ea1fc5f4c0
Moved tile entity classes to a separate package. Renamed some block classes to match their in-game names (e.g. ChaosDoor -> UnstableDoor). Moved TransientDoor to the blocks package. Cleaned up a little bit of the code and automatically updated references to the classes that were modified.
95 lines
No EOL
2.8 KiB
Java
95 lines
No EOL
2.8 KiB
Java
package StevenDimDoors.mod_pocketDim.blocks;
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import java.util.Random;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IconRegister;
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import net.minecraft.entity.Entity;
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import net.minecraft.util.AxisAlignedBB;
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import net.minecraft.util.Icon;
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import net.minecraft.util.MathHelper;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.DDTeleporter;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.core.IDimLink;
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import StevenDimDoors.mod_pocketDim.core.PocketManager;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class TransientDoor extends WarpDoor
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{
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public TransientDoor(int blockID, Material material)
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{
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super(blockID, material);
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}
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public void registerIcons(IconRegister par1IconRegister)
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{
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this.blockIcon = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2()+"_top");
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}
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/**
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* Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
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*/
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@SideOnly(Side.CLIENT)
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public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
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{
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return this.blockIcon;
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}
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public boolean isCollidable()
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{
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return false;
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}
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public void onBlockAdded(World par1World, int par2, int par3, int par4)
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{
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super.onBlockAdded(par1World, par2, par3, par4);
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this.updateAttachedTile(par1World, par2, par3, par4);
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}
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public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
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{
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return null;
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}
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@Override
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public void onEntityCollidedWithBlock(World world, int x, int y, int z, Entity entity)
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{
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//TODO: Would it kill us to use REASONABLE variable names? <_< ~SenseiKiwi
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int var12 = (int) (MathHelper.floor_double((double) ((entity.rotationYaw + 90) * 4.0F / 360.0F) + 0.5D) & 3);
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int orientation = world.getBlockMetadata(x, y - 1, z);
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if (!world.isRemote && (orientation >= 4 && orientation <= 7) && (orientation - 4) == var12 &&
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world.getBlockId(x, y - 1, z) == this.blockID)
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{
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this.onPoweredBlockChange(world, x, y, z, false);
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IDimLink link = PocketManager.getLink(x, y, z, world.provider.dimensionId);
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if (link != null)
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{
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DDTeleporter.traverseDimDoor(world, link, entity);
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//Turn the transient door into a rift AFTER teleporting the entity.
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//The door's orientation may be needed for generating a room at the link's destination.
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world.setBlock(x, y, z, properties.RiftBlockID);
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world.setBlockToAir(x, y - 1, z);
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}
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}
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}
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public int idPicked(World par1World, int par2, int par3, int par4)
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{
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return 0;
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}
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public int idDropped(int par1, Random par2Random, int par3)
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{
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return 0;
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}
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public int getRenderType()
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{
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return 8;
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}
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} |