state, IBlockAccess world, BlockPos pos, EnumFacing side)
+ {
+ return state.isNormalCube();
+ }
+
+ /**
+ * If this block should be notified of weak changes.
+ * Weak changes are changes 1 block away through a solid block.
+ * Similar to comparators.
+ *
+ * @param world The current world
+ * @param pos Block position in world
+ * @return true To be notified of changes
+ */
+ public boolean getWeakChanges(IBlockAccess world, BlockPos pos)
+ {
+ return false;
+ }
+
+ private String[] harvestTool = new String[16];;
+ private int[] harvestLevel = new int[]{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
+ /**
+ * Sets or removes the tool and level required to harvest this block.
+ *
+ * @param toolClass Class
+ * @param level Harvest level:
+ * Wood: 0
+ * Stone: 1
+ * Iron: 2
+ * Diamond: 3
+ * Gold: 0
+ */
+ public void setHarvestLevel(String toolClass, int level)
+ {
+ java.util.Iterator<IBlockState> itr = getBlockState().getValidStates().iterator();
+ while (itr.hasNext())
+ {
+ setHarvestLevel(toolClass, level, itr.next());
+ }
+ }
+
+ /**
+ * Sets or removes the tool and level required to harvest this block.
+ *
+ * @param toolClass Class
+ * @param level Harvest level:
+ * Wood: 0
+ * Stone: 1
+ * Iron: 2
+ * Diamond: 3
+ * Gold: 0
+ * @param state The specific state.
+ */
+ public void setHarvestLevel(String toolClass, int level, IBlockState state)
+ {
+ int idx = this.getMetaFromState(state);
+ this.harvestTool[idx] = toolClass;
+ this.harvestLevel[idx] = level;
+ }
+
+ /**
+ * Queries the class of tool required to harvest this block, if null is returned
+ * we assume that anything can harvest this block.
+ */
+ @Nullable public String getHarvestTool(IBlockState state)
+ {
+ return harvestTool[getMetaFromState(state)];
+ }
+
+ /**
+ * Queries the harvest level of this item stack for the specified tool class,
+ * Returns -1 if this tool is not of the specified type
+ *
+ * @return Harvest level, or -1 if not the specified tool type.
+ */
+ public int getHarvestLevel(IBlockState state)
+ {
+ return harvestLevel[getMetaFromState(state)];
+ }
+
+ /**
+ * Checks if the specified tool type is efficient on this block,
+ * meaning that it digs at full speed.
+ */
+ public boolean isToolEffective(String type, IBlockState state)
+ {
+ if ("pickaxe".equals(type) && (this == Blocks.REDSTONE_ORE || this == Blocks.LIT_REDSTONE_ORE || this == Blocks.OBSIDIAN))
+ return false;
+ return type != null && type.equals(getHarvestTool(state));
+ }
+
+ /**
+ * Can return IExtendedBlockState
+ */
+ public IBlockState getExtendedState(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return state;
+ }
+
+ /**
+ * Called when the entity is inside this block, may be used to determined if the entity can breathing,
+ * display material overlays, or if the entity can swim inside a block.
+ *
+ * @param world that is being tested.
+ * @param blockpos position thats being tested.
+ * @param iblockstate state at world/blockpos
+ * @param entity that is being tested.
+ * @param yToTest, primarily for testingHead, which sends the the eye level of the entity, other wise it sends a y that can be tested vs liquid height.
+ * @param materialIn to test for.
+ * @param testingHead when true, its testing the entities head for vision, breathing ect... otherwise its testing the body, for swimming and movement adjustment.
+ * @return null for default behavior, true if the entity is within the material, false if it was not.
+ */
+ @Nullable
+ public Boolean isEntityInsideMaterial(IBlockAccess world, BlockPos blockpos, IBlockState iblockstate, Entity entity, double yToTest, Material materialIn, boolean testingHead)
+ {
+ return null;
+ }
+
+ /**
+ * Called when boats or fishing hooks are inside the block to check if they are inside
+ * the material requested.
+ *
+ * @param world world that is being tested.
+ * @param pos block thats being tested.
+ * @param boundingBox box to test, generally the bounds of an entity that are besting tested.
+ * @param materialIn to check for.
+ * @return null for default behavior, true if the box is within the material, false if it was not.
+ */
+ @Nullable
+ public Boolean isAABBInsideMaterial(World world, BlockPos pos, AxisAlignedBB boundingBox, Material materialIn)
+ {
+ return null;
+ }
+
+ /**
+ * Called when entities are moving to check if they are inside a liquid
+ *
+ * @param world world that is being tested.
+ * @param pos block thats being tested.
+ * @param boundingBox box to test, generally the bounds of an entity that are besting tested.
+ * @return null for default behavior, true if the box is within the material, false if it was not.
+ */
+ @Nullable
+ public Boolean isAABBInsideLiquid(World world, BlockPos pos, AxisAlignedBB boundingBox)
+ {
+ return null;
+ }
+
+ /**
+ * Called when entities are swimming in the given liquid and returns the relative height (used by {@link net.minecraft.entity.item.EntityBoat})
+ *
+ * @param world world that is being tested.
+ * @param pos block thats being tested.
+ * @param state state at world/pos
+ * @param material liquid thats being tested.
+ * @return relative height of the given liquid (material), a value between 0 and 1
+ */
+ public float getBlockLiquidHeight(World world, BlockPos pos, IBlockState state, Material material)
+ {
+ return 0;
+ }
+
+ /**
+ * Queries if this block should render in a given layer.
+ * ISmartBlockModel can use {@link net.minecraftforge.client.MinecraftForgeClient#getRenderLayer()} to alter their model based on layer.
+ */
+ public boolean canRenderInLayer(IBlockState state, BlockRenderLayer layer)
+ {
+ return getBlockLayer() == layer;
+ }
+ // For Internal use only to capture droped items inside getDrops
+ protected static ThreadLocal<Boolean> captureDrops = ThreadLocal.withInitial(() -> false);
+ protected static ThreadLocal<NonNullList<ItemStack>> capturedDrops = ThreadLocal.withInitial(NonNullList::create);
+ protected NonNullList<ItemStack> captureDrops(boolean start)
+ {
+ if (start)
+ {
+ captureDrops.set(true);
+ capturedDrops.get().clear();
+ return NonNullList.create();
+ }
+ else
+ {
+ captureDrops.set(false);
+ return capturedDrops.get();
+ }
+ }
+
+ /**
+ * Sensitive version of getSoundType
+ * @param state The state
+ * @param world The world
+ * @param pos The position. Note that the world may not necessarily have {@code state} here!
+ * @param entity The entity that is breaking/stepping on/placing/hitting/falling on this block, or null if no entity is in this context
+ * @return A SoundType to use
+ */
+ public SoundType getSoundType(IBlockState state, World world, BlockPos pos, @Nullable Entity entity)
+ {
+ return getSoundType();
+ }
+
+ /**
+ * @param state The state
+ * @param world The world
+ * @param pos The position of this state
+ * @param beaconPos The position of the beacon
+ * @return A float RGB [0.0, 1.0] array to be averaged with a beacon's existing beam color, or null to do nothing to the beam
+ */
+ @Nullable
+ public float[] getBeaconColorMultiplier(IBlockState state, World world, BlockPos pos, BlockPos beaconPos)
+ {
+ return null;
+ }
+
+ /**
+ * Use this to change the fog color used when the entity is "inside" a material.
+ * Vec3d is used here as "r/g/b" 0 - 1 values.
+ *
+ * @param world The world.
+ * @param pos The position at the entity viewport.
+ * @param state The state at the entity viewport.
+ * @param entity the entity
+ * @param originalColor The current fog color, You are not expected to use this, Return as the default if applicable.
+ * @return The new fog color.
+ */
+ @SideOnly (Side.CLIENT)
+ public Vec3d getFogColor(World world, BlockPos pos, IBlockState state, Entity entity, Vec3d originalColor, float partialTicks)
+ {
+ if (state.getMaterial() == Material.WATER)
+ {
+ float f12 = 0.0F;
+
+ if (entity instanceof net.minecraft.entity.EntityLivingBase)
+ {
+ net.minecraft.entity.EntityLivingBase ent = (net.minecraft.entity.EntityLivingBase)entity;
+ f12 = (float)net.minecraft.enchantment.EnchantmentHelper.getRespirationModifier(ent) * 0.2F;
+
+ if (ent.isPotionActive(net.minecraft.init.MobEffects.WATER_BREATHING))
+ {
+ f12 = f12 * 0.3F + 0.6F;
+ }
+ }
+ return new Vec3d(0.02F + f12, 0.02F + f12, 0.2F + f12);
+ }
+ else if (state.getMaterial() == Material.LAVA)
+ {
+ return new Vec3d(0.6F, 0.1F, 0.0F);
+ }
+ return originalColor;
+ }
+
+ /**
+ * Used to determine the state 'viewed' by an entity (see
+ * {@link net.minecraft.client.renderer.ActiveRenderInfo#getBlockStateAtEntityViewpoint(World, Entity, float)}).
+ * Can be used by fluid blocks to determine if the viewpoint is within the fluid or not.
+ *
+ * @param state the state
+ * @param world the world
+ * @param pos the position
+ * @param viewpoint the viewpoint
+ * @return the block state that should be 'seen'
+ */
+
+ public IBlockState getStateAtViewpoint(IBlockState state, IBlockAccess world, BlockPos pos, Vec3d viewpoint)
+ {
+ return state;
+ }
+
+ /**
+ * Gets the {@link IBlockState} to place
+ * @param world The world the block is being placed in
+ * @param pos The position the block is being placed at
+ * @param facing The side the block is being placed on
+ * @param hitX The X coordinate of the hit vector
+ * @param hitY The Y coordinate of the hit vector
+ * @param hitZ The Z coordinate of the hit vector
+ * @param meta The metadata of {@link ItemStack} as processed by {@link Item#getMetadata(int)}
+ * @param placer The entity placing the block
+ * @param hand The player hand used to place this block
+ * @return The state to be placed in the world
+ */
+ public IBlockState getStateForPlacement(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer, EnumHand hand)
+ {
+ return getStateForPlacement(world, pos, facing, hitX, hitY, hitZ, meta, placer);
+ }
+
+ /**
+ * Determines if another block can connect to this block
+ *
+ * @param world The current world
+ * @param pos The position of this block
+ * @param facing The side the connecting block is on
+ * @return True to allow another block to connect to this block
+ */
+ public boolean canBeConnectedTo(IBlockAccess world, BlockPos pos, EnumFacing facing)
+ {
+ return false;
+ }
+
+ /** @deprecated use {@link #getAiPathNodeType(IBlockState, IBlockAccess, BlockPos, net.minecraft.entity.EntityLiving)} */
+ @Nullable
+ @Deprecated // TODO: remove
+ public net.minecraft.pathfinding.PathNodeType getAiPathNodeType(IBlockState state, IBlockAccess world, BlockPos pos)
+ {
+ return isBurning(world, pos) ? net.minecraft.pathfinding.PathNodeType.DAMAGE_FIRE : null;
+ }
+
+ /**
+ * Get the {@code PathNodeType} for this block. Return {@code null} for vanilla behavior.
+ *
+ * @return the PathNodeType
+ */
+ @Nullable
+ public net.minecraft.pathfinding.PathNodeType getAiPathNodeType(IBlockState state, IBlockAccess world, BlockPos pos, @Nullable net.minecraft.entity.EntityLiving entity)
+ {
+ return getAiPathNodeType(state, world, pos);
+ }
+
+ /**
+ * @param blockState The state for this block
+ * @param world The world this block is in
+ * @param pos The position of this block
+ * @param side The side of this block that the chest lid is trying to open into
+ * @return true if the chest should be prevented from opening by this block
+ */
+ public boolean doesSideBlockChestOpening(IBlockState blockState, IBlockAccess world, BlockPos pos, EnumFacing side)
+ {
+ ResourceLocation registryName = this.getRegistryName();
+ if (registryName != null && "minecraft".equals(registryName.getResourceDomain()))
+ {
+ // maintain the vanilla behavior of https://bugs.mojang.com/browse/MC-378
+ return isNormalCube(blockState, world, pos);
+ }
+ return isSideSolid(blockState, world, pos, side);
+ }
+
+ /**
+ * @param state The state
+ * @return true if the block is sticky block which used for pull or push adjacent blocks (use by piston)
+ */
+ public boolean isStickyBlock(IBlockState state)
+ {
+ return state.getBlock() == Blocks.SLIME_BLOCK;
+ }
+
+ /* ========================================= FORGE END ======================================*/
+
public static void registerBlocks()
{
registerBlock(0, AIR_ID, (new BlockAir()).setUnlocalizedName("air"));
@@ -1105,7 +2513,7 @@
Block block11 = (new BlockQuartz()).setSoundType(SoundType.STONE).setHardness(0.8F).setUnlocalizedName("quartzBlock");
registerBlock(155, "quartz_block", block11);
registerBlock(156, "quartz_stairs", (new BlockStairs(block11.getDefaultState().withProperty(BlockQuartz.VARIANT, BlockQuartz.EnumType.DEFAULT))).setUnlocalizedName("stairsQuartz"));
- registerBlock(157, "activator_rail", (new BlockRailPowered()).setHardness(0.7F).setSoundType(SoundType.METAL).setUnlocalizedName("activatorRail"));
+ registerBlock(157, "activator_rail", (new BlockRailPowered(true)).setHardness(0.7F).setSoundType(SoundType.METAL).setUnlocalizedName("activatorRail"));
registerBlock(158, "dropper", (new BlockDropper()).setHardness(3.5F).setSoundType(SoundType.STONE).setUnlocalizedName("dropper"));
registerBlock(159, "stained_hardened_clay", (new BlockStainedHardenedClay()).setHardness(1.25F).setResistance(7.0F).setSoundType(SoundType.STONE).setUnlocalizedName("clayHardenedStained"));
registerBlock(160, "stained_glass_pane", (new BlockStainedGlassPane()).setHardness(0.3F).setSoundType(SoundType.GLASS).setUnlocalizedName("thinStainedGlass"));
@@ -1230,31 +2638,6 @@
block15.useNeighborBrightness = flag;
}
}
-
- Set<Block> set = Sets.newHashSet(REGISTRY.getObject(new ResourceLocation("tripwire")));
-
- for (Block block16 : REGISTRY)
- {
- if (set.contains(block16))
- {
- for (int i = 0; i < 15; ++i)
- {
- int j = REGISTRY.getIDForObject(block16) << 4 | i;
- BLOCK_STATE_IDS.put(block16.getStateFromMeta(i), j);
- }
- }
- else
- {
- UnmodifiableIterator unmodifiableiterator = block16.getBlockState().getValidStates().iterator();
-
- while (unmodifiableiterator.hasNext())
- {
- IBlockState iblockstate = (IBlockState)unmodifiableiterator.next();
- int k = REGISTRY.getIDForObject(block16) << 4 | block16.getMetaFromState(iblockstate);
- BLOCK_STATE_IDS.put(iblockstate, k);
- }
- }
- }
}
private static void registerBlock(int id, ResourceLocation textualID, Block block_)
@@ -1266,7 +2649,17 @@
{
registerBlock(id, new ResourceLocation(textualID), block_);
}
-
+ // Spigot start
+ public static float range(float min, float value, float max) {
+ if (value < min) {
+ return min;
+ }
+ if (value > max) {
+ return max;
+ }
+ return value;
+ }
+ // Spigot end
public static enum EnumOffsetType
{
NONE,