Moving to source sets
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.block.misc;
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import java.util.EnumMap;
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import java.util.Map;
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import java.util.Random;
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import javax.annotation.Nullable;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.item.ItemPlacementContext;
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import net.minecraft.sound.BlockSoundGroup;
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import net.minecraft.block.Material;
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import net.minecraft.state.property.BooleanProperty;
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import net.minecraft.state.property.DirectionProperty;
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import net.minecraft.state.StateManager;
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import net.minecraft.state.property.Properties;
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import net.minecraft.util.math.Box;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.block.ShapeContext;
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import net.minecraft.util.shape.VoxelShape;
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import net.minecraft.util.shape.VoxelShapes;
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import net.minecraft.world.BlockView;
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import net.minecraft.world.WorldAccess;
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import net.minecraft.world.WorldView;
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import net.minecraft.world.World;
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import net.fabricmc.api.EnvType;
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import net.fabricmc.api.Environment;
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import appeng.api.util.IOrientable;
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import appeng.api.util.IOrientableBlock;
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import appeng.block.AEBaseBlock;
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import appeng.client.render.effects.ParticleTypes;
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import appeng.core.AEConfig;
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import appeng.core.AppEng;
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import appeng.helpers.MetaRotation;
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public class QuartzFixtureBlock extends AEBaseBlock implements IOrientableBlock {
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// Cache VoxelShapes for each facing
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private static final Map<Direction, VoxelShape> SHAPES;
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static {
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SHAPES = new EnumMap<>(Direction.class);
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for (Direction facing : Direction.values()) {
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final double xOff = -0.3 * facing.getOffsetX();
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final double yOff = -0.3 * facing.getOffsetY();
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final double zOff = -0.3 * facing.getOffsetZ();
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VoxelShape shape = VoxelShapes
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.cuboid(new Box(xOff + 0.3, yOff + 0.3, zOff + 0.3, xOff + 0.7, yOff + 0.7, zOff + 0.7));
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SHAPES.put(facing, shape);
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}
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}
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// Cannot use the vanilla FACING property here because it excludes facing DOWN
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public static final DirectionProperty FACING = Properties.FACING;
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// Used to alternate between two variants of the fixture on adjacent blocks
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public static final BooleanProperty ODD = BooleanProperty.of("odd");
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public QuartzFixtureBlock() {
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super(defaultProps(Material.SUPPORTED).noCollision().strength(0).lightLevel(14)
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.sounds(BlockSoundGroup.GLASS));
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this.setDefaultState(getDefaultState().with(FACING, Direction.UP).with(ODD, false));
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}
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@Override
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protected void appendProperties(StateManager.Builder<Block, BlockState> builder) {
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builder.add(FACING, ODD);
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}
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// For reference, see WallTorchBlock
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@Override
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@Nullable
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public BlockState getPlacementState(ItemPlacementContext context) {
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BlockState blockstate = super.getPlacementState(context);
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BlockPos pos = context.getBlockPos();
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// Set the even/odd property
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boolean oddPlacement = ((pos.getX() + pos.getY() + pos.getZ()) % 2) != 0;
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blockstate = blockstate.with(ODD, oddPlacement);
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WorldView iworldreader = context.getWorld();
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Direction[] adirection = context.getPlacementDirections();
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for (Direction direction : adirection) {
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if (canPlaceAt(iworldreader, pos, direction)) {
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return blockstate.with(FACING, direction.getOpposite());
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}
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}
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return null;
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}
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// Break the fixture if the block it is attached to is changed so that it could
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// no longer be placed
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@Override
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public BlockState getStateForNeighborUpdate(BlockState state, Direction facing, BlockState facingState, WorldAccess worldIn,
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BlockPos pos, BlockPos facingPos) {
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Direction fixtureFacing = state.get(FACING);
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if (facing.getOpposite() == fixtureFacing && !canPlaceAt(worldIn, pos, facing)) {
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return Blocks.AIR.getDefaultState();
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}
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return state;
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}
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@Override
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public boolean isValidOrientation(final WorldAccess w, final BlockPos pos, final Direction forward, final Direction up) {
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// FIXME: I think this entire method -> not required, but not sure... are quartz
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// fixtures rotateable???
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return this.canPlaceAt(w, pos, up.getOpposite());
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}
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private boolean canPlaceAt(final WorldView w, final BlockPos pos, final Direction dir) {
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final BlockPos test = pos.offset(dir);
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BlockState blockstate = w.getBlockState(test);
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return blockstate.isSideSolidFullSquare(w, test, dir.getOpposite());
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}
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@Override
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public VoxelShape getOutlineShape(BlockState state, BlockView worldIn, BlockPos pos, ShapeContext context) {
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Direction facing = state.get(FACING);
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return SHAPES.get(facing);
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}
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@Override
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@Environment(EnvType.CLIENT)
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public void randomDisplayTick(final BlockState state, final World w, final BlockPos pos, final Random r) {
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if (!AEConfig.instance().isEnableEffects()) {
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return;
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}
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if (r.nextFloat() < 0.98) {
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return;
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}
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final Direction up = this.getOrientable(w, pos).getUp();
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final double xOff = -0.3 * up.getOffsetX();
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final double yOff = -0.3 * up.getOffsetY();
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final double zOff = -0.3 * up.getOffsetZ();
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for (int bolts = 0; bolts < 3; bolts++) {
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if (AppEng.instance().shouldAddParticles(r)) {
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w.addParticle(ParticleTypes.LIGHTNING, xOff + 0.5 + pos.getX(), yOff + 0.5 + pos.getY(),
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zOff + 0.5 + pos.getZ(), 0, 0, 0);
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}
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}
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}
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// FIXME: Replaced by the postPlaceupdate stuff above, but check item drops!
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@Override
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public void neighborUpdate(BlockState state, World world, BlockPos pos, Block blockIn, BlockPos fromPos,
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boolean isMoving) {
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final Direction up = this.getOrientable(world, pos).getUp();
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if (!this.canPlaceAt(world, pos, up.getOpposite())) {
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this.dropTorch(world, pos);
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}
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}
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private void dropTorch(final World w, final BlockPos pos) {
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final BlockState prev = w.getBlockState(pos);
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w.breakBlock(pos, true);
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w.updateListeners(pos, prev, w.getBlockState(pos), 3);
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}
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@Override
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public boolean canPlaceAt(BlockState state, WorldView w, BlockPos pos) {
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for (final Direction dir : Direction.values()) {
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if (this.canPlaceAt(w, pos, dir)) {
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return true;
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}
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}
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return false;
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}
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@Override
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public IOrientable getOrientable(final BlockView w, final BlockPos pos) {
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return new MetaRotation(w, pos, FACING);
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}
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}
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