/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.block.crafting; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyBool; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.BlockRenderLayer; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import appeng.api.util.AEPartLocation; import appeng.block.AEBaseTileBlock; import appeng.core.sync.GuiBridge; import appeng.tile.crafting.TileMolecularAssembler; import appeng.util.Platform; public class BlockMolecularAssembler extends AEBaseTileBlock { public static final PropertyBool POWERED = PropertyBool.create( "powered" ); public BlockMolecularAssembler() { super( Material.IRON ); this.setOpaque( false ); this.lightOpacity = 1; } @Override protected IProperty[] getAEStates() { return new IProperty[] { POWERED }; } @Override public IBlockState getActualState( IBlockState state, IBlockAccess worldIn, BlockPos pos ) { boolean powered = false; TileMolecularAssembler te = this.getTileEntity( worldIn, pos ); if( te != null ) { powered = te.isPowered(); } return super.getActualState( state, worldIn, pos ).withProperty( POWERED, powered ); } /** * NOTE: This is only used to determine how to render an item being held in hand. * For determining block rendering, the method below is used (canRenderInLayer). */ @SideOnly( Side.CLIENT ) @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } @SideOnly( Side.CLIENT ) @Override public boolean canRenderInLayer( IBlockState state, BlockRenderLayer layer ) { return layer == BlockRenderLayer.TRANSLUCENT; } @Override public boolean isFullCube( IBlockState state ) { return false; } @Override public boolean onBlockActivated( final World w, final BlockPos pos, final IBlockState state, final EntityPlayer p, final EnumHand hand, final EnumFacing side, final float hitX, final float hitY, final float hitZ ) { final TileMolecularAssembler tg = this.getTileEntity( w, pos ); if( tg != null && !p.isSneaking() ) { Platform.openGUI( p, tg, AEPartLocation.fromFacing( side ), GuiBridge.GUI_MAC ); return true; } return super.onBlockActivated( w, pos, state, p, hand, side, hitX, hitY, hitZ ); } }