ForgePatch/src/main/java/net/minecraftforge/common/extensions/IForgeBlock.java

1089 lines
42 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2019.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.common.extensions;
import java.util.Collection;
import java.util.Optional;
import java.util.Set;
import java.util.function.Predicate;
import javax.annotation.Nullable;
import net.minecraft.block.Block;
import net.minecraft.block.BedBlock;
import net.minecraft.block.FarmlandBlock;
import net.minecraft.block.FenceGateBlock;
import net.minecraft.block.FireBlock;
import net.minecraft.block.HorizontalBlock;
import net.minecraft.block.IBeaconBeamColorProvider;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.SoundType;
import net.minecraft.block.StainedGlassBlock;
import net.minecraft.block.material.Material;
import net.minecraft.block.BlockState;
import net.minecraft.client.particle.ParticleManager;
import net.minecraft.client.renderer.ActiveRenderInfo;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.MobEntity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.EntitySpawnPlacementRegistry;
import net.minecraft.entity.EntityType;
import net.minecraft.entity.boss.dragon.EnderDragonEntity;
import net.minecraft.entity.boss.WitherEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.projectile.WitherSkullEntity;
import net.minecraft.fluid.IFluidState;
import net.minecraft.block.Blocks;
import net.minecraft.potion.Effects;
import net.minecraft.item.DyeColor;
import net.minecraft.item.ItemStack;
import net.minecraft.pathfinding.PathNodeType;
import net.minecraft.state.IProperty;
import net.minecraft.state.properties.BedPart;
import net.minecraft.tags.BlockTags;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.Direction;
import net.minecraft.util.Hand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.Explosion;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.ILightReader;
import net.minecraft.world.IWorld;
import net.minecraft.world.IWorldReader;
import net.minecraft.world.IWorldWriter;
import net.minecraft.world.World;
import net.minecraft.world.server.ServerWorld;
import net.minecraft.world.dimension.EndDimension;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.common.ForgeHooks;
import net.minecraftforge.common.IPlantable;
import net.minecraftforge.common.ToolType;
@SuppressWarnings("deprecation")
public interface IForgeBlock
{
default Block getBlock()
{
return (Block) this;
}
/**
* 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
*/
float getSlipperiness(BlockState state, IWorldReader world, BlockPos pos, @Nullable Entity entity);
/**
* Get a light value for this block, taking into account the given state and coordinates, normal ranges are between 0 and 15
*
* @param state
* @param world
* @param pos
* @return The light value
*/
default int getLightValue(BlockState state, IBlockReader 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
*/
default boolean isLadder(BlockState state, IWorldReader world, BlockPos pos, LivingEntity entity)
{
return false;
}
/**
* 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
*/
default boolean isBurning(BlockState state, IBlockReader world, BlockPos pos)
{
return this == Blocks.FIRE || this == Blocks.LAVA;
}
/**
* 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
*/
default boolean hasTileEntity(BlockState state)
{
return this instanceof ITileEntityProvider;
}
/**
* 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
* @param world The world to create the TE in
* @return A instance of a class extending TileEntity
*/
@Nullable
default TileEntity createTileEntity(BlockState state, IBlockReader world)
{
if (getBlock() instanceof ITileEntityProvider)
return ((ITileEntityProvider)getBlock()).createNewTileEntity(world);
return null;
}
/**
* Determines if the player can harvest this block, obtaining it's drops when the block is destroyed.
*
* @param world The current world
* @param pos The block's current position
* @param player The player damaging the block
* @return True to spawn the drops
*/
default public boolean canHarvestBlock(BlockState state, IBlockReader world, BlockPos pos, PlayerEntity player)
{
return ForgeHooks.canHarvestBlock(state, 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
* @param fluid The current fluid state at current position
* @return True if the block is actually destroyed.
*/
default boolean removedByPlayer(BlockState state, World world, BlockPos pos, PlayerEntity player, boolean willHarvest, IFluidState fluid)
{
getBlock().onBlockHarvested(world, pos, state, player);
return world.removeBlock(pos, false);
}
/**
* 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
*/
default boolean isBed(BlockState state, IBlockReader world, BlockPos pos, @Nullable Entity player)
{
return this.getBlock() instanceof BedBlock; //TODO: Forge: Keep isBed function?
}
/**
* 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.
*/
default boolean canCreatureSpawn(BlockState state, IBlockReader world, BlockPos pos, EntitySpawnPlacementRegistry.PlacementType type, @Nullable EntityType<?> entityType)
{
return state.canEntitySpawn(world, pos, entityType);
}
/**
* Returns the position that the sleeper 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 sleeper The sleeper or camera entity, null in some cases.
* @return The spawn position
*/
default Optional<Vec3d> getBedSpawnPosition(EntityType<?> entityType, BlockState state, IWorldReader world, BlockPos pos, @Nullable LivingEntity sleeper)
{
if (world instanceof World)
{
return BedBlock.func_220172_a(entityType, world,pos,0);
}
return Optional.empty();
}
/**
* Called when a user either starts or stops sleeping in the bed.
* @param state
*
* @param world The current world
* @param pos Block position in world
* @param sleeper The sleeper 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
*/
default void setBedOccupied(BlockState state, IWorldReader world, BlockPos pos, LivingEntity sleeper, boolean occupied)
{
if (world instanceof IWorldWriter)
{
((IWorldWriter)world).setBlockState(pos, state.with(BedBlock.OCCUPIED,occupied), 4);
}
}
/**
* Returns the direction of the block. Same values that
* are returned by BlockDirectional. Called every frame tick for every living entity. Be VERY fast.
*
* @param state The current state
* @param world The current world
* @param pos Block position in world
* @return Bed direction
*/
default Direction getBedDirection(BlockState state, IWorldReader world, BlockPos pos)
{
return state.get(HorizontalBlock.HORIZONTAL_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.
*/
default boolean isBedFoot(BlockState state, IWorldReader world, BlockPos pos)
{
return state.get(BedBlock.PART) == BedPart.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
*/
default void beginLeaveDecay(BlockState state, IWorldReader world, BlockPos pos) {}
/**
* 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
*/
default boolean isAir(BlockState state, IBlockReader world, BlockPos pos)
{
return state.getMaterial() == Material.AIR;
}
/**
* 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.
*/
default boolean canBeReplacedByLeaves(BlockState state, IWorldReader world, BlockPos pos)
{
return isAir(state, world, pos) || state.isIn(BlockTags.LEAVES);
}
/**
* Used during tree growth to determine if newly generated logs 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.
*/
default boolean canBeReplacedByLogs(BlockState state, IWorldReader world, BlockPos pos)
{
return (isAir(state, world, pos) || state.isIn(BlockTags.LEAVES)) || this == Blocks.GRASS_BLOCK || state.isIn(net.minecraftforge.common.Tags.Blocks.DIRT)
|| getBlock().isIn(BlockTags.LOGS) || getBlock().isIn(BlockTags.SAPLINGS) || this == Blocks.VINE;
}
/**
* 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(BlockState state, IWorldReader world, BlockPos pos, Predicate<BlockState> 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(BlockState state, IWorldReader world, BlockPos pos, @Nullable Entity exploder, Explosion explosion)
{
return this.getBlock().getExplosionResistance();
}
/**
* 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(BlockState state, IBlockReader world, BlockPos pos, @Nullable Direction side)
{
return state.canProvidePower() && side != null;
}
/**
*
* 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(BlockState state, RayTraceResult target, IBlockReader world, BlockPos pos, PlayerEntity 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 isFoliage(BlockState state, 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(BlockState state1, ServerWorld worldserver, BlockPos pos, BlockState state2, LivingEntity 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(BlockState 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 world 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.
*/
@OnlyIn(Dist.CLIENT)
default boolean addHitEffects(BlockState state, World worldObj, RayTraceResult target, 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.
*/
@OnlyIn(Dist.CLIENT)
default boolean addDestroyEffects(BlockState state, 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.
*/
boolean canSustainPlant(BlockState state, IBlockReader world, BlockPos pos, Direction facing, IPlantable plantable);
/**
* 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(BlockState state, IWorld world, BlockPos pos, BlockPos source)
{
if (state.isIn(net.minecraftforge.common.Tags.Blocks.DIRT))
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(BlockState state, IBlockReader world, BlockPos pos)
{
if (this.getBlock() == Blocks.FARMLAND)
return state.get(FarmlandBlock.MOISTURE) > 0;
return false;
}
/**
* 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(BlockState state, IWorldReader world, BlockPos pos, BlockPos beacon)
{
return state.getBlock() == Blocks.IRON_BLOCK ||
state.getBlock() == Blocks.GOLD_BLOCK ||
state.getBlock() == Blocks.DIAMOND_BLOCK ||
state.getBlock() == Blocks.EMERALD_BLOCK;
}
/**
* Determines if this block can be used as the frame of a conduit.
*
* @param world The current world
* @param pos Block position in world
* @param conduit Conduit position in world
* @return True, to support the conduit, and make it active with this block.
*/
default boolean isConduitFrame(BlockState state, IWorldReader world, BlockPos pos, BlockPos conduit)
{
return state.getBlock() == Blocks.PRISMARINE ||
state.getBlock() == Blocks.PRISMARINE_BRICKS ||
state.getBlock() == Blocks.SEA_LANTERN ||
state.getBlock() == Blocks.DARK_PRISMARINE;
}
/**
* Determines if this block can be used as part of a frame of a nether portal.
*
* @param state The current state
* @param world The current world
* @param pos Block position in world
* @return True, to support being part of a nether portal frame, false otherwise.
*/
default boolean isPortalFrame(BlockState state, IWorldReader world, BlockPos pos)
{
return state.getBlock() == Blocks.OBSIDIAN;
}
/**
* 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(BlockState state, IWorldReader world, BlockPos pos, int fortune, int silktouch)
{
return 0;
}
default BlockState rotate(BlockState state, IWorld world, BlockPos pos, Rotation direction)
{
return state.rotate(direction);
}
/**
* 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 state The current state
* @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
default Direction[] getValidRotations(BlockState state, IBlockReader world, BlockPos pos)
{
for (IProperty<?> prop : state.getProperties())
{
if ((prop.getName().equals("facing") || prop.getName().equals("rotation")) && prop.getValueClass() == Direction.class)
{
@SuppressWarnings("unchecked")
Collection<Direction> values = ((Collection<Direction>)prop.getAllowedValues());
return values.toArray(new Direction[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.
*/
default float getEnchantPowerBonus(BlockState state, IWorldReader 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.
*/
@SuppressWarnings("unchecked")
default boolean recolorBlock(BlockState state, IWorld world, BlockPos pos, Direction facing, DyeColor color)
{
for (IProperty<?> prop : state.getProperties())
{
if (prop.getName().equals("color") && prop.getValueClass() == DyeColor.class)
{
DyeColor current = (DyeColor)state.get(prop);
if (current != color && prop.getAllowedValues().contains(color))
{
world.setBlockState(pos, state.with(((IProperty<DyeColor>)prop), color), 3);
return true;
}
}
}
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(BlockState state, 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(BlockState 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(BlockState state, IWorldReader world, BlockPos pos, Direction side)
{
return state.isNormalCube(world, pos);
}
/**
* 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(BlockState state, 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.
*/
ToolType getHarvestTool(BlockState 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(BlockState state);
/**
* Checks if the specified tool type is efficient on this block,
* meaning that it digs at full speed.
*/
default boolean isToolEffective(BlockState state, ToolType tool)
{
if (tool == ToolType.PICKAXE && (this.getBlock() == Blocks.REDSTONE_ORE || this.getBlock() == Blocks.REDSTONE_LAMP || this.getBlock() == Blocks.OBSIDIAN))
return false;
return tool == getHarvestTool(state);
}
/**
* Can return IExtendedBlockState
*/
default BlockState getExtendedState(BlockState state, IBlockReader world, BlockPos pos)
{
return state;
}
/**
* 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(BlockState state, IWorldReader world, BlockPos pos, @Nullable Entity entity)
{
return this.getBlock().getSoundType(state);
}
/**
* @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(BlockState state, IWorldReader world, BlockPos pos, BlockPos beaconPos)
{
if (getBlock() instanceof IBeaconBeamColorProvider)
return ((IBeaconBeamColorProvider)getBlock()).getColor().getColorComponentValues();
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(BlockState state, IWorldReader world, BlockPos pos, Entity entity, Vec3d originalColor, float partialTicks)
{
if (state.getMaterial() == Material.WATER)
{
float f12 = 0.0F;
if (entity instanceof LivingEntity)
{
LivingEntity ent = (LivingEntity)entity;
f12 = (float) EnchantmentHelper.getRespirationModifier(ent) * 0.2F;
if (ent.isPotionActive(Effects.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 BlockState getStateAtViewpoint(BlockState state, IBlockReader 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 BlockState getStateForPlacement(BlockState state, Direction facing, BlockState state2, IWorld world, BlockPos pos1, BlockPos pos2, Hand hand)
{
return this.getBlock().updatePostPlacement(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(BlockState state, IBlockReader world, BlockPos pos, Direction facing)
{
return false;
}
/**
* Get the {@code PathNodeType} for this block. Return {@code null} for vanilla behavior.
*
* @return the PathNodeType
*/
@Nullable
default PathNodeType getAiPathNodeType(BlockState state, IBlockReader world, BlockPos pos, @Nullable MobEntity entity)
{
return state.isBurning(world, pos) ? PathNodeType.DANGER_FIRE : null;
}
/**
* @param state The state
* @return true if the block is sticky block which used for pull or push adjacent blocks (use by piston)
*/
default boolean isSlimeBlock(BlockState state)
{
return state.getBlock() == Blocks.SLIME_BLOCK;
}
/**
* @param state The state
* @return true if the block is sticky block which used for pull or push adjacent blocks (use by piston)
*/
default boolean isStickyBlock(BlockState state)
{
return state.getBlock() == Blocks.SLIME_BLOCK || state.getBlock() == Blocks.HONEY_BLOCK;
}
/**
* Determines if this block can stick to another block when pushed by a piston.
* @param state My state
* @param other Other block
* @return True to link blocks
*/
default boolean canStickTo(BlockState state, BlockState other)
{
if (state.getBlock() == Blocks.HONEY_BLOCK && other.getBlock() == Blocks.SLIME_BLOCK) return false;
if (state.getBlock() == Blocks.SLIME_BLOCK && other.getBlock() == Blocks.HONEY_BLOCK) return false;
return state.isStickyBlock() || other.isStickyBlock();
}
/**
* Chance that fire will spread and consume this block.
* 300 being a 100% chance, 0, being a 0% chance.
*
* @param state The current state
* @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
*/
default int getFlammability(BlockState state, IBlockReader world, BlockPos pos, Direction face)
{
return ((FireBlock)Blocks.FIRE).func_220274_q(state);
}
/**
* Called when fire is updating, checks if a block face can catch fire.
*
*
* @param state The current state
* @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.
*/
default boolean isFlammable(BlockState state, IBlockReader world, BlockPos pos, Direction face)
{
return state.getFlammability(world, pos, face) > 0;
}
/**
* If the block is flammable, this is called when it gets lit on fire.
*
* @param state The current state
* @param world The current world
* @param pos Block position in world
* @param face The face that the fire is coming from
* @param igniter The entity that lit the fire
*/
default void catchFire(BlockState state, World world, BlockPos pos, @Nullable Direction face, @Nullable LivingEntity igniter) {}
/**
* Called when fire is updating on a neighbor block.
* The higher the number returned, the faster fire will spread around this block.
*
* @param state The current state
* @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
*/
default int getFireSpreadSpeed(BlockState state, IBlockReader world, BlockPos pos, Direction face)
{
return ((FireBlock)Blocks.FIRE).func_220275_r(state);
}
/**
* 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 state The current state
* @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.
*/
default boolean isFireSource(BlockState state, IBlockReader world, BlockPos pos, Direction side)
{
if (side != Direction.UP)
return false;
if (getBlock() == Blocks.NETHERRACK || getBlock() == Blocks.MAGMA_BLOCK)
return true;
if (world instanceof IWorldReader && ((IWorldReader)world).getDimension() instanceof EndDimension && getBlock() == Blocks.BEDROCK)
return true;
return false;
}
/**
* 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
*/
default boolean canEntityDestroy(BlockState state, IBlockReader world, BlockPos pos, Entity entity)
{
if (entity instanceof EnderDragonEntity)
{
return !BlockTags.DRAGON_IMMUNE.contains(this.getBlock());
}
else if ((entity instanceof WitherEntity) ||
(entity instanceof WitherSkullEntity))
{
return state.isAir(world, pos) || WitherEntity.canDestroyBlock(state);
}
return true;
}
/**
* Ray traces through the blocks collision from start vector to end vector returning a ray trace hit.
*
* @param state The current state
* @param world The current world
* @param pos Block position in world
* @param start The start vector
* @param end The end vector
* @param original The original result from {@link Block#collisionRayTrace(IBlockState, World, BlockPos, Vec3d, Vec3d)}
* @return A result that suits your block
*/
@Nullable
default RayTraceResult getRayTraceResult(BlockState state, World world, BlockPos pos, Vec3d start, Vec3d end, RayTraceResult original)
{
return original;
}
/**
* Determines if this block should drop loot when exploded.
*/
default boolean canDropFromExplosion(BlockState state, IBlockReader world, BlockPos pos, Explosion explosion)
{
return state.getBlock().canDropFromExplosion(explosion);
}
/**
* Retrieves a list of tags names this is known to be associated with.
* This should be used in favor of TagCollection.getOwningTags, as this caches the result and automatically updates when the TagCollection changes.
*/
Set<ResourceLocation> getTags();
/**
* 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
*/
default void onBlockExploded(BlockState state, World world, BlockPos pos, Explosion explosion)
{
world.setBlockState(pos, Blocks.AIR.getDefaultState(), 3);
getBlock().onExplosionDestroy(world, pos, explosion);
}
/**
* Determines if this block's collision box should be treated as though it can extend above its block space.
* Use this to replicate fence and wall behavior.
*/
default boolean collisionExtendsVertically(BlockState state, IBlockReader world, BlockPos pos, Entity collidingEntity)
{
return getBlock().isIn(BlockTags.FENCES) || getBlock().isIn(BlockTags.WALLS) || getBlock() instanceof FenceGateBlock;
}
/**
* Called to determine whether this block should use the fluid overlay texture or flowing texture when it is placed under the fluid.
*
* @param state The current state
* @param world The world
* @param pos Block position in world
* @param fluidState The state of the fluid
* @return Whether the fluid overlay texture should be used
*/
default boolean shouldDisplayFluidOverlay(BlockState state, ILightReader world, BlockPos pos, IFluidState fluidState)
{
return state.getBlock() == Blocks.GLASS || state.getBlock() instanceof StainedGlassBlock;
}
}