package net.minecraft.world.level.block; import com.mojang.serialization.MapCodec; import com.mojang.serialization.codecs.RecordCodecBuilder; import net.minecraft.core.BlockPos; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.state.BlockBehaviour; import net.minecraft.world.level.block.state.BlockState; import net.minecraft.world.level.block.state.StateDefinition; import net.minecraft.world.level.block.state.properties.BlockSetType; import net.minecraft.world.level.block.state.properties.BlockStateProperties; import net.minecraft.world.level.block.state.properties.BooleanProperty; /** * Access widened by fabric-transitive-access-wideners-v1 to accessible */ public class PressurePlateBlock extends BasePressurePlateBlock { public static final MapCodec CODEC = RecordCodecBuilder.mapCodec( i -> i.group(BlockSetType.CODEC.fieldOf("block_set_type").forGetter(b -> b.type), propertiesCodec()).apply(i, PressurePlateBlock::new) ); public static final BooleanProperty POWERED = BlockStateProperties.POWERED; @Override public MapCodec codec() { return CODEC; } /** * Access widened by fabric-transitive-access-wideners-v1 to accessible */ public PressurePlateBlock(final BlockSetType type, final BlockBehaviour.Properties properties) { super(properties, type); this.registerDefaultState(this.stateDefinition.any().setValue(POWERED, false)); } @Override protected int getSignalForState(final BlockState state) { return state.getValue(POWERED) ? 15 : 0; } @Override protected BlockState setSignalForState(final BlockState state, final int signal) { return state.setValue(POWERED, signal > 0); } @Override protected int getSignalStrength(final Level level, final BlockPos pos) { Class entityClass = switch (this.type.pressurePlateSensitivity()) { case EVERYTHING -> Entity.class; case MOBS -> LivingEntity.class; }; return getEntityCount(level, TOUCH_AABB.move(pos), entityClass) > 0 ? 15 : 0; } @Override protected void createBlockStateDefinition(final StateDefinition.Builder builder) { builder.add(POWERED); } }