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@ -0,0 +1,999 @@
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/*
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* Minecraft Forge
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* Copyright (c) 2016-2018.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.common.extensions;
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import java.util.Collection;
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import java.util.function.Predicate;
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import javax.annotation.Nullable;
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import net.minecraft.block.*;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.BlockFaceShape;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.particle.ParticleManager;
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import net.minecraft.enchantment.EnchantmentHelper;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.EntitySpawnPlacementRegistry;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.MobEffects;
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import net.minecraft.item.EnumDyeColor;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.pathfinding.PathNodeType;
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import net.minecraft.state.EnumProperty;
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import net.minecraft.state.IProperty;
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import net.minecraft.state.properties.BedPart;
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import net.minecraft.util.*;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.Explosion;
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import net.minecraft.world.IBlockReader;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.IWorldReader;
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import net.minecraft.world.World;
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import net.minecraft.world.WorldServer;
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import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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import net.minecraftforge.common.EnumPlantType;
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import net.minecraftforge.common.IPlantable;
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public interface IForgeBlock
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{
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default Block getBlock()
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{
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return (Block) this;
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}
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/**
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* Gets the slipperiness at the given location at the given state. Normally
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* between 0 and 1.
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* <p>
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* Note that entities may reduce slipperiness by a certain factor of their own;
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* for {@link net.minecraft.entity.EntityLivingBase}, this is {@code .91}.
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* {@link net.minecraft.entity.item.EntityItem} uses {@code .98}, and
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* {@link net.minecraft.entity.projectile.EntityFishHook} uses {@code .92}.
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*
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* @param state state of the block
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* @param world the world
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* @param pos the position in the world
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* @param entity the entity in question
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* @return the factor by which the entity's motion should be multiplied
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*/
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float getSlipperiness(IBlockState state, IWorldReader world, BlockPos pos, @Nullable Entity entity);
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/**
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* Get a light value for this block, taking into account the given state and coordinates, normal ranges are between 0 and 15
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*
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* @param state
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* @param world
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* @param pos
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* @return The light value
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*/
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default int getLightValue(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.getLightValue();
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}
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/**
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* Checks if a player or entity can use this block to 'climb' like a ladder.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @param entity The entity trying to use the ladder, CAN be null.
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* @return True if the block should act like a ladder
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*/
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default boolean isLadder(IBlockState state, IWorldReader world, BlockPos pos, EntityLivingBase entity)
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{
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return false;
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}
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/**
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* Return true if the block is a normal, solid cube. This
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* determines indirect power state, entity ejection from blocks, and a few
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* others.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return True if the block is a full cube
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*/
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default boolean isNormalCube(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.isNormalCube();
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}
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/**
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* Check if the face of a block should block rendering.
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*
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* Faces which are fully opaque should return true, faces with transparency
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* or faces which do not span the full size of the block should return false.
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*
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* @param state The current block state
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* @param world The current world
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* @param pos Block position in world
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* @param face The side to check
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* @return True if the block is opaque on the specified side.
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*/
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default boolean doesSideBlockRendering(IBlockState state, IWorldReader world, BlockPos pos, EnumFacing face)
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{
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return state.func_200015_d(world, pos);
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}
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/**
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* Determines if this block should set fire and deal fire damage
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* to entities coming into contact with it.
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*
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* @param world The current world
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* @param pos Block position in world
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* @return True if the block should deal damage
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*/
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default boolean isBurning(IWorldReader world, BlockPos pos)
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{
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return false;
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}
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/**
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* Called throughout the code as a replacement for block instanceof BlockContainer
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* Moving this to the Block base class allows for mods that wish to extend vanilla
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* blocks, and also want to have a tile entity on that block, may.
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*
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* Return true from this function to specify this block has a tile entity.
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*
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* @param state State of the current block
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* @return True if block has a tile entity, false otherwise
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*/
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default boolean hasTileEntity(IBlockState state)
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{
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return this.getBlock().hasTileEntity();
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}
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boolean canSilkHarvest(IWorldReader world, BlockPos pos, IBlockState state, EntityPlayer player);
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/**
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* Determines if this block is classified as a Bed, Allowing
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* players to sleep in it, though the block has to specifically
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* perform the sleeping functionality in it's activated event.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @param player The player or camera entity, null in some cases.
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* @return True to treat this as a bed
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*/
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default boolean isBed(IBlockState state, IWorldReader world, BlockPos pos, @Nullable EntityPlayer player)
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{
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return this.getBlock() instanceof BlockBed;
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}
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/**
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* Determines if a specified mob type can spawn on this block, returning false will
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* prevent any mob from spawning on the block.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @param type The Mob Category Type
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* @return True to allow a mob of the specified category to spawn, false to prevent it.
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*/
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default boolean canCreatureSpawn(IBlockState state, IWorldReader world, BlockPos pos, EntitySpawnPlacementRegistry.SpawnPlacementType type)
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{
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return this.getBlock().isTopSolid(state);
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}
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/**
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* Returns the position that the player is moved to upon
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* waking up, or respawning at the bed.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @param player The player or camera entity, null in some cases.
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* @return The spawn position
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*/
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@Nullable
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default BlockPos getBedSpawnPosition(IBlockState state, IWorldReader world, BlockPos pos, @Nullable EntityPlayer player)
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{
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if (world instanceof World)
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{
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return BlockBed.getSafeExitLocation(world,pos,0);
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}
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return null;
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}
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/**
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* Called when a user either starts or stops sleeping in the bed.
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*
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* @param world The current world
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* @param pos Block position in world
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* @param player The player or camera entity, null in some cases.
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* @param occupied True if we are occupying the bed, or false if they are stopping use of the bed
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*/
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default void setBedOccupied(IWorldReader world, BlockPos pos, EntityPlayer player, boolean occupied)
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{
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if (world instanceof World)
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{
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IBlockState state = world.getBlockState(pos);
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state.func_206870_a(BlockBed.OCCUPIED,occupied);
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((World) world).setBlockState(pos, state, 4);
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}
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}
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/**
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* Returns the direction of the block. Same values that
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* are returned by BlockDirectional
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return Bed direction
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*/
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default EnumFacing getBedDirection(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.getValue(BlockHorizontal.FACING);
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}
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/**
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* Determines if the current block is the foot half of the bed.
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*
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* @param world The current world
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* @param pos Block position in world
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* @return True if the current block is the foot side of a bed.
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*/
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default boolean isBedFoot(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.getValue(BlockBed.PART) == BedPart.FOOT;
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}
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/**
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* Called when a leaf should start its decay process.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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*/
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default void beginLeaveDecay(IBlockState state, IWorldReader world, BlockPos pos) {}
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/**
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* Determines if this block can prevent leaves connected to it from decaying.
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return true if the presence this block can prevent leaves from decaying.
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*/
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default boolean canSustainLeaves(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return false;
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}
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/**
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* Determines if this block is considered a leaf block, used to apply the leaf decay and generation system.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return true if this block is considered leaves.
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*/
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default boolean isLeaves(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.getMaterial() == Material.LEAVES;
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}
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/**
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* Determines this block should be treated as an air block
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* by the rest of the code. This method is primarily
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* useful for creating pure logic-blocks that will be invisible
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* to the player and otherwise interact as air would.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return True if the block considered air
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*/
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default boolean isAir(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return state.getMaterial() == Material.AIR;
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}
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/**
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* Used during tree growth to determine if newly generated leaves can replace this block.
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*
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* @param state The current state
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* @param world The current world
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* @param pos Block position in world
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* @return true if this block can be replaced by growing leaves.
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*/
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default boolean canBeReplacedByLeaves(IBlockState state, IWorldReader world, BlockPos pos)
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{
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return isAir(state, world, pos) || isLeaves(state, world, pos);
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|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
*
|
|
|
|
|
* @param world The current world
|
|
|
|
|
* @param pos Block position in world
|
|
|
|
|
* @return true if the block is wood (logs)
|
|
|
|
|
*/
|
|
|
|
|
default boolean isWood(IWorldReader 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean isReplaceableOreGen(IBlockState state, IWorldReader world, BlockPos pos, Predicate<IBlockState> target)
|
|
|
|
|
{
|
|
|
|
|
return target.test(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.
|
|
|
|
|
*/
|
|
|
|
|
default float getExplosionResistance(IWorld world, BlockPos pos, @Nullable Entity exploder, Explosion explosion)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock().getExplosionResistance();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
void onBlockExploded(World world, BlockPos pos, Explosion 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean canConnectRedstone(IBlockState state, IWorldReader 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean canPlaceTorchOnTop(IBlockState state, IWorldReader world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
if (state.isTopSolid() || state.getBlockFaceShape(world, pos, EnumFacing.UP) == BlockFaceShape.SOLID)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock() != Blocks.END_GATEWAY && this.getBlock() != Blocks.field_196628_cT;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock() instanceof BlockFence || this.getBlock() == Blocks.COBBLESTONE_WALL || this.getBlock() instanceof BlockGlass;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
*
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
|
|
|
|
default ItemStack getPickBlock(IBlockState state, RayTraceResult target, IBlockReader world, BlockPos pos, EntityPlayer player)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock().getItem(world, pos, state);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Used by getTopSoilidOrLiquidBlock while placing biome decorations, villages, etc
|
|
|
|
|
* Also used to determine if the player can spawn in this block.
|
|
|
|
|
*
|
|
|
|
|
* @return False to disallow spawning.
|
|
|
|
|
*/
|
|
|
|
|
default boolean isFoilage(IWorldReader 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 worldserver The current Server World
|
|
|
|
|
* @param pos The position of the block.
|
|
|
|
|
* @param state2 The state at the specific world/pos
|
|
|
|
|
* @param entity The entity that hit landed on the block
|
|
|
|
|
* @param numberOfParticles That vanilla world have spawned
|
|
|
|
|
* @return True to prevent vanilla landing particles from spawning
|
|
|
|
|
*/
|
|
|
|
|
default boolean addLandingEffects(IBlockState state1, WorldServer worldserver, BlockPos pos, IBlockState state2, 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean addRunningEffects(IBlockState state, World world, BlockPos pos, Entity entity)
|
|
|
|
|
{
|
|
|
|
|
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.
|
|
|
|
|
*/
|
|
|
|
|
@OnlyIn(Dist.CLIENT)
|
|
|
|
|
default boolean addDestroyEffects(World world, BlockPos pos, 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 facing 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean canSustainPlant(IBlockState state, IWorldReader world, BlockPos pos, EnumFacing facing, IPlantable plantable)
|
|
|
|
|
{
|
|
|
|
|
IBlockState plant = plantable.getPlant(world, pos.offset(facing));
|
|
|
|
|
EnumPlantType type = plantable.getPlantType(world, pos.offset(facing));
|
|
|
|
|
|
|
|
|
|
if (plant.getBlock() == Blocks.CACTUS)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock() == Blocks.CACTUS && this.getBlock() == Blocks.SAND;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (plant.getBlock() == Blocks.field_196608_cF)
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (plantable instanceof BlockBush && ((BlockBush)plantable).func_196260_a(state, world, pos))
|
|
|
|
|
{
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (type)
|
|
|
|
|
{
|
|
|
|
|
case Desert: return this.getBlock() == Blocks.SAND || this.getBlock() == Blocks.HARDENED_CLAY ||
|
|
|
|
|
this.getBlock() instanceof BlockGlazedTerracotta;
|
|
|
|
|
case Nether: return this.getBlock() == Blocks.SOUL_SAND;
|
|
|
|
|
case Crop: return this.getBlock() == Blocks.FARMLAND;
|
|
|
|
|
case Cave: return state.isTopSolid();
|
|
|
|
|
case Plains: return this.getBlock() == Blocks.GRASS || this.getBlock() == Blocks.DIRT ||
|
|
|
|
|
this.getBlock() == Blocks.FARMLAND;
|
|
|
|
|
case Water: return state.getMaterial() == Material.WATER; //&& state.getValue(BlockLiquidWrapper)
|
|
|
|
|
case Beach:
|
|
|
|
|
boolean isBeach = this.getBlock() == Blocks.GRASS || this.getBlock() == Blocks.DIRT ||
|
|
|
|
|
this.getBlock() == 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
|
|
|
|
|
*/
|
|
|
|
|
default void onPlantGrow(IBlockState state, World world, BlockPos pos, BlockPos source)
|
|
|
|
|
{
|
|
|
|
|
if (this.getBlock() == Blocks.GRASS || this.getBlock() == 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean isFertile(World world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
if (this.getBlock() == Blocks.FARMLAND)
|
|
|
|
|
{
|
|
|
|
|
return 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.
|
|
|
|
|
*/
|
|
|
|
|
default int getLightOpacity(IBlockState state, IWorldReader world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
return state.func_200016_a(world, pos);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Determines if this block can be used as the base of a beacon.
|
|
|
|
|
*
|
|
|
|
|
* @param world 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean isBeaconBase(IWorldReader world, BlockPos pos, BlockPos beacon)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock() == Blocks.EMERALD_BLOCK || this.getBlock() == Blocks.GOLD_BLOCK ||
|
|
|
|
|
this.getBlock() == Blocks.DIAMOND_BLOCK || this.getBlock() == Blocks.IRON_BLOCK;
|
|
|
|
|
}
|
|
|
|
|
/**
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
|
|
|
|
default int getExpDrop(IBlockState state, IWorldReader world, BlockPos pos, int fortune)
|
|
|
|
|
{
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
default boolean rotateBlock(World world, BlockPos pos, EnumFacing axis)
|
|
|
|
|
{
|
|
|
|
|
IBlockState state = world.getBlockState(pos);
|
|
|
|
|
|
|
|
|
|
state.func_206871_b().keySet().forEach(prop ->
|
|
|
|
|
{
|
|
|
|
|
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;
|
|
|
|
|
@SuppressWarnings("unchecked")
|
|
|
|
|
IProperty<EnumFacing> facingIProperty = (IProperty<EnumFacing>) prop;
|
|
|
|
|
EnumFacing facing = state.getValue(facingIProperty);
|
|
|
|
|
Collection<EnumFacing> validFacing = facingIProperty.getAllowedValues();
|
|
|
|
|
|
|
|
|
|
// rotate horizontal facings clockwise
|
|
|
|
|
if (validFacing.size() == 4 && !validFacing.contains(EnumFacing.UP) && !validFacing.contains(EnumFacing.DOWN))
|
|
|
|
|
{
|
|
|
|
|
newState = state.func_206870_a(facingIProperty, facing.rotateY());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// rotate other facings about the axis
|
|
|
|
|
EnumFacing rotatedFacing = facing.rotateAround(axis.getAxis());
|
|
|
|
|
if (validFacing.contains(rotatedFacing))
|
|
|
|
|
{
|
|
|
|
|
newState = state.func_206870_a(facingIProperty, rotatedFacing);
|
|
|
|
|
}
|
|
|
|
|
else // abnormal facing property, just cycle it
|
|
|
|
|
{
|
|
|
|
|
newState = state.cycleProperty(facingIProperty);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
world.setBlockState(pos, newState);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
|
|
|
|
default float getEnchantPowerBouns(World world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock() == Blocks.BOOKSHELF ? 1: 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* //TODO: Re-Evaluate
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean recolorBlock(World world, BlockPos pos, EnumFacing facing, EnumDyeColor color)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
default void onNeighborChange(IWorldReader 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.
|
|
|
|
|
*/
|
|
|
|
|
default 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean shouldCheckWeakPower(IBlockState state, IWorldReader world, BlockPos pos, EnumFacing side)
|
|
|
|
|
{
|
|
|
|
|
return state.isTopSolid();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean getWeakChanges(IWorldReader world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
/**
|
|
|
|
|
* Queries the class of tool required to harvest this block, if null is returned
|
|
|
|
|
* we assume that anything can harvest this block.
|
|
|
|
|
*/
|
|
|
|
|
String getHarvestTool(IBlockState 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.
|
|
|
|
|
*/
|
|
|
|
|
int getHarvestLevel(IBlockState state);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Checks if the specified tool type is efficient on this block,
|
|
|
|
|
* meaning that it digs at full speed.
|
|
|
|
|
*/
|
|
|
|
|
default boolean isToolEffective(String type, IBlockState state)
|
|
|
|
|
{
|
|
|
|
|
if ("pickaxe".equals(type) && (this.getBlock() == Blocks.REDSTONE_ORE || this.getBlock() == Blocks.REDSTONE_LAMP
|
|
|
|
|
|| this.getBlock() == Blocks.OBSIDIAN))
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return type != null && type.equals(getHarvestTool(state));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Can return IExtendedBlockState
|
|
|
|
|
*/
|
|
|
|
|
default IBlockState getExtendedState(IBlockState state, IBlockReader 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
|
|
|
|
|
default Boolean isEntityInsideMaterial(IWorldReader 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
|
|
|
|
|
default 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
|
|
|
|
|
default Boolean isAABBInsideLiquid(World world, BlockPos pos, AxisAlignedBB boundingBox)
|
|
|
|
|
{
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|
|
|
|
|
default boolean canRenderInLayer(IBlockState state, BlockRenderLayer layer)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock().getRenderLayer() == layer;
|
|
|
|
|
}
|
|
|
|
|
// For Internal use only to capture droped items inside getDrops
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
default SoundType getSoundType(IBlockState state, World world, BlockPos pos, @Nullable Entity entity)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock().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
|
|
|
|
|
default 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.
|
|
|
|
|
*/
|
|
|
|
|
@OnlyIn(Dist.CLIENT)
|
|
|
|
|
default 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 EntityLivingBase)
|
|
|
|
|
{
|
|
|
|
|
EntityLivingBase ent = (EntityLivingBase)entity;
|
|
|
|
|
f12 = (float) EnchantmentHelper.getRespirationModifier(ent) * 0.2F;
|
|
|
|
|
|
|
|
|
|
if (ent.isPotionActive(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 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'
|
|
|
|
|
*/
|
|
|
|
|
default IBlockState getStateAtViewpoint(IBlockState state, IWorldReader world, BlockPos pos, Vec3d viewpoint)
|
|
|
|
|
{
|
|
|
|
|
return state;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** //TODO: Re-Evaluate
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
default IBlockState getStateForPlacement(IBlockState state, EnumFacing facing, IBlockState state2, IWorld world, BlockPos pos1, BlockPos pos2, EnumHand hand)
|
|
|
|
|
{
|
|
|
|
|
return this.getBlock().func_196271_a(state, facing, state2, world, pos1, pos2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 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
|
|
|
|
|
*/
|
|
|
|
|
default boolean canBeConnectedTo(IWorldReader world, BlockPos pos, EnumFacing facing)
|
|
|
|
|
{
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the {@code PathNodeType} for this block. Return {@code null} for vanilla behavior.
|
|
|
|
|
*
|
|
|
|
|
* @return the PathNodeType
|
|
|
|
|
*/
|
|
|
|
|
@Nullable
|
|
|
|
|
default PathNodeType getAiPathNodeType(IBlockState state, IWorldReader world, BlockPos pos)
|
|
|
|
|
{
|
|
|
|
|
return isBurning(world, pos) ? PathNodeType.DAMAGE_FIRE : null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @param blockState The state for this block
|
|
|
|
|
* @param world The world this block is in
|
|
|
|
|
* @param pos The position of this block
|
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* @param side The side of this block that the chest lid is trying to open into
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* @return true if the chest should be prevented from opening by this block
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*/
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default boolean doesSideBlockChestOpening(IBlockState blockState, IWorldReader world, BlockPos pos, EnumFacing side)
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{
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ResourceLocation registryName = this.getBlock().getRegistryName();
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if (registryName != null && "minecraft".equals(registryName.getNamespace()))
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{
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// maintain the vanilla behavior of https://bugs.mojang.com/browse/MC-378
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return isNormalCube(blockState, world, pos);
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}
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return this.getBlock().isTopSolid(blockState);
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}
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/**
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* @param state The state
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* @return true if the block is sticky block which used for pull or push adjacent blocks (use by piston)
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*/
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default boolean isStickyBlock(IBlockState state)
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{
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return state.getBlock() == Blocks.SLIME_BLOCK;
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}
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}
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