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mc-1.12.2/client/src/main/java/net/minecraft/block/BlockBush.java
2022-03-24 02:49:43 +03:00

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5.1 KiB
Java

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.
* <p>
* 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;
}
}