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Applied-Energistics-2/src/main/java/appeng/block/networking/ControllerBlock.java
T
2020-07-27 11:21:50 +02:00

141 lines
5.3 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/lgpl>.
*/
package appeng.block.networking;
import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.material.Material;
import net.minecraft.state.EnumProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.util.Direction;
import net.minecraft.util.IStringSerializable;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IWorld;
import net.minecraft.world.World;
import appeng.block.AEBaseTileBlock;
import appeng.tile.networking.ControllerTileEntity;
public class ControllerBlock extends AEBaseTileBlock<ControllerTileEntity> {
public enum ControllerBlockState implements IStringSerializable {
offline, online, conflicted;
@Override
public String getString() {
return this.name();
}
}
/**
* Controls the rendering of the controller block (connected texture style).
* inside_a and inside_b are alternating patterns for a controller that is
* enclosed by other controllers, and since they are always offline, they do not
* have the usual sub-states.
*/
public enum ControllerRenderType implements IStringSerializable {
block, column_x, column_y, column_z, inside_a, inside_b;
@Override
public String getString() {
return this.name();
}
}
public static final EnumProperty<ControllerBlockState> CONTROLLER_STATE = EnumProperty.create("state",
ControllerBlockState.class);
public static final EnumProperty<ControllerRenderType> CONTROLLER_TYPE = EnumProperty.create("type",
ControllerRenderType.class);
public ControllerBlock() {
super(defaultProps(Material.IRON).hardnessAndResistance(6));
this.setDefaultState(this.getDefaultState().with(CONTROLLER_STATE, ControllerBlockState.offline)
.with(CONTROLLER_TYPE, ControllerRenderType.block));
}
@Override
protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
super.fillStateContainer(builder);
builder.add(CONTROLLER_STATE);
builder.add(CONTROLLER_TYPE);
}
/**
* This will compute the AE_BLOCK_FORWARD, AE_BLOCK_UP and CONTROLLER_TYPE block
* states based on adjacent controllers and the network state of this controller
* (offline, online, conflicted). This is used to get a rudimentary connected
* texture feel for the controller based on how it is placed.
*/
@Override
public BlockState updatePostPlacement(BlockState state, Direction facing, BlockState facingState, IWorld world,
BlockPos pos, BlockPos facingPos) {
// FIXME: this might work, or might _NOT_ work, but needs to be investigated
// Only used for columns, really
ControllerRenderType type = ControllerRenderType.block;
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
// Detect whether controllers are on both sides of the x, y, and z axes
final boolean xx = this.getTileEntity(world, x - 1, y, z) != null
&& this.getTileEntity(world, x + 1, y, z) != null;
final boolean yy = this.getTileEntity(world, x, y - 1, z) != null
&& this.getTileEntity(world, x, y + 1, z) != null;
final boolean zz = this.getTileEntity(world, x, y, z - 1) != null
&& this.getTileEntity(world, x, y, z + 1) != null;
if (xx && !yy && !zz) {
type = ControllerRenderType.column_x;
} else if (!xx && yy && !zz) {
type = ControllerRenderType.column_y;
} else if (!xx && !yy && zz) {
type = ControllerRenderType.column_z;
} else if ((xx ? 1 : 0) + (yy ? 1 : 0) + (zz ? 1 : 0) >= 2) {
final int v = (Math.abs(x) + Math.abs(y) + Math.abs(z)) % 2;
// While i'd like this to be based on the blockstate randomization feature, this
// generates
// an alternating pattern based on world position, so this is not 100% doable
// with blockstates.
if (v == 0) {
type = ControllerRenderType.inside_a;
} else {
type = ControllerRenderType.inside_b;
}
}
return state.with(CONTROLLER_TYPE, type);
}
@Override
public void neighborChanged(BlockState state, World world, BlockPos pos, Block blockIn, BlockPos fromPos,
boolean isMoving) {
final ControllerTileEntity tc = this.getTileEntity(world, pos);
if (tc != null) {
tc.onNeighborChange(false);
}
}
}