    001package net.minecraft.block;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import java.util.Random;
    006import net.minecraft.block.material.Material;
    007import net.minecraft.client.renderer.texture.IconRegister;
    008import net.minecraft.creativetab.CreativeTabs;
    009import net.minecraft.tileentity.TileEntity;
    010import net.minecraft.tileentity.TileEntityDaylightDetector;
    011import net.minecraft.util.Icon;
    012import net.minecraft.util.MathHelper;
    013import net.minecraft.world.EnumSkyBlock;
    014import net.minecraft.world.IBlockAccess;
    015import net.minecraft.world.World;
    016
    017public class BlockDaylightDetector extends BlockContainer
    018{
    019    private Icon[] iconArray = new Icon[2];
    020
    021    public BlockDaylightDetector(int par1)
    022    {
    023        super(par1, Material.wood);
    024        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.375F, 1.0F);
    025        this.setCreativeTab(CreativeTabs.tabRedstone);
    026    }
    027
    028    /**
    029     * Updates the blocks bounds based on its current state. Args: world, x, y, z
    030     */
    031    public void setBlockBoundsBasedOnState(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    032    {
    033        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.375F, 1.0F);
    034    }
    035
    036    /**
    037     * Returns true if the block is emitting indirect/weak redstone power on the specified side. If isBlockNormalCube
    038     * returns true, standard redstone propagation rules will apply instead and this will not be called. Args: World, X,
    039     * Y, Z, side. Note that the side is reversed - eg it is 1 (up) when checking the bottom of the block.
    040     */
    041    public int isProvidingWeakPower(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    042    {
    043        return par1IBlockAccess.getBlockMetadata(par2, par3, par4);
    044    }
    045
    046    /**
    047     * Ticks the block if it's been scheduled
    048     */
    049    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random) {}
    050
    051    /**
    052     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
    053     * their own) Args: x, y, z, neighbor blockID
    054     */
    055    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5) {}
    056
    057    /**
    058     * Called whenever the block is added into the world. Args: world, x, y, z
    059     */
    060    public void onBlockAdded(World par1World, int par2, int par3, int par4) {}
    061
    062    public void func_94444_j_(World par1World, int par2, int par3, int par4)
    063    {
    064        if (!par1World.provider.hasNoSky)
    065        {
    066            int l = par1World.getBlockMetadata(par2, par3, par4);
    067            int i1 = par1World.getSavedLightValue(EnumSkyBlock.Sky, par2, par3, par4) - par1World.skylightSubtracted;
    068            float f = par1World.getCelestialAngleRadians(1.0F);
    069
    070            if (f < (float)Math.PI)
    071            {
    072                f += (0.0F - f) * 0.2F;
    073            }
    074            else
    075            {
    076                f += (((float)Math.PI * 2F) - f) * 0.2F;
    077            }
    078
    079            i1 = Math.round((float)i1 * MathHelper.cos(f));
    080
    081            if (i1 < 0)
    082            {
    083                i1 = 0;
    084            }
    085
    086            if (i1 > 15)
    087            {
    088                i1 = 15;
    089            }
    090
    091            if (l != i1)
    092            {
    093                par1World.setBlockMetadataWithNotify(par2, par3, par4, i1, 3);
    094            }
    095        }
    096    }
    097
    098    /**
    099     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
    100     */
    101    public boolean renderAsNormalBlock()
    102    {
    103        return false;
    104    }
    105
    106    /**
    107     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
    108     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
    109     */
    110    public boolean isOpaqueCube()
    111    {
    112        return false;
    113    }
    114
    115    /**
    116     * Can this block provide power. Only wire currently seems to have this change based on its state.
    117     */
    118    public boolean canProvidePower()
    119    {
    120        return true;
    121    }
    122
    123    /**
    124     * Returns a new instance of a block's tile entity class. Called on placing the block.
    125     */
    126    public TileEntity createNewTileEntity(World par1World)
    127    {
    128        return new TileEntityDaylightDetector();
    129    }
    130
    131    @SideOnly(Side.CLIENT)
    132
    133    /**
    134     * From the specified side and block metadata retrieves the blocks texture. Args: side, metadata
    135     */
    136    public Icon getIcon(int par1, int par2)
    137    {
    138        return par1 == 1 ? this.iconArray[0] : this.iconArray[1];
    139    }
    140
    141    @SideOnly(Side.CLIENT)
    142
    143    /**
    144     * When this method is called, your block should register all the icons it needs with the given IconRegister. This
    145     * is the only chance you get to register icons.
    146     */
    147    public void registerIcons(IconRegister par1IconRegister)
    148    {
    149        this.iconArray[0] = par1IconRegister.registerIcon("daylightDetector_top");
    150        this.iconArray[1] = par1IconRegister.registerIcon("daylightDetector_side");
    151    }
    152}