Crystal Growth Refactor (#4702)
* Refactored crystal in-world purification: - Removed iterative formula - Set the default growth factor to 1 rather than 0.5 to simplify settings - Made the growth-tick-progress-per-tick a configuration setting for 0-6 accelerators - Unfinished seeds now slowly sink when ejected by an annihilation plane or other system (emulates a player throwing it in) - Instead of checking for "isLiquid", we now check for a new tag (appliedenergistics2:crystal_purification_medium) to check if the crystal is submerged in an allowed fluid for growth, defaults to #minecraft:water. * Removed configuration options for changing how accelerators work, replaced with improved fluid tag option with a clamped multiplier [1,10].
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@@ -19,13 +19,14 @@
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package appeng.entity;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.material.Material;
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import net.minecraft.entity.EntityType;
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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.tileentity.TileEntity;
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import net.minecraft.util.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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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 appeng.api.features.AEFeature;
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@@ -35,12 +36,27 @@ import appeng.client.EffectType;
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import appeng.core.AEConfig;
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import appeng.core.AppEng;
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import appeng.items.misc.CrystalSeedItem;
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import appeng.util.Platform;
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public final class GrowingCrystalEntity extends AEBaseItemEntity {
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public static EntityType<GrowingCrystalEntity> TYPE;
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// Growth tick progress per tick by number of adjacent accelerators
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// Expressed as 1/1000th of a growth tick, applied to progress_1000
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// each time this entity ticks.
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private static final int[] GROWTH_TICK_PROGRESS = { 1, // no accelerators
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40, // 1 accelerator
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92, // 2 accelerators
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159, // 3 accelerators
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247, // 4 accelerators
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361, // 5 accelerators
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509 // 6 accelerators
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};
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/**
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* The accumulated progress towards a single growth tick of the crystal in
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* 1/1000th of a growth tick.
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*/
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private int progress_1000 = 0;
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public GrowingCrystalEntity(EntityType<? extends GrowingCrystalEntity> type, World world) {
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@@ -56,126 +72,140 @@ public final class GrowingCrystalEntity extends AEBaseItemEntity {
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public void tick() {
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super.tick();
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final ItemStack is = this.getItem();
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final Item gc = is.getItem();
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if (!(gc instanceof IGrowableCrystal)) {
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return;
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}
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applyGrowthTick((IGrowableCrystal) gc, is);
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}
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private void applyGrowthTick(IGrowableCrystal cry, ItemStack is) {
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if (!AEConfig.instance().isFeatureEnabled(AEFeature.IN_WORLD_PURIFICATION)) {
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return;
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}
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final ItemStack is = this.getItem();
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final Item gc = is.getItem();
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final int x = MathHelper.floor(this.getPosX());
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final int y = MathHelper.floor((this.getBoundingBox().minY + this.getBoundingBox().maxY) / 2.0D);
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final int z = MathHelper.floor(this.getPosZ());
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if (gc instanceof IGrowableCrystal) // if it changes this just stops being an issue...
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{
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final int j = MathHelper.floor(this.getPosX());
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final int i = MathHelper.floor((this.getBoundingBox().minY + this.getBoundingBox().maxY) / 2.0D);
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final int k = MathHelper.floor(this.getPosZ());
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BlockPos pos = new BlockPos(x, y, z);
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final BlockState state = this.world.getBlockState(pos);
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final BlockState state = this.world.getBlockState(new BlockPos(j, i, k));
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final Material mat = state.getMaterial();
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final IGrowableCrystal cry = (IGrowableCrystal) is.getItem();
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final float multiplier = cry.getMultiplier(state, world, pos);
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final float multiplier = cry.getMultiplier(state.getBlock(), mat);
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final int speed = (int) Math.max(1, this.getSpeed(j, i, k) * multiplier);
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if (multiplier <= 0) {
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// Crystal is in unsuitable material, reset progress and quit
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this.progress_1000 = 0;
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return;
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}
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final boolean isClient = Platform.isClient();
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final int progressPerTick = (int) Math.max(1, this.getSpeed(pos) * multiplier);
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if (mat.isLiquid()) {
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if (isClient) {
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this.progress_1000++;
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} else {
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this.progress_1000 += speed;
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}
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} else {
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if (world.isRemote()) {
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// On the client, we reuse the growth-tick-progress
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// as a tick-counter for particle effects
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int len = getTicksBetweenParticleEffects(progressPerTick);
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if (++this.progress_1000 >= len) {
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this.progress_1000 = 0;
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AppEng.proxy.spawnEffect(EffectType.Vibrant, this.world, this.getPosX(), this.getPosY() + 0.2,
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this.getPosZ(), null);
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}
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} else {
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this.progress_1000 += progressPerTick;
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if (isClient) {
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int len = 40;
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if (this.progress_1000 >= 1000) {
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// We need to copy the stack or the change detection will not work and not sync
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// this new stack to the client
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ItemStack newItem = is.copy();
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if (speed > 2) {
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len = 20;
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}
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if (speed > 90) {
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len = 15;
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}
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if (speed > 150) {
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len = 10;
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}
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if (speed > 240) {
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len = 7;
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}
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if (speed > 360) {
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len = 3;
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}
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if (speed > 500) {
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len = 1;
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}
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if (this.progress_1000 >= len) {
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this.progress_1000 = 0;
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AppEng.proxy.spawnEffect(EffectType.Vibrant, this.world, this.getPosX(), this.getPosY() + 0.2,
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this.getPosZ(), null);
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}
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} else {
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if (this.progress_1000 > 1000) {
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// If we did not use a while loop here, the fastest growth for a crystal
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// would be limited to a minimum of 30 seconds (based on 600 required growth
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// ticks).
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// Should a crystal decide to use a high multiplier for a certain material,
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// it should be possible to go faster.
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do {
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newItem = cry.triggerGrowth(newItem);
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this.progress_1000 -= 1000;
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// We need to copy the stack or the change detection will not work and not sync
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// this new stack to the client
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ItemStack newItem = cry.triggerGrowth(is.copy());
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this.setItem(newItem);
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}
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// We assume that if the item changes, the process is complete and we can break
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} while (this.progress_1000 >= 1000 && newItem.getItem() == is.getItem());
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this.setItem(newItem);
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}
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}
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}
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private int getSpeed(final int x, final int y, final int z) {
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final int per = 80;
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final float mul = 0.3f;
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int qty = 0;
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if (this.isAccelerated(x + 1, y, z)) {
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qty += per + qty * mul;
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private static int getTicksBetweenParticleEffects(int progressPerTick) {
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if (progressPerTick > 500) {
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return 1; // 20 times per second
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} else if (progressPerTick > 360) {
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return 3;
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} else if (progressPerTick > 240) {
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return 7;
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} else if (progressPerTick > 150) {
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return 10;
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} else if (progressPerTick > 90) {
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return 15;
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} else if (progressPerTick > 2) {
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return 20;
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} else {
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return 40; // Every 2 seconds
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}
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if (this.isAccelerated(x, y + 1, z)) {
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qty += per + qty * mul;
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}
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if (this.isAccelerated(x, y, z + 1)) {
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qty += per + qty * mul;
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}
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if (this.isAccelerated(x - 1, y, z)) {
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qty += per + qty * mul;
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}
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if (this.isAccelerated(x, y - 1, z)) {
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qty += per + qty * mul;
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}
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if (this.isAccelerated(x, y, z - 1)) {
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qty += per + qty * mul;
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}
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return qty;
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}
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private boolean isAccelerated(final int x, final int y, final int z) {
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final TileEntity te = this.world.getTileEntity(new BlockPos(x, y, z));
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/**
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* Gets the extra progress per tick in 1/1000th of a growth tick based on the
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* surrounding accelerators.
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*/
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private int getSpeed(BlockPos pos) {
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int acceleratorCount = getAcceleratorCount(pos);
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if (acceleratorCount < 0) {
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return GROWTH_TICK_PROGRESS[0];
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} else if (acceleratorCount >= GROWTH_TICK_PROGRESS.length) {
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return GROWTH_TICK_PROGRESS[GROWTH_TICK_PROGRESS.length - 1];
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} else {
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return GROWTH_TICK_PROGRESS[acceleratorCount];
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}
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}
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private int getAcceleratorCount(BlockPos pos) {
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int count = 0;
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BlockPos.Mutable testPos = new BlockPos.Mutable();
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for (Direction direction : Direction.values()) {
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if (this.isPoweredAccelerator(testPos.func_239622_a_(pos, direction))) {
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count++;
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}
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}
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return count;
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}
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private boolean isPoweredAccelerator(BlockPos pos) {
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final TileEntity te = this.world.getTileEntity(pos);
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return te instanceof ICrystalGrowthAccelerator && ((ICrystalGrowthAccelerator) te).isPowered();
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}
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// Don't let seeds "float" on water surface
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@Override
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protected void applyFloatMotion() {
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ItemStack item = getItem();
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// Make ungrown seeds sink, and fully grown seeds bouyant allowing for
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// automation based around dropping seeds between 5 CGAs, then catchiung
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// them on their way up.
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if (item.getItem() instanceof CrystalSeedItem) {
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Vector3d v = this.getMotion();
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// Apply a much smaller acceleration to make them slowly sink
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double yAccel = this.hasNoGravity() ? 0 : -0.002;
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// Apply the x/z slow-down, and the y acceleration
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this.setMotion(v.x * 0.99, v.y + yAccel, v.z * 0.99);
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return;
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}
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super.applyFloatMotion();
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