/* * 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.misc; import java.util.EnumMap; import java.util.Map; import java.util.Random; import javax.annotation.Nullable; import net.minecraft.block.Block; import net.minecraft.block.BlockState; import net.minecraft.block.Blocks; import net.minecraft.block.SoundType; import net.minecraft.block.material.Material; import net.minecraft.item.BlockItemUseContext; import net.minecraft.state.BooleanProperty; import net.minecraft.state.DirectionProperty; import net.minecraft.state.StateContainer; import net.minecraft.state.properties.BlockStateProperties; import net.minecraft.util.Direction; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; 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.IWorld; import net.minecraft.world.IWorldReader; import net.minecraft.world.World; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.api.distmarker.OnlyIn; import appeng.api.util.IOrientable; import appeng.api.util.IOrientableBlock; import appeng.block.AEBaseBlock; import appeng.client.render.effects.ParticleTypes; import appeng.core.AEConfig; import appeng.core.AppEng; import appeng.helpers.MetaRotation; public class QuartzFixtureBlock extends AEBaseBlock implements IOrientableBlock { // Cache VoxelShapes for each facing private static final Map SHAPES; static { SHAPES = new EnumMap<>(Direction.class); for (Direction facing : Direction.values()) { final double xOff = -0.3 * facing.getXOffset(); final double yOff = -0.3 * facing.getYOffset(); final double zOff = -0.3 * facing.getZOffset(); VoxelShape shape = VoxelShapes .create(new AxisAlignedBB(xOff + 0.3, yOff + 0.3, zOff + 0.3, xOff + 0.7, yOff + 0.7, zOff + 0.7)); SHAPES.put(facing, shape); } } // Cannot use the vanilla FACING property here because it excludes facing DOWN public static final DirectionProperty FACING = BlockStateProperties.FACING; // Used to alternate between two variants of the fixture on adjacent blocks public static final BooleanProperty ODD = BooleanProperty.create("odd"); public QuartzFixtureBlock() { super(defaultProps(Material.MISCELLANEOUS).doesNotBlockMovement().hardnessAndResistance(0).lightValue(14) .sound(SoundType.GLASS).notSolid()); this.setDefaultState(getDefaultState().with(FACING, Direction.UP).with(ODD, false)); } @Override protected void fillStateContainer(StateContainer.Builder builder) { builder.add(FACING, ODD); } // For reference, see WallTorchBlock @Override @Nullable public BlockState getStateForPlacement(BlockItemUseContext context) { BlockState blockstate = super.getStateForPlacement(context); BlockPos pos = context.getPos(); // Set the even/odd property boolean oddPlacement = ((pos.getX() + pos.getY() + pos.getZ()) % 2) != 0; blockstate = blockstate.with(ODD, oddPlacement); IWorldReader iworldreader = context.getWorld(); Direction[] adirection = context.getNearestLookingDirections(); for (Direction direction : adirection) { if (canPlaceAt(iworldreader, pos, direction)) { return blockstate.with(FACING, direction.getOpposite()); } } return null; } // Break the fixture if the block it is attached to is changed so that it could // no longer be placed @Override public BlockState updatePostPlacement(BlockState state, Direction facing, BlockState facingState, IWorld worldIn, BlockPos pos, BlockPos facingPos) { Direction fixtureFacing = state.get(FACING); if (facing.getOpposite() == fixtureFacing && !canPlaceAt(worldIn, pos, facing)) { return Blocks.AIR.getDefaultState(); } return state; } @Override public boolean isValidOrientation(final IWorld w, final BlockPos pos, final Direction forward, final Direction up) { // FIXME: I think this entire method -> not required, but not sure... are quartz // fixtures rotateable??? return this.canPlaceAt(w, pos, up.getOpposite()); } private boolean canPlaceAt(final IWorldReader w, final BlockPos pos, final Direction dir) { final BlockPos test = pos.offset(dir); BlockState blockstate = w.getBlockState(test); return blockstate.isSolidSide(w, test, dir.getOpposite()); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { Direction facing = state.get(FACING); return SHAPES.get(facing); } @Override @OnlyIn(Dist.CLIENT) public void animateTick(final BlockState state, final World w, final BlockPos pos, final Random r) { if (!AEConfig.instance().isEnableEffects()) { return; } if (r.nextFloat() < 0.98) { return; } final Direction up = this.getOrientable(w, pos).getUp(); final double xOff = -0.3 * up.getXOffset(); final double yOff = -0.3 * up.getYOffset(); final double zOff = -0.3 * up.getZOffset(); for (int bolts = 0; bolts < 3; bolts++) { if (AppEng.proxy.shouldAddParticles(r)) { w.addParticle(ParticleTypes.LIGHTNING, xOff + 0.5 + pos.getX(), yOff + 0.5 + pos.getY(), zOff + 0.5 + pos.getZ(), 0, 0, 0); } } } // FIXME: Replaced by the postPlaceupdate stuff above, but check item drops! @Override public void neighborChanged(BlockState state, World world, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) { final Direction up = this.getOrientable(world, pos).getUp(); if (!this.canPlaceAt(world, pos, up.getOpposite())) { this.dropTorch(world, pos); } } private void dropTorch(final World w, final BlockPos pos) { final BlockState prev = w.getBlockState(pos); w.destroyBlock(pos, true); w.notifyBlockUpdate(pos, prev, w.getBlockState(pos), 3); } @Override public boolean isValidPosition(BlockState state, IWorldReader w, BlockPos pos) { for (final Direction dir : Direction.values()) { if (this.canPlaceAt(w, pos, dir)) { return true; } } return false; } @Override public IOrientable getOrientable(final IBlockReader w, final BlockPos pos) { return new MetaRotation(w, pos, FACING); } }