Controller Model (#33)

* Implemented the controller models (using the UVL model loader to make the lights be fullbright at night).
This commit is contained in:
shartte
2016-08-15 10:28:45 +02:00
committed by Elix_x
parent a422de6adb
commit 24ddc0e574
24 changed files with 359 additions and 6 deletions
@@ -27,8 +27,10 @@ import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.IStringSerializable;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import appeng.block.AEBaseTileBlock;
@@ -39,7 +41,7 @@ import appeng.tile.networking.TileController;
public class BlockController extends AEBaseTileBlock
{
public static enum ControllerBlockState implements IStringSerializable
public enum ControllerBlockState implements IStringSerializable
{
offline, online, conflicted;
@@ -49,26 +51,106 @@ public class BlockController extends AEBaseTileBlock
return this.name();
}
};
}
public static final PropertyEnum CONTROLLER_STATE = PropertyEnum.create( "state", ControllerBlockState.class );
/**
* Controls the rendering of the controller block (connected texture style).
* inside_a and inside_b are alternating patterns for a controller that is enclosed by other controllers,
* and since they are always offline, they do not have the usual sub-states.
*/
public enum ControllerRenderType implements IStringSerializable
{
block, column, inside_a, inside_b;
@Override
public String getName()
{
return this.name();
}
}
public static final PropertyEnum<ControllerBlockState> CONTROLLER_STATE = PropertyEnum.create( "state", ControllerBlockState.class );
public static final PropertyEnum<ControllerRenderType> CONTROLLER_TYPE = PropertyEnum.create( "type", ControllerRenderType.class );
@Override
protected IProperty[] getAEStates()
{
return new IProperty[] { AE_BLOCK_FORWARD, AE_BLOCK_UP, CONTROLLER_STATE };
return new IProperty[] { AE_BLOCK_FORWARD, AE_BLOCK_UP, CONTROLLER_STATE, CONTROLLER_TYPE };
}
/**
* This will compute the AE_BLOCK_FORWARD, AE_BLOCK_UP and CONTROLLER_TYPE block states based on adjacent
* controllers and the network state of this controller (offline, online, conflicted). This is used to
* get a rudimentary connected texture feel for the controller based on how it is placed.
*/
@Override
public IBlockState getActualState( IBlockState state, IBlockAccess world, BlockPos pos )
{
// Only used for columns, really
EnumFacing up = EnumFacing.UP;
EnumFacing forward = EnumFacing.NORTH;
ControllerRenderType type = ControllerRenderType.block;
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
// Detect whether controllers are on both sides of the x, y, and z axes
final boolean xx = this.getTileEntity( world, x - 1, y, z ) instanceof TileController && this.getTileEntity( world, x + 1, y, z ) instanceof TileController;
final boolean yy = this.getTileEntity( world, x, y - 1, z ) instanceof TileController && this.getTileEntity( world, x, y + 1, z ) instanceof TileController;
final boolean zz = this.getTileEntity( world, x, y, z - 1 ) instanceof TileController && this.getTileEntity( world, x, y, z + 1 ) instanceof TileController;
if( xx && !yy && !zz )
{
up = EnumFacing.EAST;
forward = EnumFacing.UP;
type = ControllerRenderType.column;
}
else if( !xx && yy && !zz )
{
up = EnumFacing.UP;
forward = EnumFacing.NORTH;
type = ControllerRenderType.column;
}
else if( !xx && !yy && zz )
{
up = EnumFacing.NORTH;
forward = EnumFacing.UP;
type = ControllerRenderType.column;
}
else if( ( xx ? 1 : 0 ) + ( yy ? 1 : 0 ) + ( zz ? 1 : 0 ) >= 2 )
{
final int v = ( Math.abs( x ) + Math.abs( y ) + Math.abs( z ) ) % 2;
// While i'd like this to be based on the blockstate randomization feature, this generates
// an alternating pattern based on world position, so this is not 100% doable with blockstates.
if( v == 0 )
{
type = ControllerRenderType.inside_a;
}
else
{
type = ControllerRenderType.inside_b;
}
}
return state.withProperty( AE_BLOCK_FORWARD, forward ).withProperty( AE_BLOCK_UP, up ).withProperty( CONTROLLER_TYPE, type );
}
@Override
public int getMetaFromState( final IBlockState state )
{
return ( (ControllerBlockState) state.getValue( CONTROLLER_STATE ) ).ordinal();
return state.getValue( CONTROLLER_STATE ).ordinal();
}
@Override
public IBlockState getStateFromMeta( final int meta )
{
return this.getDefaultState().withProperty( CONTROLLER_STATE, ControllerBlockState.offline );
ControllerBlockState state = ControllerBlockState.values()[meta];
return this.getDefaultState().withProperty( CONTROLLER_STATE, state );
}
@Override
@@ -83,6 +165,7 @@ public class BlockController extends AEBaseTileBlock
this.setTileEntity( TileController.class );
this.setHardness( 6 );
this.setFeature( EnumSet.of( AEFeature.Channels ) );
this.setDefaultState( getDefaultState().withProperty( CONTROLLER_STATE, ControllerBlockState.offline ).withProperty( CONTROLLER_TYPE, ControllerRenderType.block ) );
}
@Override