Initial Fluid Integration (#3510)
* Added Fluid Storage Cells * Added Fluid Import Bus * Added Fluid Export Bus * Added Fluid Storage Bus * Added Fluid Terminal. While holding a item with the FLUID_HANDLER_ITEM_CAPABILITY, such as a tank Left click on a fluid to extract the fluid Right click to insert the fluid
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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.client.render;
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import java.util.Collections;
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import java.util.List;
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import java.util.Optional;
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import java.util.function.Function;
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import javax.annotation.Nullable;
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import com.google.common.collect.ImmutableList;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.renderer.block.model.BakedQuad;
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import net.minecraft.client.renderer.block.model.IBakedModel;
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import net.minecraft.client.renderer.block.model.ItemOverrideList;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.World;
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import net.minecraftforge.client.model.ItemLayerModel;
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import net.minecraftforge.fluids.Fluid;
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import net.minecraftforge.fluids.FluidRegistry;
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import net.minecraftforge.fluids.FluidStack;
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import appeng.fluids.items.FluidDummyItem;
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/**
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* This baked model class is used as a dispatcher to redirect the renderer to the *real* model that should be used based
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* on the item stack.
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* A custom Item Override List is used to accomplish this.
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*/
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public class DummyFluidDispatcherBakedModel extends DelegateBakedModel
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{
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private final VertexFormat format;
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private final Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter;
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public DummyFluidDispatcherBakedModel( IBakedModel baseModel, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter )
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{
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super( baseModel );
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this.format = format;
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this.bakedTextureGetter = bakedTextureGetter;
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}
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// This is never used. See the item override list below.
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@Override
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public List<BakedQuad> getQuads( @Nullable IBlockState state, @Nullable EnumFacing side, long rand )
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{
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return Collections.emptyList();
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}
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@Override
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public boolean isGui3d()
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{
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return this.getBaseModel().isGui3d();
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}
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@Override
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public boolean isBuiltInRenderer()
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{
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return false;
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}
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@Override
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public ItemOverrideList getOverrides()
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{
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return new ItemOverrideList( Collections.emptyList() )
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{
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@Override
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public IBakedModel handleItemState( IBakedModel originalModel, ItemStack stack, World world, EntityLivingBase entity )
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{
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if( !( stack.getItem() instanceof FluidDummyItem ) )
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{
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return originalModel;
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}
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FluidDummyItem itemFacade = (FluidDummyItem) stack.getItem();
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FluidStack fluidStack = itemFacade.getFluidStack( stack );
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if( fluidStack == null )
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{
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fluidStack = new FluidStack( FluidRegistry.WATER, Fluid.BUCKET_VOLUME );
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}
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TextureAtlasSprite sprite = bakedTextureGetter.apply( fluidStack.getFluid().getStill( fluidStack ) );
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if( sprite == null )
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{
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return new DummyFluidBakedModel( ImmutableList.of() );
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}
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return new DummyFluidBakedModel( ItemLayerModel.getQuadsForSprite( 0, sprite, format, Optional.empty() ) );
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}
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};
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}
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}
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