Makes formation planes a bit more consistent and less violent. (#4553)
* Makes formation planes a bit more consistent and less violent. Items will now have a slower speed when spawning as well as a narrower area to avoid having them glitch into a wall and be teleported around * Removed debug output, added clarifying parenthesis and extracted method. * Fixes various other issues with the formation plane Also removed now useless code Co-authored-by: Sebastian Hartte <sebastian@hartte.de>
This commit is contained in:
@@ -21,32 +21,31 @@ package appeng.parts.automation;
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import java.util.ArrayList;
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import java.util.Collections;
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import java.util.List;
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import java.util.Random;
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import javax.annotation.Nonnull;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityType;
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import net.minecraft.entity.item.ItemEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.inventory.container.ContainerType;
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import net.minecraft.item.BlockItem;
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import net.minecraft.item.BlockItemUseContext;
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import net.minecraft.item.DirectionalPlaceContext;
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import net.minecraft.item.FireworkRocketItem;
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import net.minecraft.item.FireworkStarItem;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.WallOrFloorItem;
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import net.minecraft.nbt.CompoundNBT;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.ActionResultType;
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import net.minecraft.util.Direction;
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import net.minecraft.util.Direction.Axis;
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import net.minecraft.util.Hand;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockRayTraceResult;
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import net.minecraft.util.math.vector.Vector3d;
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import net.minecraft.world.World;
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import net.minecraft.world.server.ServerWorld;
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import net.minecraftforge.client.model.data.IModelData;
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import net.minecraftforge.common.IPlantable;
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import net.minecraftforge.items.IItemHandler;
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import appeng.api.config.AccessRestriction;
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@@ -61,7 +60,6 @@ import appeng.api.networking.events.MENetworkChannelsChanged;
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import appeng.api.networking.events.MENetworkEventSubscribe;
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import appeng.api.networking.events.MENetworkPowerStatusChange;
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import appeng.api.networking.security.IActionSource;
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import appeng.api.parts.IPartItem;
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import appeng.api.parts.IPartModel;
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import appeng.api.storage.IMEInventoryHandler;
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import appeng.api.storage.IStorageChannel;
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@@ -86,6 +84,7 @@ import appeng.util.prioritylist.PrecisePriorityList;
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public class FormationPlanePart extends AbstractFormationPlanePart<IAEItemStack> {
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private static final PlaneModels MODELS = new PlaneModels("part/formation_plane", "part/formation_plane_on");
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private static final Random RANDOM_OFFSET = new Random();
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@PartModels
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public static List<IPartModel> getModels() {
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@@ -219,12 +218,12 @@ public class FormationPlanePart extends AbstractFormationPlanePart<IAEItemStack>
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final BlockPos placePos = te.getPos().offset(side.getFacing());
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if (w.getBlockState(placePos).getMaterial().isReplaceable()) {
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if (placeBlock == YesNo.YES && (i instanceof BlockItem || i instanceof IPlantable
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|| i instanceof FireworkStarItem || i instanceof FireworkRocketItem || i instanceof IPartItem)) {
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if (placeBlock == YesNo.YES) {
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final PlayerEntity player = Platform.getPlayer((ServerWorld) w);
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Platform.configurePlayer(player, side, this.getTile());
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Hand hand = player.getActiveHand();
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player.setHeldItem(hand, is);
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// Seems to work without...
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// Hand hand = player.getActiveHand();
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// player.setHeldItem(hand, is);
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maxStorage = is.getCount();
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worked = true;
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@@ -232,84 +231,33 @@ public class FormationPlanePart extends AbstractFormationPlanePart<IAEItemStack>
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// The side the plane is attached to will be considered the look direction
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// in terms of placing an item
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Direction lookDirection = side.getFacing();
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PlaneDirectionalPlaceContext context = new PlaneDirectionalPlaceContext(w, player, placePos,
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lookDirection, is, lookDirection.getOpposite());
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// FIXME No idea what any of this is _supposed_ to do, comment badly needed
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if (i instanceof IPlantable || i instanceof WallOrFloorItem) {
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boolean Worked = false;
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i.onItemUse(context);
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maxStorage -= is.getCount();
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// Up or Down, Attempt 1??
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if (side.xOffset == 0 && side.zOffset == 0) {
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Worked = i.onItemUse(new DirectionalPlaceContext(w, placePos.offset(side.getFacing()),
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lookDirection, is, side.getFacing())) == ActionResultType.SUCCESS;
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}
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// Up or Down, Attempt 2??
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if (!Worked && side.xOffset == 0 && side.zOffset == 0) {
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Worked = i.onItemUse(new DirectionalPlaceContext(w,
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placePos.offset(side.getFacing().getOpposite()), lookDirection, is,
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side.getFacing().getOpposite())) == ActionResultType.SUCCESS;
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}
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// Horizontal, attempt 1??
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if (!Worked && side.yOffset == 0) {
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Worked = i.onItemUse(new DirectionalPlaceContext(w, placePos.offset(Direction.DOWN),
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lookDirection, is, Direction.DOWN)) == ActionResultType.SUCCESS;
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}
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if (!Worked) {
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i.onItemUse(new DirectionalPlaceContext(w, placePos, lookDirection, is,
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lookDirection.getOpposite()));
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}
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maxStorage -= is.getCount();
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} else {
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i.onItemUse(new DirectionalPlaceContext(w, placePos, lookDirection, is,
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lookDirection.getOpposite()));
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maxStorage -= is.getCount();
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}
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} else {
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maxStorage = 1;
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}
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// Safe keeping
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player.setHeldItem(hand, ItemStack.EMPTY);
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// Seems to work without... Safe keeping
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// player.setHeldItem(hand, ItemStack.EMPTY);
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} else {
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worked = true;
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final int sum = this.countEntitesAround(w, placePos);
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// Disable spawning once there is a certain amount of entities in an area.
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if (sum < AEConfig.instance().getFormationPlaneEntityLimit()) {
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worked = true;
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if (type == Actionable.MODULATE) {
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is.setCount((int) maxStorage);
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final double x = (side.xOffset != 0 ? 0 : .7 * (Platform.getRandomFloat() - .5)) + side.xOffset
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+ .5 + te.getPos().getX();
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final double y = (side.yOffset != 0 ? 0 : .7 * (Platform.getRandomFloat() - .5)) + side.yOffset
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+ .5 + te.getPos().getY();
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final double z = (side.zOffset != 0 ? 0 : .7 * (Platform.getRandomFloat() - .5)) + side.zOffset
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+ .5 + te.getPos().getZ();
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final ItemEntity ei = new ItemEntity(w, x, y, z, is.copy());
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Entity result = ei;
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ei.setMotion(side.xOffset * 0.2, side.yOffset * 0.2, side.zOffset * 0.2);
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if (is.getItem().hasCustomEntity(is)) {
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result = is.getItem().createEntity(w, ei, is);
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if (result != null) {
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ei.remove();
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} else {
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result = ei;
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}
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}
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if (!w.addEntity(result)) {
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result.remove();
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if (!spawnItemEntity(w, te, side, is)) {
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// revert in case something prevents spawning.
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worked = false;
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}
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}
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} else {
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worked = false;
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}
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}
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}
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@@ -328,6 +276,57 @@ public class FormationPlanePart extends AbstractFormationPlanePart<IAEItemStack>
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return input;
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}
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private static boolean spawnItemEntity(World w, TileEntity te, AEPartLocation side, ItemStack is) {
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// the item offset based on the entity height plus some offset
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final double itemOffset = .55 + EntityType.ITEM.getHeight();
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// The center of the block the plane is located in
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final double centerX = te.getPos().getX() + .5;
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final double centerY = te.getPos().getY() + .5;
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final double centerZ = te.getPos().getZ() + .5;
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// When spawning downwards, we have to take the item height of 0.25 into account
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// Otherwise it will get stuck and be spit out in a random direction as
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// minecraft spawns it at its feet position and not center
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final double additionalYOffset = side.yOffset == -1 ? -.3 : 0;
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// Calculate the offsets to spawn it into the adjacent block, taking the sign
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// into account.
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// Spawn it 0.8 blocks away from the center pos when facing in this direction
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// Every other direction will select a position in a .5 block area around the
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// block center.
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final double offsetX = (side.xOffset == 0) ? ((RANDOM_OFFSET.nextFloat() / 2) - .25)
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: (side.xOffset * itemOffset);
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final double offsetY = (side.yOffset == 0) ? ((RANDOM_OFFSET.nextFloat() / 2) - .25)
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: ((side.yOffset * itemOffset) + additionalYOffset);
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final double offsetZ = (side.zOffset == 0) ? ((RANDOM_OFFSET.nextFloat() / 2) - .25)
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: (side.zOffset * itemOffset);
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final double absoluteX = centerX + offsetX;
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final double absoluteY = centerY + offsetY;
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final double absoluteZ = centerZ + offsetZ;
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final ItemEntity ei = new ItemEntity(w, absoluteX, absoluteY, absoluteZ, is.copy());
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Entity result = ei;
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ei.setMotion(side.xOffset * .1, side.yOffset * 0.1, side.zOffset * 0.1);
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if (is.getItem().hasCustomEntity(is)) {
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result = is.getItem().createEntity(w, ei, is);
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if (result != null) {
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ei.remove();
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} else {
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result = ei;
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}
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}
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if (!w.addEntity(result)) {
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result.remove();
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return false;
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}
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return true;
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}
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@Override
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public IStorageChannel<IAEItemStack> getChannel() {
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return Api.instance().storage().getStorageChannel(IItemStorageChannel.class);
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@@ -361,4 +360,69 @@ public class FormationPlanePart extends AbstractFormationPlanePart<IAEItemStack>
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return list.size();
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}
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/**
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* A custom {@link DirectionalPlaceContext} which also accepts a player needed
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* various blocks like seeds.
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* <p>
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* Also removed {@link DirectionalPlaceContext#replacingClickedOnBlock} as this
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* can cause a {@link StackOverflowError} for certain replaceable blocks.
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*/
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private static class PlaneDirectionalPlaceContext extends BlockItemUseContext {
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private final Direction lookDirection;
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public PlaneDirectionalPlaceContext(World world, PlayerEntity player, BlockPos pos, Direction lookDirection,
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ItemStack itemStack, Direction facing) {
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super(world, player, Hand.MAIN_HAND, itemStack,
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new BlockRayTraceResult(Vector3d.copyCenteredHorizontally(pos), facing, pos, false));
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this.lookDirection = lookDirection;
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}
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public BlockPos getPos() {
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return this.rayTraceResult.getPos();
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}
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public boolean canPlace() {
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return this.world.getBlockState(this.rayTraceResult.getPos()).isReplaceable(this);
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}
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public Direction getNearestLookingDirection() {
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return Direction.DOWN;
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}
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public Direction[] getNearestLookingDirections() {
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switch (this.lookDirection) {
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case DOWN:
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default:
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return new Direction[] { Direction.DOWN, Direction.NORTH, Direction.EAST, Direction.SOUTH,
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Direction.WEST, Direction.UP };
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case UP:
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return new Direction[] { Direction.DOWN, Direction.UP, Direction.NORTH, Direction.EAST,
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Direction.SOUTH, Direction.WEST };
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case NORTH:
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return new Direction[] { Direction.DOWN, Direction.NORTH, Direction.EAST, Direction.WEST,
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Direction.UP, Direction.SOUTH };
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case SOUTH:
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return new Direction[] { Direction.DOWN, Direction.SOUTH, Direction.EAST, Direction.WEST,
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Direction.UP, Direction.NORTH };
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case WEST:
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return new Direction[] { Direction.DOWN, Direction.WEST, Direction.SOUTH, Direction.UP,
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Direction.NORTH, Direction.EAST };
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case EAST:
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return new Direction[] { Direction.DOWN, Direction.EAST, Direction.SOUTH, Direction.UP,
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Direction.NORTH, Direction.WEST };
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}
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}
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public Direction getPlacementHorizontalFacing() {
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return this.lookDirection.getAxis() == Axis.Y ? Direction.NORTH : this.lookDirection;
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}
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public boolean func_225518_g_() {
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return false;
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}
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public float getPlacementYaw() {
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return (float) (this.lookDirection.getHorizontalIndex() * 90);
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}
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}
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}
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