tcr/java/src/game/block/BlockAnvil.java

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package game.block;
import java.util.List;
import game.entity.item.EntityFalling;
import game.entity.npc.EntityNPC;
import game.entity.types.EntityLiving;
import game.inventory.Container;
import game.inventory.ContainerRepair;
import game.inventory.InventoryPlayer;
import game.item.CheatTab;
import game.item.Item;
import game.item.ItemStack;
import game.material.Material;
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import game.model.Model;
import game.model.ModelProvider;
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import game.model.ModelRotation;
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import game.model.Transforms;
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import game.properties.IProperty;
import game.properties.PropertyDirection;
import game.properties.PropertyInteger;
import game.tileentity.IInteractionObject;
import game.world.BlockPos;
import game.world.Facing;
import game.world.IWorldAccess;
import game.world.State;
import game.world.World;
public class BlockAnvil extends BlockFalling
{
public static final PropertyDirection FACING = PropertyDirection.create("facing", Facing.Plane.HORIZONTAL);
public static final PropertyInteger DAMAGE = PropertyInteger.create("damage", 0, 2);
public BlockAnvil()
{
super(Material.anvil);
this.setDefaultState(this.getBaseState().withProperty(FACING, Facing.NORTH).withProperty(DAMAGE, Integer.valueOf(0)));
this.setLightOpacity(0);
this.setTab(CheatTab.tabTech);
}
public boolean isFullCube()
{
return false;
}
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
public boolean isOpaqueCube()
{
return false;
}
/**
* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
* IBlockstate
*/
public State onBlockPlaced(World worldIn, BlockPos pos, Facing facing, float hitX, float hitY, float hitZ, int meta, EntityLiving placer)
{
Facing enumfacing = placer.getHorizontalFacing().rotateY();
return super.onBlockPlaced(worldIn, pos, facing, hitX, hitY, hitZ, meta, placer).withProperty(FACING, enumfacing).withProperty(DAMAGE, Integer.valueOf(meta >> 2));
}
public boolean onBlockActivated(World worldIn, BlockPos pos, State state, EntityNPC playerIn, Facing side, float hitX, float hitY, float hitZ)
{
if (!worldIn.client)
{
playerIn.displayGui(new BlockAnvil.Anvil(worldIn, pos));
}
return true;
}
/**
* Gets the metadata of the item this Block can drop. This method is called when the block gets destroyed. It
* returns the metadata of the dropped item based on the old metadata of the block.
*/
public int damageDropped(State state)
{
return ((Integer)state.getValue(DAMAGE)).intValue();
}
public void setBlockBoundsBasedOnState(IWorldAccess worldIn, BlockPos pos)
{
Facing enumfacing = (Facing)worldIn.getState(pos).getValue(FACING);
if (enumfacing.getAxis() == Facing.Axis.X)
{
this.setBlockBounds(0.0F, 0.0F, 0.125F, 1.0F, 1.0F, 0.875F);
}
else
{
this.setBlockBounds(0.125F, 0.0F, 0.0F, 0.875F, 1.0F, 1.0F);
}
}
/**
* returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
*/
public void getSubBlocks(Item itemIn, CheatTab tab, List<ItemStack> list)
{
list.add(new ItemStack(itemIn, 1, 0));
list.add(new ItemStack(itemIn, 1, 1));
list.add(new ItemStack(itemIn, 1, 2));
}
protected void onStartFalling(EntityFalling fallingEntity)
{
fallingEntity.setHurtEntities(true);
}
public void onEndFalling(World worldIn, BlockPos pos)
{
worldIn.playAuxSFX(1022, pos, 0);
}
public boolean shouldSideBeRendered(IWorldAccess worldIn, BlockPos pos, Facing side)
{
return true;
}
/**
* Possibly modify the given BlockState before rendering it on an Entity (Minecarts, Endermen, ...)
*/
public State getStateForEntityRender(State state)
{
return this.getState().withProperty(FACING, Facing.SOUTH);
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public State getStateFromMeta(int meta)
{
return this.getState().withProperty(FACING, Facing.getHorizontal(meta & 3)).withProperty(DAMAGE, Integer.valueOf((meta & 12) == 12 ? 0 : ((meta & 12) >> 2)));
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(State state)
{
int i = 0;
i = i | ((Facing)state.getValue(FACING)).getHorizontalIndex();
i = i | ((Integer)state.getValue(DAMAGE)).intValue() << 2;
return i;
}
protected IProperty[] getProperties()
{
return new IProperty[] {FACING, DAMAGE};
}
public Transforms getTransform() {
return Transforms.ANVIL;
}
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public Model getModel(ModelProvider provider, String name, State state) {
return provider.getModel("anvil_base")
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.add(2, 0, 2, 14, 4, 14).d().uv(2, 2, 14, 14).rot(180).u().uv(2, 2, 14, 14).rot(180).noCull()
.ns().uv(2, 12, 14, 16).noCull().w().uv(0, 2, 4, 14).rot(90).noCull().e().uv(4, 2, 0, 14).rot(270).noCull()
.add(4, 4, 3, 12, 5, 13).du().uv(4, 3, 12, 13).rot(180).noCull()
.ns().uv(4, 11, 12, 12).noCull().w().uv(4, 3, 5, 13).rot(90).noCull().e().uv(5, 3, 4, 13).rot(270).noCull()
.add(6, 5, 4, 10, 10, 12).du().uv(10, 12, 6, 4).rot(180).noCull()
.ns().uv(6, 6, 10, 11).noCull().w().uv(5, 4, 10, 12).rot(90).noCull().e().uv(10, 4, 5, 12).rot(270).noCull()
.add(3, 10, 0, 13, 16, 16).d().uv(3, 0, 13, 16).rot(180).noCull().u("anvil_top_" + state.getValue(DAMAGE))
.uv(3, 0, 13, 16).rot(180).noCull()
.ns().uv(3, 0, 13, 6).noCull().w().uv(10, 0, 16, 16).rot(90).noCull().e().uv(16, 0, 10, 16).rot(270).noCull()
.rotate(ModelRotation.getNorthRot(state.getValue(FACING)));
}
public static class Anvil implements IInteractionObject
{
private final World world;
private final BlockPos position;
public Anvil(World worldIn, BlockPos pos)
{
this.world = worldIn;
this.position = pos;
}
public String getName()
{
return "anvil";
}
public boolean hasCustomName()
{
return false;
}
public String getCommandName()
{
return "Amboss";
}
public Container createContainer(InventoryPlayer playerInventory, EntityNPC playerIn)
{
return new ContainerRepair(playerInventory, this.world, this.position, playerIn);
}
public String getGuiID()
{
return "anvil";
}
}
}