DimDoors/StevenDimDoors/mod_pocketDim/blocks/BlockRift.java
SenseiKiwi 3d04e9b9cc Made Rifts Check Block Hardness
Made rifts check block hardness while replacing blocks so that we can
avoid destroying strong or indestructible blocks from other mods.
Updated references throughout the code to use a function in BlockRift
for this purpose.
2013-08-03 06:12:56 -04:00

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9.7 KiB
Java
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package StevenDimDoors.mod_pocketDim.blocks;
import java.util.ArrayList;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.TileEntityRift;
import StevenDimDoors.mod_pocketDim.mod_pocketDim;
import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
import StevenDimDoors.mod_pocketDimClient.ClosingRiftFX;
import StevenDimDoors.mod_pocketDimClient.GoggleRiftFX;
import StevenDimDoors.mod_pocketDimClient.RiftFX;
import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
public class BlockRift extends BlockContainer
{
private static final float MIN_IMMUNE_HARDNESS = 200.0F;
private final DDProperties properties;
private final ArrayList<Integer> blocksImmuneToRift;
public BlockRift(int i, int j, Material par2Material, DDProperties properties)
{
super(i, Material.air);
this.setTickRandomly(true);
this.setLightOpacity(14);
this.properties = properties;
this.blocksImmuneToRift = new ArrayList<Integer>();
this.blocksImmuneToRift.add(properties.FabricBlockID);
this.blocksImmuneToRift.add(properties.PermaFabricBlockID);
this.blocksImmuneToRift.add(properties.DimensionalDoorID);
this.blocksImmuneToRift.add(properties.WarpDoorID);
this.blocksImmuneToRift.add(properties.TransTrapdoorID);
this.blocksImmuneToRift.add(properties.UnstableDoorID);
this.blocksImmuneToRift.add(properties.RiftBlockID);
this.blocksImmuneToRift.add(properties.TransientDoorID);
this.blocksImmuneToRift.add(Block.blockIron.blockID);
this.blocksImmuneToRift.add(Block.blockDiamond.blockID);
this.blocksImmuneToRift.add(Block.blockEmerald.blockID);
this.blocksImmuneToRift.add(Block.blockGold.blockID);
this.blocksImmuneToRift.add(Block.blockLapis.blockID);
}
@Override
public void registerIcons(IconRegister par1IconRegister)
{
this.blockIcon = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2());
}
//sends a packet informing the client that there is a link present so it renders properly. (when placed)
@Override
public void onBlockAdded(World par1World, int par2, int par3, int par4)
{
try
{
// PacketHandler.onLinkCreatedPacket(dimHelper.instance.getLinkDataFromCoords(par2, par3, par4, par1World));
}
catch(Exception e)
{
e.printStackTrace();
}
// this.updateTick(par1World, par2, par3, par4, new Random());
}
@Override
public boolean isCollidable()
{
return false;
}
@Override
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5) {}
@Override
public boolean isOpaqueCube()
{
return false;
}
/**
* Returns whether this block is collideable based on the arguments passed in Args: blockMetaData, unknownFlag
*/
@Override
public boolean canCollideCheck(int par1, boolean par2)
{
return par2;
}
/**
* Returns Returns true if the given side of this block type should be rendered (if it's solid or not), if the
* adjacent block is at the given coordinates. Args: blockAccess, x, y, z, side
*/
@Override
public boolean isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
{
return true;
}
//this doesnt do anything yet.
@Override
public int getRenderType()
{
if(mod_pocketDim.isPlayerWearingGoogles)
{
return 0;
}
return 8;
}
/**
* Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
* coordinates. Args: blockAccess, x, y, z, side
*/
@Override
@SideOnly(Side.CLIENT)
public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
{
return true;
}
/**
* Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
* cleared to be reused)
*/
@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
{
return null;
}
//function that regulates how many blocks it eats/ how fast it eates them.
@Override
public void updateTick(World world, int x, int y, int z, Random random)
{
if(!world.isRemote&&dimHelper.instance.getLinkDataFromCoords(x, y, z, world.provider.dimensionId)!=null && properties.RiftGriefingEnabled)
{
TileEntityRift rift = (TileEntityRift) world.getBlockTileEntity(x, y, z);
if (rift.isNearRift)
{
//TODO: Fix this. Make it pretty. <20>_<EFBFBD> ~SenseiKiwi
int range=4;
float distance=range+range/4;
int i=-range;
int j=-range;
int k=-range;
boolean flag=true;
while (i<range&&flag)
{
while (j<range&&flag)
{
while (k<range&&flag)
{
if (!isBlockImmune(world, x+i, y+j, z+k) &&
MathHelper.abs(i)+MathHelper.abs(j)+MathHelper.abs(k)<distance&&!world.isAirBlock(x+i, y+j, z+k))
{
if(MathHelper.abs(i)+MathHelper.abs(j)+MathHelper.abs(k)!=0&&random.nextInt(2)==0)
{
world.setBlock(x+i, y+j, z+k,0);
flag=random.nextBoolean()||random.nextBoolean();
}
}
k++;
}
k=-range;
j++;
}
j=-range;
i++;
}
}
}
}
/**
* regulates the render effect, especially when multiple rifts start to link up. Has 3 main parts- Grows toward and away from nearest rft, bends toward it, and a randomization function
*/
@Override
@SideOnly(Side.CLIENT)
public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random rand)
{
int count;
//growth in the direction towards the nearby rift
float xGrowth=0;
float yGrowth=0;
float zGrowth=0;
//growth away from the nearby rift
float xGrowthn=0;
float yGrowthn=0;
float zGrowthn=0;
//how far the particles are away from original rift. Used to decrease noise the farther they are away.
float xChange = 0;
float yChange = 0;
float zChange = 0;
TileEntityRift tile = (TileEntityRift)par1World.getBlockTileEntity(par2, par3, par4);
float Xoffset=0;
float Yoffset=0;
float Zoffset=0;
for (count = 0; count < 12 && tile!=null; ++count)
{
//TODO change to a switch statement for clarity
if(tile.xOffset>0)
{
if(rand.nextInt(tile.xOffset)==0)
{
xGrowth =xGrowth+.15F*tile.xOffset;
}
}
else if(tile.xOffset<0)
{
if(rand.nextInt(-tile.xOffset)==0)
{
xGrowthn =xGrowthn-.15F*-tile.xOffset;
}
}
if(tile.yOffset>0)
{
if(rand.nextInt(tile.yOffset)==0)
{
yGrowth =yGrowth+.15F*tile.yOffset;
}
}
else if(tile.yOffset<0)
{
if(rand.nextInt(-tile.yOffset)==0)
{
yGrowthn =yGrowthn-.15F*-tile.yOffset;
}
}
if(tile.zOffset>0)
{
if(rand.nextInt(tile.zOffset)==0)
{
zGrowth =zGrowth+.15F*tile.zOffset;
}
}
else if(tile.zOffset<0)
{
if(rand.nextInt(-tile.zOffset)==0)
{
zGrowthn =zGrowthn-.15F*-tile.zOffset;
}
}
xChange=(float) ((xGrowth+xGrowthn)+rand.nextGaussian()*.05F);
yChange=(float) ((yGrowth+yGrowthn)+rand.nextGaussian()*.05F);
zChange=(float) ((zGrowth+zGrowthn)+rand.nextGaussian()*.05F);
Xoffset= (float) ((0.25F/(1+Math.abs(xChange))));
Yoffset= (float) ((0.25F/(1+Math.abs(yChange))));
Zoffset= (float) ((0.25F/(1+Math.abs(zChange))));
FMLClientHandler.instance().getClient().effectRenderer.addEffect(new RiftFX(par1World,par2+.5+xChange+Xoffset*rand.nextGaussian(), par3+.5+yChange+Yoffset*rand.nextGaussian() , par4+.5+zChange+Zoffset*rand.nextGaussian(), rand.nextGaussian() * 0.001D, rand.nextGaussian() * 0.001D, rand.nextGaussian() * 0.001D, FMLClientHandler.instance().getClient().effectRenderer));
FMLClientHandler.instance().getClient().effectRenderer.addEffect(new RiftFX(par1World,par2+.5-xChange-Xoffset*rand.nextGaussian(), par3+.5-yChange-Yoffset*rand.nextGaussian() , par4+.5-zChange-Zoffset*rand.nextGaussian(), rand.nextGaussian() * 0.001D, rand.nextGaussian() * 0.001D, rand.nextGaussian() * 0.001D, FMLClientHandler.instance().getClient().effectRenderer));
if(rand.nextBoolean())
{
//renders an extra little blob on top of the actual rift location so its easier to find. Eventually will only render if the player has the goggles.
FMLClientHandler.instance().getClient().effectRenderer.addEffect(new GoggleRiftFX(par1World,par2+.5, par3+.5, par4+.5, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, FMLClientHandler.instance().getClient().effectRenderer));
}
if(tile.shouldClose)
{
//renders an opposite color effect if it is being closed by the rift remover
FMLClientHandler.instance().getClient().effectRenderer.addEffect(new ClosingRiftFX(par1World,par2+.5, par3+.5, par4+.5, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, rand.nextGaussian() * 0.01D, FMLClientHandler.instance().getClient().effectRenderer));
}
}
}
public boolean isBlockImmune(World world, int x, int y, int z)
{
Block block = Block.blocksList[world.getBlockId(x, y, z)];
if (block != null)
{
float hardness = block.getBlockHardness(world, x, y, z);
return (hardness < 0 || hardness >= MIN_IMMUNE_HARDNESS || blocksImmuneToRift.contains(block.blockID));
}
return false;
}
@Override
public int idPicked(World par1World, int par2, int par3, int par4)
{
return 0;
}
@Override
public int idDropped(int par1, Random par2Random, int par3)
{
return 0;
}
@Override
public TileEntity createNewTileEntity(World var1)
{
return new TileEntityRift();
}
}