package net.minecraft.block; import java.util.Random; import javax.annotation.Nullable; import net.minecraft.block.material.MapColor; import net.minecraft.block.material.Material; import net.minecraft.block.state.BlockFaceShape; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.util.BlockRenderLayer; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBush extends Block { protected static final AxisAlignedBB BUSH_AABB = new AxisAlignedBB(0.30000001192092896D, 0.0D, 0.30000001192092896D, 0.699999988079071D, 0.6000000238418579D, 0.699999988079071D); protected BlockBush() { this(Material.PLANTS); } protected BlockBush(Material materialIn) { this(materialIn, materialIn.getMaterialMapColor()); } protected BlockBush(Material materialIn, MapColor mapColorIn) { super(materialIn, mapColorIn); this.setTickRandomly(true); this.setCreativeTab(CreativeTabs.DECORATIONS); } /** * Checks if this block can be placed exactly at the given position. */ public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { return super.canPlaceBlockAt(worldIn, pos) && this.canSustainBush(worldIn.getBlockState(pos.down())); } /** * Return true if the block can sustain a Bush */ protected boolean canSustainBush(IBlockState state) { return state.getBlock() == Blocks.GRASS || state.getBlock() == Blocks.DIRT || state.getBlock() == Blocks.FARMLAND; } /** * Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor * change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid * block, etc. */ public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos) { super.neighborChanged(state, worldIn, pos, blockIn, fromPos); this.checkAndDropBlock(worldIn, pos, state); } public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { this.checkAndDropBlock(worldIn, pos, state); } protected void checkAndDropBlock(World worldIn, BlockPos pos, IBlockState state) { if (!this.canBlockStay(worldIn, pos, state)) { this.dropBlockAsItem(worldIn, pos, state, 0); worldIn.setBlockState(pos, Blocks.AIR.getDefaultState(), 3); } } public boolean canBlockStay(World worldIn, BlockPos pos, IBlockState state) { return this.canSustainBush(worldIn.getBlockState(pos.down())); } /** * @deprecated call via {@link IBlockState#getBoundingBox(IBlockAccess,BlockPos)} whenever possible. * Implementing/overriding is fine. */ public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { return BUSH_AABB; } @Nullable /** * @deprecated call via {@link IBlockState#getCollisionBoundingBox(IBlockAccess,BlockPos)} whenever possible. * Implementing/overriding is fine. */ public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos) { return NULL_AABB; } /** * Used to determine ambient occlusion and culling when rebuilding chunks for render * @deprecated call via {@link IBlockState#isOpaqueCube()} whenever possible. Implementing/overriding is fine. */ public boolean isOpaqueCube(IBlockState state) { return false; } /** * @deprecated call via {@link IBlockState#isFullCube()} whenever possible. Implementing/overriding is fine. */ public boolean isFullCube(IBlockState state) { return false; } /** * Gets the render layer this block will render on. SOLID for solid blocks, CUTOUT or CUTOUT_MIPPED for on-off * transparency (glass, reeds), TRANSLUCENT for fully blended transparency (stained glass) */ public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } /** * Get the geometry of the queried face at the given position and state. This is used to decide whether things like * buttons are allowed to be placed on the face, or how glass panes connect to the face, among other things. *

* Common values are {@code SOLID}, which is the default, and {@code UNDEFINED}, which represents something that * does not fit the other descriptions and will generally cause other things not to connect to the face. * @return an approximation of the form of the given face * @deprecated call via {@link IBlockState#getBlockFaceShape(IBlockAccess,BlockPos,EnumFacing)} whenever possible. * Implementing/overriding is fine. */ public BlockFaceShape getBlockFaceShape(IBlockAccess worldIn, IBlockState state, BlockPos pos, EnumFacing face) { return BlockFaceShape.UNDEFINED; } }