Java Code Examples for net.minecraft.init.Blocks.iron_block()

The following are Jave code examples for showing how to use iron_block() of the net.minecraft.init.Blocks class. You can vote up the examples you like. Your votes will be used in our system to get more good examples.
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Example 1
Project: DecompiledMinecraft   File: ItemPickaxe.java   View Source Code Vote up 4 votes
/**
 * Check whether this Item can harvest the given Block
 */
public boolean canHarvestBlock(Block blockIn)
{
    return blockIn == Blocks.obsidian ? this.toolMaterial.getHarvestLevel() == 3 : (blockIn != Blocks.diamond_block && blockIn != Blocks.diamond_ore ? (blockIn != Blocks.emerald_ore && blockIn != Blocks.emerald_block ? (blockIn != Blocks.gold_block && blockIn != Blocks.gold_ore ? (blockIn != Blocks.iron_block && blockIn != Blocks.iron_ore ? (blockIn != Blocks.lapis_block && blockIn != Blocks.lapis_ore ? (blockIn != Blocks.redstone_ore && blockIn != Blocks.lit_redstone_ore ? (blockIn.getMaterial() == Material.rock ? true : (blockIn.getMaterial() == Material.iron ? true : blockIn.getMaterial() == Material.anvil)) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2);
}
 
Example 2
Project: DecompiledMinecraft   File: ItemPickaxe.java   View Source Code Vote up 4 votes
/**
 * Check whether this Item can harvest the given Block
 */
public boolean canHarvestBlock(Block blockIn)
{
    return blockIn == Blocks.obsidian ? this.toolMaterial.getHarvestLevel() == 3 : (blockIn != Blocks.diamond_block && blockIn != Blocks.diamond_ore ? (blockIn != Blocks.emerald_ore && blockIn != Blocks.emerald_block ? (blockIn != Blocks.gold_block && blockIn != Blocks.gold_ore ? (blockIn != Blocks.iron_block && blockIn != Blocks.iron_ore ? (blockIn != Blocks.lapis_block && blockIn != Blocks.lapis_ore ? (blockIn != Blocks.redstone_ore && blockIn != Blocks.lit_redstone_ore ? (blockIn.getMaterial() == Material.rock ? true : (blockIn.getMaterial() == Material.iron ? true : blockIn.getMaterial() == Material.anvil)) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2);
}
 
Example 3
Project: BaseClient   File: ItemPickaxe.java   View Source Code Vote up 4 votes
/**
 * Check whether this Item can harvest the given Block
 */
public boolean canHarvestBlock(Block blockIn)
{
    return blockIn == Blocks.obsidian ? this.toolMaterial.getHarvestLevel() == 3 : (blockIn != Blocks.diamond_block && blockIn != Blocks.diamond_ore ? (blockIn != Blocks.emerald_ore && blockIn != Blocks.emerald_block ? (blockIn != Blocks.gold_block && blockIn != Blocks.gold_ore ? (blockIn != Blocks.iron_block && blockIn != Blocks.iron_ore ? (blockIn != Blocks.lapis_block && blockIn != Blocks.lapis_ore ? (blockIn != Blocks.redstone_ore && blockIn != Blocks.lit_redstone_ore ? (blockIn.getMaterial() == Material.rock ? true : (blockIn.getMaterial() == Material.iron ? true : blockIn.getMaterial() == Material.anvil)) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2);
}
 
Example 4
Project: BaseClient   File: ItemPickaxe.java   View Source Code Vote up 4 votes
/**
 * Check whether this Item can harvest the given Block
 */
public boolean canHarvestBlock(Block blockIn)
{
    return blockIn == Blocks.obsidian ? this.toolMaterial.getHarvestLevel() == 3 : (blockIn != Blocks.diamond_block && blockIn != Blocks.diamond_ore ? (blockIn != Blocks.emerald_ore && blockIn != Blocks.emerald_block ? (blockIn != Blocks.gold_block && blockIn != Blocks.gold_ore ? (blockIn != Blocks.iron_block && blockIn != Blocks.iron_ore ? (blockIn != Blocks.lapis_block && blockIn != Blocks.lapis_ore ? (blockIn != Blocks.redstone_ore && blockIn != Blocks.lit_redstone_ore ? (blockIn.getMaterial() == Material.rock ? true : (blockIn.getMaterial() == Material.iron ? true : blockIn.getMaterial() == Material.anvil)) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2);
}
 
Example 5
Project: minecraft-quiverbow   File: RedLight.java   View Source Code Vote up 4 votes
@Override
public void onImpact(MovingObjectPosition target)
{
	if (target.entityHit != null) 		// We hit a living thing!
   	{		
		// Damage
		target.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.shootingEntity), (float)this.damage);
           target.entityHit.hurtResistantTime = 0;	// No immunity frames
           this.targetsHit += 1;					// Punched through one more entity
           
           // Bonus
           EntityLightningBolt bolt = new EntityLightningBolt(this.worldObj, target.entityHit.posX, target.entityHit.posY, target.entityHit.posZ);
           this.worldObj.addWeatherEffect(bolt);
       }
	else
	{
		// Let's blast through terrain on hit
		
		int x = target.blockX;
		int y = target.blockY;
		int z = target.blockZ;
		
		Block toBeBroken = this.worldObj.getBlock(x, y, z);
		int meta = this.worldObj.getBlockMetadata(x, y, z);
		
		boolean breakThis = true;
		
		if (toBeBroken.getHarvestLevel(meta) > 1) 
		{ 
			breakThis = false; 
			this.targetsHit += 1;	// Thicker materials
		}
		
		if (toBeBroken.getHarvestLevel(meta) > 2) 
		{ 
			breakThis = false; 
			this.targetsHit += 2;	// Even thicker materials
		}
		
		if (toBeBroken.getHarvestLevel(meta) > 3) 
		{ 
			breakThis = false; 
			this.targetsHit += 3;	// Super thick material
		}
		
    	if (toBeBroken.getMaterial() == Material.water) { breakThis = false; }
    	
    	if (toBeBroken == Blocks.water) { breakThis = false; }
    	if (toBeBroken == Blocks.flowing_water) { breakThis = false; }
    	
    	if (toBeBroken == Blocks.obsidian) 
    	{ 
    		breakThis = false; 
    		this.targetsHit += 2;	// Thicker materials
    	}
    	
    	if (toBeBroken == Blocks.iron_block) 
    	{ 
    		breakThis = false; 
    		this.targetsHit += 2;	// Thicker materials
    	}
    	
    	if (breakThis)	// Sorted out all blocks we don't want to break. Checking the rest now
    	{
    		// Glass breaking
        	Helper.tryBlockBreak(this.worldObj, this, target, 3);	// Very Strong
    	}
		
		this.targetsHit += 1;	// Punched through one more block, no matter if we managed to break it
	}
	
	// SFX
	NetHelper.sendParticleMessageToAllPlayers(this.worldObj, this.getEntityId(), (byte) 10, (byte) 2);
	this.worldObj.playSoundAtEntity(this, "ambient.weather.thunder", 0.7F, 0.5F);
	
	if (this.targetsHit > this.targetsHitMax) { this.setDead(); }	// Went through the maximum, so ending now
}