net.minecraft.block.BlockLadder Java Examples
The following examples show how to use
net.minecraft.block.BlockLadder.
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Example #1
Source File: MixinBlockLadder.java From LiquidBounce with GNU General Public License v3.0 | 6 votes |
/** * @author CCBlueX */ @Overwrite public void setBlockBoundsBasedOnState(IBlockAccess worldIn, BlockPos pos) { final IBlockState iblockstate = worldIn.getBlockState(pos); if(iblockstate.getBlock() instanceof BlockLadder) { final FastClimb fastClimb = (FastClimb) LiquidBounce.moduleManager.getModule(FastClimb.class); final float f = fastClimb.getState() && fastClimb.getModeValue().get().equalsIgnoreCase("AAC3.0.0") ? 0.99f : 0.125f; switch(iblockstate.getValue(FACING)) { case NORTH: this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F); break; case SOUTH: this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f); break; case WEST: this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); break; case EAST: default: this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F); } } }
Example #2
Source File: MixinBlockLadder.java From LiquidBounce with GNU General Public License v3.0 | 6 votes |
/** * @author CCBlueX */ @Overwrite public void setBlockBoundsBasedOnState(IBlockAccess worldIn, BlockPos pos) { final IBlockState iblockstate = worldIn.getBlockState(pos); if(iblockstate.getBlock() instanceof BlockLadder) { final FastClimb fastClimb = (FastClimb) LiquidBounce.moduleManager.getModule(FastClimb.class); final float f = fastClimb.getState() && fastClimb.getModeValue().get().equalsIgnoreCase("AAC3.0.0") ? 0.99f : 0.125f; switch(iblockstate.getValue(FACING)) { case NORTH: this.setBlockBounds(0.0F, 0.0F, 1.0F - f, 1.0F, 1.0F, 1.0F); break; case SOUTH: this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, f); break; case WEST: this.setBlockBounds(1.0F - f, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F); break; case EAST: default: this.setBlockBounds(0.0F, 0.0F, 0.0F, f, 1.0F, 1.0F); } } }
Example #3
Source File: TofuVillagerHouse.java From TofuCraftReload with MIT License | 4 votes |
/** * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes * Mineshafts at the end, it adds Fences... */ public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn) { if (this.averageGroundLvl < 0) { this.averageGroundLvl = this.getAverageGroundLevel(worldIn, structureBoundingBoxIn); if (this.averageGroundLvl < 0) { return true; } this.boundingBox.offset(0, this.averageGroundLvl - this.boundingBox.maxY + 9 - 1, 0); } IBlockState iblockstate1 = this.getBiomeSpecificBlockState(BlockLoader.TOFUISHI_BRICK.getDefaultState()); IBlockState iblockstate2 = this.getBiomeSpecificBlockState(BlockLoader.TOFUISHI_BRICK_STAIRS.getDefaultState().withProperty(BlockStairs.FACING, EnumFacing.NORTH)); IBlockState air = Blocks.AIR.getDefaultState(); IBlockState iblockstate3 = BlockLoader.ISHITOFU.getDefaultState(); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 6, 4, 6, iblockstate1, iblockstate1, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 1, 1, 5, 3, 5, air, air, false); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 0, 2, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 2, 6, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 6, 2, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 1, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 2, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 3, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.CRAFTING_TABLE.getDefaultState(), 1, 1, 4, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.SALTFURNACE.getDefaultState(), 1, 5, 1, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.CAULDRON.getDefaultState(), 1, 6, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 5, 5, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFUISHI_BRICK.getDefaultState(), 5, 6, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 4, 5, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFUISHI_BRICK.getDefaultState(), 5, 6, 1, structureBoundingBoxIn); IBlockState iblockstate5 = BlockLoader.TOFUISHI_BRICK_LADDER.getDefaultState().withProperty(BlockLadder.FACING, EnumFacing.SOUTH); this.setBlockState(worldIn, iblockstate5, 5, 1, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 2, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 3, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 4, 5, structureBoundingBoxIn); //2F this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 5, 0, 6, 9, 6, iblockstate1, iblockstate1, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 1, 5, 1, 5, 8, 5, air, air, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 0, 9, 0, iblockstate3, iblockstate3, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 6, 0, 0, 6, 9, 0, iblockstate3, iblockstate3, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 0, 6, 0, 9, 6, iblockstate3, iblockstate3, false); this.fillWithBlocks(worldIn, structureBoundingBoxIn, 6, 0, 6, 6, 9, 6, iblockstate3, iblockstate3, false); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 1, 5, 5, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFU_LEAVE.getDefaultState(), 1, 6, 5, structureBoundingBoxIn); BlockPos blockpos = new BlockPos(this.getXWithOffset(2, 5), this.getYWithOffset(5), this.getZWithOffset(2, 5)); this.generateChest(worldIn, structureBoundingBoxIn, randomIn, blockpos, TofuLootTables.tofuhouse, BlockLoader.TOFUCHEST.getDefaultState().withProperty(BlockTofuChest.FACING, EnumFacing.EAST)); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 0, 6, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 6, 6, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 6, 6, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 6, 0, structureBoundingBoxIn); if (this.getBlockStateFromPos(worldIn, 3, 0, -1, structureBoundingBoxIn).getMaterial() == Material.AIR && this.getBlockStateFromPos(worldIn, 3, -1, -1, structureBoundingBoxIn).getMaterial() != Material.AIR) { this.setBlockState(worldIn, iblockstate2, 3, 0, -1, structureBoundingBoxIn); } this.placeTorch(worldIn, EnumFacing.NORTH, 3, 3, 1, structureBoundingBoxIn); this.placeTorch(worldIn, EnumFacing.SOUTH, 3, 3, 5, structureBoundingBoxIn); this.placeTorch(worldIn, EnumFacing.SOUTH, 3, 7, 5, structureBoundingBoxIn); this.createVillageDoor(worldIn, structureBoundingBoxIn, randomIn, 3, 1, 0, EnumFacing.NORTH); this.spawnVillagers(worldIn, structureBoundingBoxIn, 4, 1, 4, 2); for (int l = 0; l < 6; ++l) { for (int k = 0; k < 6; ++k) { this.clearCurrentPositionBlocksUpwards(worldIn, k, 9, l, structureBoundingBoxIn); this.replaceAirAndLiquidDownwards(worldIn, iblockstate1, k, -1, l, structureBoundingBoxIn); } } return true; }
Example #4
Source File: StructureTofuVillagePieces.java From TofuCraftReload with MIT License | 4 votes |
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn) { if (this.averageGroundLvl < 0) { this.averageGroundLvl = this.getAverageGroundLevel(worldIn, structureBoundingBoxIn); if (this.averageGroundLvl < 0) { return true; } this.boundingBox.offset(0, this.averageGroundLvl - this.boundingBox.maxY + 9 - 1, 0); } IBlockState iblockstate = this.getBiomeSpecificBlockState(BlockLoader.tofuTerrain.getDefaultState()); IBlockState iblockstate1 = this.getBiomeSpecificBlockState(BlockLoader.TOFUISHI_BRICK.getDefaultState()); IBlockState iblockstate2 = this.getBiomeSpecificBlockState(BlockLoader.TOFUISHI_BRICK_STAIRS.getDefaultState().withProperty(BlockStairs.FACING, EnumFacing.NORTH)); IBlockState air = Blocks.AIR.getDefaultState(); IBlockState iblockstate3 = BlockLoader.ISHITOFU.getDefaultState(); this.fillWithBlocks(worldIn,structureBoundingBoxIn,0,0,0,6,4,6,iblockstate1,iblockstate1,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,1,1,1,5,3,5,air,air,false); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 0, 2, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 2, 6, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 6, 2, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 1, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 2, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.BOOKSHELF.getDefaultState(), 1, 3, 5, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.CRAFTING_TABLE.getDefaultState(), 1, 1, 4, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 1, 5, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFU_LEAVE.getDefaultState(), 1, 6, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 5, 5, 1, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFU_LEAVE.getDefaultState(), 5, 6, 1, structureBoundingBoxIn); IBlockState iblockstate5 = BlockLoader.TOFUISHI_BRICK_LADDER.getDefaultState().withProperty(BlockLadder.FACING, EnumFacing.SOUTH); this.setBlockState(worldIn, iblockstate5, 5, 1, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 2, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 3, 5, structureBoundingBoxIn); this.setBlockState(worldIn, iblockstate5, 5, 4, 5, structureBoundingBoxIn); //2F this.fillWithBlocks(worldIn,structureBoundingBoxIn,0,5,0,6,9,6,iblockstate1,iblockstate1,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,1,5,1,5,8,5,air,air,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,0,0,0,0,9,0,iblockstate3,iblockstate3,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,6,0,0,6,9,0,iblockstate3,iblockstate3,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,0,0,6,0,9,6,iblockstate3,iblockstate3,false); this.fillWithBlocks(worldIn,structureBoundingBoxIn,6,0,6,6,9,6,iblockstate3,iblockstate3,false); this.setBlockState(worldIn, BlockLoader.ISHITOFU.getDefaultState(), 1, 5, 5, structureBoundingBoxIn); this.setBlockState(worldIn, BlockLoader.TOFU_LEAVE.getDefaultState(), 1, 6, 5, structureBoundingBoxIn); BlockPos blockpos = new BlockPos(this.getXWithOffset(2,5), this.getYWithOffset(5), this.getZWithOffset(2,5)); this.generateChest(worldIn,structureBoundingBoxIn,randomIn,blockpos, TofuLootTables.tofuhouse,BlockLoader.TOFUCHEST.getDefaultState().withProperty(BlockTofuChest.FACING, EnumFacing.EAST)); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 0, 6, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 6, 6, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 6, 6, 3, structureBoundingBoxIn); this.setBlockState(worldIn, Blocks.GLASS_PANE.getDefaultState(), 3, 6, 0, structureBoundingBoxIn); if (this.getBlockStateFromPos(worldIn, 3, 0, -1, structureBoundingBoxIn).getMaterial() == Material.AIR && this.getBlockStateFromPos(worldIn, 3, -1, -1, structureBoundingBoxIn).getMaterial() != Material.AIR) { this.setBlockState(worldIn, iblockstate2, 3, 0, -1, structureBoundingBoxIn); } this.placeTorch(worldIn, EnumFacing.NORTH, 3, 3, 1, structureBoundingBoxIn); this.placeTorch(worldIn, EnumFacing.SOUTH, 3, 3, 5, structureBoundingBoxIn); this.placeTorch(worldIn, EnumFacing.SOUTH, 3, 7, 5, structureBoundingBoxIn); this.placeDoor(worldIn, structureBoundingBoxIn, randomIn, 3, 1, 0, EnumFacing.NORTH); for (int j = 0; j < 7; ++j) { for (int i = 0; i < 7; ++i) { this.clearCurrentPositionBlocksUpwards(worldIn, i, 10, j, structureBoundingBoxIn); this.replaceAirAndLiquidDownwards(worldIn, iblockstate, i, -1, j, structureBoundingBoxIn); } } this.spawnVillagers(worldIn, structureBoundingBoxIn, 4, 6, 4, 2,2); this.spawnVillagers(worldIn, structureBoundingBoxIn, 4, 1, 4, 1); return true; }