BloodMagic/src/main/java/WayofTime/bloodmagic/block/BlockRoutingNode.java

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package WayofTime.bloodmagic.block;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.BlockPos;
import net.minecraft.world.IBlockAccess;
import WayofTime.bloodmagic.BloodMagic;
public abstract class BlockRoutingNode extends BlockContainer
{
public static final PropertyBool UP = PropertyBool.create("up");
public static final PropertyBool DOWN = PropertyBool.create("down");
public static final PropertyBool NORTH = PropertyBool.create("north");
public static final PropertyBool EAST = PropertyBool.create("east");
public static final PropertyBool SOUTH = PropertyBool.create("south");
public static final PropertyBool WEST = PropertyBool.create("west");
public BlockRoutingNode()
{
super(Material.rock);
setCreativeTab(BloodMagic.tabBloodMagic);
setHardness(2.0F);
setResistance(5.0F);
setHarvestLevel("pickaxe", 2);
setBlockBounds(0.378F, 0.378F, 0.378F, 0.625F, 0.625F, 0.625F);
this.setDefaultState(this.blockState.getBaseState().withProperty(DOWN, false).withProperty(UP, false).withProperty(NORTH, false).withProperty(EAST, false).withProperty(SOUTH, false).withProperty(WEST, false));
}
@Override
public boolean isOpaqueCube()
{
return false;
}
@Override
public boolean isFullCube()
{
return false;
}
@Override
public boolean isVisuallyOpaque()
{
return false;
}
@Override
public IBlockState getStateFromMeta(int meta)
{
return this.getDefaultState();
}
/**
* Convert the BlockState into the correct metadata value
*/
@Override
public int getMetaFromState(IBlockState state)
{
return 0;
}
@Override
public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
{
return state.withProperty(UP, this.shouldConnect(worldIn, pos.up())).withProperty(DOWN, this.shouldConnect(worldIn, pos.down())).withProperty(NORTH, this.shouldConnect(worldIn, pos.north())).withProperty(EAST, this.shouldConnect(worldIn, pos.east())).withProperty(SOUTH, this.shouldConnect(worldIn, pos.south())).withProperty(WEST, this.shouldConnect(worldIn, pos.west()));
}
@Override
protected BlockState createBlockState()
{
return new BlockState(this, UP, DOWN, NORTH, EAST, WEST, SOUTH);
}
public boolean shouldConnect(IBlockAccess world, BlockPos pos)
{
Block block = world.getBlockState(pos).getBlock();
return block.isFullBlock() && block.isFullCube();
}
@Override
public int getRenderType()
{
return 3;
}
}