DimDoors/StevenDimDoors/mod_pocketDim/blocks/BlockDimWallPerm.java

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package StevenDimDoors.mod_pocketDim.blocks;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraftforge.common.DimensionManager;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.core.DDTeleporter;
import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper;
import StevenDimDoors.mod_pocketDim.util.Point4D;
public class BlockDimWallPerm extends Block
{
private static final Random random = new Random();
private static DDProperties properties = null;
public BlockDimWallPerm(int i, int j, Material par2Material)
{
super(i, Material.ground);
this.setCreativeTab(mod_pocketDim.dimDoorsCreativeTab);
if (properties == null)
properties = DDProperties.instance();
}
public void registerIcons(IconRegister par1IconRegister)
{
this.blockIcon = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2());
}
public int quantityDropped(Random par1Random)
{
return 0;
}
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) {}
/**
* Only matters if the player is in limbo, acts to teleport the player from limbo back to dim 0
*/
public void onEntityWalking(World world, int x, int y, int z, Entity entity)
{
if (!world.isRemote && world.provider.dimensionId == properties.LimboDimensionID)
{
World overworld = DimensionManager.getWorld(0);
if (overworld != null && entity instanceof EntityPlayerMP)
{
EntityPlayer player = (EntityPlayer) entity;
player.fallDistance = 0;
int rangeLimit = properties.LimboReturnRange / 2;
int destinationX = x + MathHelper.getRandomIntegerInRange(random, -rangeLimit, rangeLimit);
int destinationZ = z + MathHelper.getRandomIntegerInRange(random, -rangeLimit, rangeLimit);
//make sure I am in the middle of a chunk, and not on a boundary, so it doesn't load the chunk next to me
destinationX = destinationX + (destinationX >> 4);
destinationZ = destinationZ + (destinationZ >> 4);
int destinationY = yCoordHelper.getFirstUncovered(overworld, destinationX, 63, destinationZ, true);
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//FIXME: Shouldn't we make the player's destination safe BEFORE teleporting him?!
//player.setPositionAndUpdate( x, y, z );
Point4D destination = new Point4D(destinationX, destinationY, destinationZ, 0);
DDTeleporter.teleportEntity(player, destination, false);
//player.setPositionAndUpdate( x, y, z );
// Make absolutely sure the player doesn't spawn inside blocks, though to be honest this shouldn't ever have to be a problem...
overworld.setBlockToAir(destinationX, destinationY, destinationZ);
overworld.setBlockToAir(destinationX, destinationY + 1, destinationZ);
for (int xc = -3; xc < 4; xc++)
{
for (int zc = -3; zc < 4; zc++)
{
if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 2 ||
Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3)
{
overworld.setBlock(destinationX + xc, destinationY - 1, destinationZ + zc, properties.LimboBlockID);
}
}
}
//FIXME: Why do we do this repeatedly? We also set the fall distance at the start...
player.setPositionAndUpdate( destinationX, destinationY, destinationZ );
player.fallDistance = 0;
}
}
}
}