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CC-Tweaked/src/main/java/dan200/computercraft/shared/computer/blocks/BlockComputer.java
2019-04-03 23:27:10 +01:00

60 lines
2.1 KiB
Java

/*
* This file is part of ComputerCraft - http://www.computercraft.info
* Copyright Daniel Ratcliffe, 2011-2019. Do not distribute without permission.
* Send enquiries to dratcliffe@gmail.com
*/
package dan200.computercraft.shared.computer.blocks;
import dan200.computercraft.shared.computer.core.ComputerFamily;
import dan200.computercraft.shared.computer.core.ComputerState;
import dan200.computercraft.shared.computer.items.ComputerItemFactory;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.entity.BlockEntityType;
import net.minecraft.item.ItemPlacementContext;
import net.minecraft.item.ItemStack;
import net.minecraft.state.StateFactory;
import net.minecraft.state.property.DirectionProperty;
import net.minecraft.state.property.EnumProperty;
import net.minecraft.state.property.Properties;
import net.minecraft.util.math.Direction;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
public class BlockComputer extends BlockComputerBase<TileComputer>
{
public static final EnumProperty<ComputerState> STATE = EnumProperty.create( "state", ComputerState.class );
public static final DirectionProperty FACING = Properties.FACING_HORIZONTAL;
public BlockComputer( Settings settings, ComputerFamily family, BlockEntityType<? extends TileComputer> type )
{
super( settings, family, type );
setDefaultState( getDefaultState()
.with( FACING, Direction.NORTH )
.with( STATE, ComputerState.OFF )
);
}
@Override
protected void appendProperties( StateFactory.Builder<Block, BlockState> builder )
{
builder.with( FACING, STATE );
}
@Nullable
@Override
public BlockState getPlacementState( ItemPlacementContext placement )
{
return getDefaultState().with( FACING, placement.getPlayerHorizontalFacing().getOpposite() );
}
@Nonnull
@Override
protected ItemStack getItem( TileComputerBase tile )
{
return tile instanceof TileComputer ? ComputerItemFactory.create( (TileComputer) tile ) : ItemStack.EMPTY;
}
}