001 package net.minecraft.block; 002 003 import cpw.mods.fml.relauncher.Side; 004 import cpw.mods.fml.relauncher.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.updateLadderBounds(par1IBlockAccess.getBlockMetadata(par2, par3, par4)); 050 } 051 052 /** 053 * Update the ladder block bounds based on the given metadata value. 054 */ 055 public void updateLadderBounds(int par1) 056 { 057 float var3 = 0.125F; 058 059 if (par1 == 2) 060 { 061 this.setBlockBounds(0.0F, 0.0F, 1.0F - var3, 1.0F, 1.0F, 1.0F); 062 } 063 064 if (par1 == 3) 065 { 066 this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, var3); 067 } 068 069 if (par1 == 4) 070 { 071 this.setBlockBounds(1.0F - var3, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); 072 } 073 074 if (par1 == 5) 075 { 076 this.setBlockBounds(0.0F, 0.0F, 0.0F, var3, 1.0F, 1.0F); 077 } 078 } 079 080 /** 081 * Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two 082 * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block. 083 */ 084 public boolean isOpaqueCube() 085 { 086 return false; 087 } 088 089 /** 090 * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc) 091 */ 092 public boolean renderAsNormalBlock() 093 { 094 return false; 095 } 096 097 /** 098 * The type of render function that is called for this block 099 */ 100 public int getRenderType() 101 { 102 return 8; 103 } 104 105 /** 106 * Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z 107 */ 108 public boolean canPlaceBlockAt(World par1World, int par2, int par3, int par4) 109 { 110 return par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST ) || 111 par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST ) || 112 par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH) || 113 par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH); 114 } 115 116 public int func_85104_a(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9) 117 { 118 int var10 = par9; 119 120 if ((var10 == 0 || par5 == 2) && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH)) 121 { 122 var10 = 2; 123 } 124 125 if ((var10 == 0 || par5 == 3) && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH)) 126 { 127 var10 = 3; 128 } 129 130 if ((var10 == 0 || par5 == 4) && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST)) 131 { 132 var10 = 4; 133 } 134 135 if ((var10 == 0 || par5 == 5) && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST)) 136 { 137 var10 = 5; 138 } 139 140 return var10; 141 } 142 143 /** 144 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are 145 * their own) Args: x, y, z, neighbor blockID 146 */ 147 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) 148 { 149 int var6 = par1World.getBlockMetadata(par2, par3, par4); 150 boolean var7 = false; 151 152 if (var6 == 2 && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH)) 153 { 154 var7 = true; 155 } 156 157 if (var6 == 3 && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH)) 158 { 159 var7 = true; 160 } 161 162 if (var6 == 4 && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST)) 163 { 164 var7 = true; 165 } 166 167 if (var6 == 5 && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST)) 168 { 169 var7 = true; 170 } 171 172 if (!var7) 173 { 174 this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0); 175 par1World.setBlockWithNotify(par2, par3, par4, 0); 176 } 177 178 super.onNeighborBlockChange(par1World, par2, par3, par4, par5); 179 } 180 181 /** 182 * Returns the quantity of items to drop on block destruction. 183 */ 184 public int quantityDropped(Random par1Random) 185 { 186 return 1; 187 } 188 189 @Override 190 public boolean isLadder(World world, int x, int y, int z) 191 { 192 return true; 193 } 194 }