24ddc0e574
* Implemented the controller models (using the UVL model loader to make the lights be fullbright at night).
181 lines
5.7 KiB
Java
181 lines
5.7 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.block.networking;
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import java.util.EnumSet;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.properties.PropertyEnum;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.util.BlockRenderLayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.IStringSerializable;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import appeng.block.AEBaseTileBlock;
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import appeng.core.features.AEFeature;
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import appeng.tile.networking.TileController;
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public class BlockController extends AEBaseTileBlock
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{
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public enum ControllerBlockState implements IStringSerializable
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{
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offline, online, conflicted;
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@Override
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public String getName()
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{
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return this.name();
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}
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}
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/**
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* Controls the rendering of the controller block (connected texture style).
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* inside_a and inside_b are alternating patterns for a controller that is enclosed by other controllers,
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* and since they are always offline, they do not have the usual sub-states.
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*/
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public enum ControllerRenderType implements IStringSerializable
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{
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block, column, inside_a, inside_b;
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@Override
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public String getName()
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{
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return this.name();
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}
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}
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public static final PropertyEnum<ControllerBlockState> CONTROLLER_STATE = PropertyEnum.create( "state", ControllerBlockState.class );
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public static final PropertyEnum<ControllerRenderType> CONTROLLER_TYPE = PropertyEnum.create( "type", ControllerRenderType.class );
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@Override
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protected IProperty[] getAEStates()
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{
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return new IProperty[] { AE_BLOCK_FORWARD, AE_BLOCK_UP, CONTROLLER_STATE, CONTROLLER_TYPE };
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}
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/**
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* This will compute the AE_BLOCK_FORWARD, AE_BLOCK_UP and CONTROLLER_TYPE block states based on adjacent
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* controllers and the network state of this controller (offline, online, conflicted). This is used to
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* get a rudimentary connected texture feel for the controller based on how it is placed.
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*/
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@Override
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public IBlockState getActualState( IBlockState state, IBlockAccess world, BlockPos pos )
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{
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// Only used for columns, really
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EnumFacing up = EnumFacing.UP;
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EnumFacing forward = EnumFacing.NORTH;
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ControllerRenderType type = ControllerRenderType.block;
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int x = pos.getX();
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int y = pos.getY();
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int z = pos.getZ();
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// Detect whether controllers are on both sides of the x, y, and z axes
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final boolean xx = this.getTileEntity( world, x - 1, y, z ) instanceof TileController && this.getTileEntity( world, x + 1, y, z ) instanceof TileController;
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final boolean yy = this.getTileEntity( world, x, y - 1, z ) instanceof TileController && this.getTileEntity( world, x, y + 1, z ) instanceof TileController;
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final boolean zz = this.getTileEntity( world, x, y, z - 1 ) instanceof TileController && this.getTileEntity( world, x, y, z + 1 ) instanceof TileController;
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if( xx && !yy && !zz )
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{
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up = EnumFacing.EAST;
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forward = EnumFacing.UP;
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type = ControllerRenderType.column;
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}
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else if( !xx && yy && !zz )
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{
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up = EnumFacing.UP;
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forward = EnumFacing.NORTH;
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type = ControllerRenderType.column;
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}
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else if( !xx && !yy && zz )
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{
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up = EnumFacing.NORTH;
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forward = EnumFacing.UP;
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type = ControllerRenderType.column;
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}
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else if( ( xx ? 1 : 0 ) + ( yy ? 1 : 0 ) + ( zz ? 1 : 0 ) >= 2 )
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{
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final int v = ( Math.abs( x ) + Math.abs( y ) + Math.abs( z ) ) % 2;
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// While i'd like this to be based on the blockstate randomization feature, this generates
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// an alternating pattern based on world position, so this is not 100% doable with blockstates.
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if( v == 0 )
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{
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type = ControllerRenderType.inside_a;
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}
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else
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{
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type = ControllerRenderType.inside_b;
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}
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}
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return state.withProperty( AE_BLOCK_FORWARD, forward ).withProperty( AE_BLOCK_UP, up ).withProperty( CONTROLLER_TYPE, type );
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}
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@Override
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public int getMetaFromState( final IBlockState state )
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{
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return state.getValue( CONTROLLER_STATE ).ordinal();
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}
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@Override
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public IBlockState getStateFromMeta( final int meta )
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{
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ControllerBlockState state = ControllerBlockState.values()[meta];
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return this.getDefaultState().withProperty( CONTROLLER_STATE, state );
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}
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@Override
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public BlockRenderLayer getBlockLayer()
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{
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return BlockRenderLayer.CUTOUT;
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}
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public BlockController()
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{
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super( Material.IRON );
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this.setTileEntity( TileController.class );
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this.setHardness( 6 );
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this.setFeature( EnumSet.of( AEFeature.Channels ) );
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this.setDefaultState( getDefaultState().withProperty( CONTROLLER_STATE, ControllerBlockState.offline ).withProperty( CONTROLLER_TYPE, ControllerRenderType.block ) );
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}
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@Override
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public void neighborChanged( final IBlockState state, final World w, final BlockPos pos, final Block neighborBlock )
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{
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final TileController tc = this.getTileEntity( w, pos );
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if( tc != null )
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{
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tc.onNeighborChange( false );
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}
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}
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}
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