Fixed turntable

Forgot to set its tick rate
As well fixed an issue rotating vanilla blocks
This commit is contained in:
Robert 2013-11-29 17:42:14 -05:00
parent 7d1f9c0dd6
commit 4d82513bab

View file

@ -28,6 +28,13 @@ public class BlockTurntable extends BlockAssembly
public BlockTurntable()
{
super(new BlockBuildData(BlockTurntable.class, "turntable", Material.piston));
this.setTickRandomly(true);
}
@Override
public int tickRate(World par1World)
{
return 5;
}
@Override
@ -81,7 +88,6 @@ public class BlockTurntable extends BlockAssembly
}
world.setBlockMetadataWithNotify(x, y, z, change, 3);
world.scheduleBlockUpdate(x, y, z, this.blockID, 20);
}
@ -98,7 +104,7 @@ public class BlockTurntable extends BlockAssembly
try
{
ForgeDirection direction = ForgeDirection.getOrientation(world.getBlockMetadata(x, y, z));
ForgeDirection currentDirection = null;
ForgeDirection blockRotation = null;
Vector3 position = new Vector3(x, y, z).modifyPositionFromSide(direction);
TileEntity tileEntity = position.getTileEntity(world);
@ -106,91 +112,93 @@ public class BlockTurntable extends BlockAssembly
if (tileEntity instanceof IRotatable)
{
currentDirection = ((IRotatable) tileEntity).getDirection();
blockRotation = ((IRotatable) tileEntity).getDirection();
}
else if (Block.blocksList[blockID] instanceof IRotatableBlock)
{
currentDirection = ((IRotatableBlock) Block.blocksList[blockID]).getDirection(world, position.intX(), position.intY(), position.intZ());
blockRotation = ((IRotatableBlock) Block.blocksList[blockID]).getDirection(world, position.intX(), position.intY(), position.intZ());
}
else if (Block.blocksList[blockID] != null)
{
Block.blocksList[blockID].rotateBlock(world, x, y, z, direction.getOpposite());
Block.blocksList[blockID].rotateBlock(world, position.intX(), position.intY(), position.intZ(), direction.getOpposite());
}
if (direction != null)
{
if (direction == ForgeDirection.UP || direction == ForgeDirection.DOWN)
{
if (currentDirection == ForgeDirection.NORTH)
if (blockRotation == ForgeDirection.NORTH)
{
currentDirection = ForgeDirection.EAST;
blockRotation = ForgeDirection.EAST;
}
else if (currentDirection == ForgeDirection.EAST)
else if (blockRotation == ForgeDirection.EAST)
{
currentDirection = ForgeDirection.SOUTH;
blockRotation = ForgeDirection.SOUTH;
}
else if (currentDirection == ForgeDirection.SOUTH)
else if (blockRotation == ForgeDirection.SOUTH)
{
currentDirection = ForgeDirection.WEST;
blockRotation = ForgeDirection.WEST;
}
else if (currentDirection == ForgeDirection.WEST)
else if (blockRotation == ForgeDirection.WEST)
{
currentDirection = ForgeDirection.NORTH;
blockRotation = ForgeDirection.NORTH;
}
}
else if (direction == ForgeDirection.EAST || direction == ForgeDirection.WEST)
{
if (currentDirection == ForgeDirection.NORTH)
if (blockRotation == ForgeDirection.NORTH)
{
currentDirection = ForgeDirection.UP;
blockRotation = ForgeDirection.UP;
}
else if (currentDirection == ForgeDirection.UP)
else if (blockRotation == ForgeDirection.UP)
{
currentDirection = ForgeDirection.SOUTH;
blockRotation = ForgeDirection.SOUTH;
}
else if (currentDirection == ForgeDirection.SOUTH)
else if (blockRotation == ForgeDirection.SOUTH)
{
currentDirection = ForgeDirection.DOWN;
blockRotation = ForgeDirection.DOWN;
}
else if (currentDirection == ForgeDirection.DOWN)
else if (blockRotation == ForgeDirection.DOWN)
{
currentDirection = ForgeDirection.NORTH;
blockRotation = ForgeDirection.NORTH;
}
}
else if (direction == ForgeDirection.NORTH || direction == ForgeDirection.SOUTH)
{
if (currentDirection == ForgeDirection.EAST)
if (blockRotation == ForgeDirection.EAST)
{
currentDirection = ForgeDirection.UP;
blockRotation = ForgeDirection.UP;
}
else if (currentDirection == ForgeDirection.UP)
else if (blockRotation == ForgeDirection.UP)
{
currentDirection = ForgeDirection.WEST;
blockRotation = ForgeDirection.WEST;
}
else if (currentDirection == ForgeDirection.WEST)
else if (blockRotation == ForgeDirection.WEST)
{
currentDirection = ForgeDirection.DOWN;
blockRotation = ForgeDirection.DOWN;
}
else if (currentDirection == ForgeDirection.DOWN)
else if (blockRotation == ForgeDirection.DOWN)
{
currentDirection = ForgeDirection.EAST;
blockRotation = ForgeDirection.EAST;
}
}
world.markBlockForUpdate(position.intX(), position.intY(), position.intZ());
world.playSoundEffect(x + 0.5D, y + 0.5D, z + 0.5D, "tile.piston.in", 0.5F, world.rand.nextFloat() * 0.15F + 0.6F);
if (tileEntity instanceof IRotatable)
{
((IRotatable) tileEntity).setDirection(currentDirection);
((IRotatable) tileEntity).setDirection(blockRotation);
world.scheduleBlockUpdate(position.intX(), position.intY(), position.intZ(), this.blockID, 20);
}
else if (Block.blocksList[blockID] instanceof IRotatableBlock)
{
((IRotatableBlock) Block.blocksList[blockID]).setDirection(world, position.intX(), position.intY(), position.intZ(), currentDirection);
((IRotatableBlock) Block.blocksList[blockID]).setDirection(world, position.intX(), position.intY(), position.intZ(), blockRotation);
world.scheduleBlockUpdate(position.intX(), position.intY(), position.intZ(), this.blockID, 20);
}
}
}
catch (Exception e)
{
System.out.println("Failed to rotate:");
System.out.println("Error while rotating a block near " + x + "x " + y + "y " + z + "z " + (world != null && world.provider != null ? world.provider.dimensionId + "d" : "null:world"));
e.printStackTrace();
}
}
@ -208,7 +216,7 @@ public class BlockTurntable extends BlockAssembly
}
@Override
public boolean onMachineActivated(World world, int x, int y, int z, EntityPlayer entityPlayer, int side, float hitX, float hitY, float hitZ)
public boolean onUseWrench(World world, int x, int y, int z, EntityPlayer entityPlayer, int side, float hitX, float hitY, float hitZ)
{
if (world.isRemote)
{