/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.block.storage; import appeng.block.AEBaseTileBlock; import appeng.container.ContainerLocator; import appeng.container.ContainerOpener; import appeng.container.implementations.ContainerSkyChest; import appeng.tile.storage.TileSkyChest; import appeng.util.Platform; import net.minecraft.block.BlockRenderType; import net.minecraft.block.BlockState; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.player.ServerPlayerEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.ActionResultType; import net.minecraft.util.Direction; import net.minecraft.util.Hand; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.BlockRayTraceResult; import net.minecraft.util.math.shapes.ISelectionContext; import net.minecraft.util.math.shapes.VoxelShape; import net.minecraft.util.math.shapes.VoxelShapes; import net.minecraft.world.IBlockReader; import net.minecraft.world.World; import javax.annotation.Nullable; public class BlockSkyChest extends AEBaseTileBlock { private static final double AABB_OFFSET_BOTTOM = 0.00; private static final double AABB_OFFSET_SIDES = 0.06; private static final double AABB_OFFSET_TOP = 0.125; public enum SkyChestType { STONE, BLOCK }; public final SkyChestType type; public BlockSkyChest( final SkyChestType type, Properties props ) { super( props ); this.type = type; } @Override public BlockRenderType getRenderType(BlockState state) { return BlockRenderType.ENTITYBLOCK_ANIMATED; } @Override public boolean propagatesSkylightDown(BlockState state, IBlockReader reader, BlockPos pos) { return true; } @Override public ActionResultType onActivated(final World w, final BlockPos pos, final PlayerEntity player, final Hand hand, final @Nullable ItemStack heldItem, final BlockRayTraceResult hit) { if( Platform.isServer() ) { TileSkyChest tile = getTileEntity(w, pos); if (tile == null) { return ActionResultType.PASS; } ContainerOpener.openContainer(ContainerSkyChest.TYPE, player, ContainerLocator.forTileEntity(tile)); } return ActionResultType.SUCCESS; } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { // TODO Cache this! It can't be that hard! AxisAlignedBB aabb = computeAABB(worldIn, pos); return VoxelShapes.create(aabb); } private AxisAlignedBB computeAABB(final IBlockReader w, final BlockPos pos ) { final TileSkyChest sk = this.getTileEntity( w, pos ); Direction o = Direction.UP; if( sk != null ) { o = sk.getUp(); } final double offsetX = o.getXOffset() == 0 ? AABB_OFFSET_SIDES : 0.0; final double offsetY = o.getYOffset() == 0 ? AABB_OFFSET_SIDES : 0.0; final double offsetZ = o.getZOffset() == 0 ? AABB_OFFSET_SIDES : 0.0; // for x/z top and bottom is swapped final double minX = Math.max( 0.0, offsetX + ( o.getXOffset() < 0 ? AABB_OFFSET_BOTTOM : ( o.getXOffset() * AABB_OFFSET_TOP ) ) ); final double minY = Math.max( 0.0, offsetY + ( o.getYOffset() < 0 ? AABB_OFFSET_TOP : ( o.getYOffset() * AABB_OFFSET_BOTTOM ) ) ); final double minZ = Math.max( 0.0, offsetZ + ( o.getZOffset() < 0 ? AABB_OFFSET_BOTTOM : ( o.getZOffset() * AABB_OFFSET_TOP ) ) ); final double maxX = Math.min( 1.0, 1.0 - offsetX - ( o.getXOffset() < 0 ? AABB_OFFSET_TOP : ( o.getXOffset() * AABB_OFFSET_BOTTOM ) ) ); final double maxY = Math.min( 1.0, 1.0 - offsetY - ( o.getYOffset() < 0 ? AABB_OFFSET_BOTTOM : ( o.getYOffset() * AABB_OFFSET_TOP ) ) ); final double maxZ = Math.min( 1.0, 1.0 - offsetZ - ( o.getZOffset() < 0 ? AABB_OFFSET_TOP : ( o.getZOffset() * AABB_OFFSET_BOTTOM ) ) ); return new AxisAlignedBB( minX, minY, minZ, maxX, maxY, maxZ ); } }