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 /**
117 * Called when a block is placed using its ItemBlock. Args: World, X, Y, Z, side, hitX, hitY, hitZ, block metadata
118 */
119 public int onBlockPlaced(World par1World, int par2, int par3, int par4, int par5, float par6, float par7, float par8, int par9)
120 {
121 int var10 = par9;
122
123 if ((var10 == 0 || par5 == 2) && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH))
124 {
125 var10 = 2;
126 }
127
128 if ((var10 == 0 || par5 == 3) && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH))
129 {
130 var10 = 3;
131 }
132
133 if ((var10 == 0 || par5 == 4) && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST))
134 {
135 var10 = 4;
136 }
137
138 if ((var10 == 0 || par5 == 5) && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST))
139 {
140 var10 = 5;
141 }
142
143 return var10;
144 }
145
146 /**
147 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
148 * their own) Args: x, y, z, neighbor blockID
149 */
150 public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
151 {
152 int var6 = par1World.getBlockMetadata(par2, par3, par4);
153 boolean var7 = false;
154
155 if (var6 == 2 && par1World.isBlockSolidOnSide(par2, par3, par4 + 1, NORTH))
156 {
157 var7 = true;
158 }
159
160 if (var6 == 3 && par1World.isBlockSolidOnSide(par2, par3, par4 - 1, SOUTH))
161 {
162 var7 = true;
163 }
164
165 if (var6 == 4 && par1World.isBlockSolidOnSide(par2 + 1, par3, par4, WEST))
166 {
167 var7 = true;
168 }
169
170 if (var6 == 5 && par1World.isBlockSolidOnSide(par2 - 1, par3, par4, EAST))
171 {
172 var7 = true;
173 }
174
175 if (!var7)
176 {
177 this.dropBlockAsItem(par1World, par2, par3, par4, var6, 0);
178 par1World.setBlockWithNotify(par2, par3, par4, 0);
179 }
180
181 super.onNeighborBlockChange(par1World, par2, par3, par4, par5);
182 }
183
184 /**
185 * Returns the quantity of items to drop on block destruction.
186 */
187 public int quantityDropped(Random par1Random)
188 {
189 return 1;
190 }
191
192 @Override
193 public boolean isLadder(World world, int x, int y, int z)
194 {
195 return true;
196 }
197 }