001    package net.minecraft.block;
002    
003    import cpw.mods.fml.common.Side;
004    import cpw.mods.fml.common.asm.SideOnly;
005    import java.util.Random;
006    import net.minecraft.block.material.Material;
007    import net.minecraft.creativetab.CreativeTabs;
008    import net.minecraft.util.AxisAlignedBB;
009    import net.minecraft.world.IBlockAccess;
010    import net.minecraft.world.World;
011    
012    import net.minecraftforge.common.ForgeDirection;
013    import static net.minecraftforge.common.ForgeDirection.*;
014    
015    public class BlockLadder extends Block
016    {
017        protected BlockLadder(int par1, int par2)
018        {
019            super(par1, par2, Material.circuits);
020            this.setCreativeTab(CreativeTabs.tabDecorations);
021        }
022    
023        /**
024         * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
025         * cleared to be reused)
026         */
027        public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
028        {
029            this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
030            return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
031        }
032    
033        @SideOnly(Side.CLIENT)
034    
035        /**
036         * Returns the bounding box of the wired rectangular prism to render.
037         */
038        public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
039        {
040            this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
041            return super.getSelectedBoundingBoxFromPool(par1World, par2, par3, par4);
042        }
043    
044        /**
045         * Updates the blocks bounds based on its current state. Args: world, x, y, z
046         */
047        public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
048        {
049            this.func_85107_d(par1IBlockAccess.getBlockMetadata(par2, par3, par4));
050        }
051    
052        public void func_85107_d(int par1)
053        {
054            float var3 = 0.125F;
055    
056            if (par1 == 2)
057            {
058                this.setBlockBounds(0.0F, 0.0F, 1.0F - var3, 1.0F, 1.0F, 1.0F);
059            }
060    
061            if (par1 == 3)
062            {
063                this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, var3);
064            }
065    
066            if (par1 == 4)
067            {
068                this.setBlockBounds(1.0F - var3, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
069            }
070    
071            if (par1 == 5)
072            {
073                this.setBlockBounds(0.0F, 0.0F, 0.0F, var3, 1.0F, 1.0F);
074            }
075        }
076    
077        /**
078         * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
079         * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
080         */
081        public boolean isOpaqueCube()
082        {
083            return false;
084        }
085    
086        /**
087         * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
088         */
089        public boolean renderAsNormalBlock()
090        {
091            return false;
092        }
093    
094        /**
095         * The type of render function that is called for this block
096         */
097        public int getRenderType()
098        {
099            return 8;
100        }
101    
102        /**
103         * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
104         */
105        public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4)
106        {
107            return par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST ) ||
108                   par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST ) ||
109                   par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH) ||
110                   par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH);
111        }
112    
113        public int func_85104_a(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
114        {
115            int var10 = par9;
116    
117            if ((var10 == 0 || par5 == 2) && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH))
118            {
119                var10 = 2;
120            }
121    
122            if ((var10 == 0 || par5 == 3) && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH))
123            {
124                var10 = 3;
125            }
126    
127            if ((var10 == 0 || par5 == 4) && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST))
128            {
129                var10 = 4;
130            }
131    
132            if ((var10 == 0 || par5 == 5) && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST))
133            {
134                var10 = 5;
135            }
136    
137            return var10;
138        }
139    
140        /**
141         * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
142         * their own) Args: x, y, z, neighbor blockID
143         */
144        public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
145        {
146            int var6 = par1World.getBlockMetadata(par2, par3, par4);
147            boolean var7 = false;
148    
149            if (var6 == 2 && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH))
150            {
151                var7 = true;
152            }
153    
154            if (var6 == 3 && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH))
155            {
156                var7 = true;
157            }
158    
159            if (var6 == 4 && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST))
160            {
161                var7 = true;
162            }
163    
164            if (var6 == 5 && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST))
165            {
166                var7 = true;
167            }
168    
169            if (!var7)
170            {
171                this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0);
172                par1World.setBlockWithNotify(par2, par3, par4, 0);
173            }
174    
175            super.onNeighborBlockChange(par1World, par2, par3, par4, par5);
176        }
177    
178        /**
179         * Returns the quantity of items to drop on block destruction.
180         */
181        public int quantityDropped(Random par1Random)
182        {
183            return 1;
184        }
185    
186        @Override
187        public boolean isLadder(World world, int x, int y, int z)
188        {
189            return true;
190        }
191    }