    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    }