package net.minecraft.block;

import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;

public class BlockBarrier extends Block
{

    protected BlockBarrier()
    {
        super(Material.barrier);
        this.setBlockUnbreakable();
        this.setResistance(6000001.0F);
        this.disableStats();
        this.translucent = true;
    }

    /**
     * The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render
     */
    public int getRenderType()
    {
        return -1;
    }

    /**
     * Used to determine ambient occlusion and culling when rebuilding chunks for render
     */
    public boolean isOpaqueCube()
    {
        return false;
    }

    /**
     * Returns the default ambient occlusion value based on block opacity
     */
    public float getAmbientOcclusionLightValue()
    {
        return 1.0F;
    }

    /**
     * Spawns this Block's drops into the World as EntityItems.
     *  
     * @param chance The chance that each Item is actually spawned (1.0 = always, 0.0 = never)
     * @param fortune The player's fortune level
     */
    public void dropBlockAsItemWithChance(World worldIn, BlockPos pos, IBlockState state, float chance, int fortune) {}
}
