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 }