Applied-Energistics-2-tiler.../src/main/java/appeng/block/networking/BlockController.java
shartte 6f2bbfab4c Major Refactoring of Bootstrap Code (#75)
- Refactored boostrap code:
  * Completely reworked item/block/tile registration.
  * Fixed server side startup.
  * Fixed server side startup.
  * More documentation.
  * More heavy cleanup
  * More cleanups.
  * Major refactoring of state mapping and fixes a lot of other issue related to item rendering.
  * Fixes sky chest item models (no item TESR).
  * Only use CachingRotatingBakedModel for tile entities automatically.
  Fix default rotation of quartz pillar for item model.
  * Used method reference instead of lambda for ItemMeshDefinition for multiparts.
  * Removed unnecessary IHasSpecialItemModel
  * Removed unused IconReg class.
  * Updated resource pack version.
2016-08-26 12:42:21 +02:00

205 lines
6.6 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.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.BlockRenderLayer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.IStringSerializable;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.property.IExtendedBlockState;
import appeng.block.AEBaseTileBlock;
import appeng.tile.networking.TileController;
public class BlockController extends AEBaseTileBlock
{
public enum ControllerBlockState implements IStringSerializable
{
offline, online, conflicted;
@Override
public String getName()
{
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, inside_a, inside_b;
@Override
public String getName()
{
return this.name();
}
}
public static final PropertyEnum<ControllerBlockState> CONTROLLER_STATE = PropertyEnum.create( "state", ControllerBlockState.class );
public static final PropertyEnum<ControllerRenderType> CONTROLLER_TYPE = PropertyEnum.create( "type", ControllerRenderType.class );
@Override
protected IProperty[] getAEStates()
{
return new IProperty[] { CONTROLLER_STATE, 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 IBlockState getActualState( IBlockState state, IBlockAccess world, BlockPos pos )
{
// 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 ) instanceof TileController && this.getTileEntity( world, x + 1, y, z ) instanceof TileController;
final boolean yy = this.getTileEntity( world, x, y - 1, z ) instanceof TileController && this.getTileEntity( world, x, y + 1, z ) instanceof TileController;
final boolean zz = this.getTileEntity( world, x, y, z - 1 ) instanceof TileController && this.getTileEntity( world, x, y, z + 1 ) instanceof TileController;
if( xx && !yy && !zz )
{
type = ControllerRenderType.column;
}
else if( !xx && yy && !zz )
{
type = ControllerRenderType.column;
}
else if( !xx && !yy && zz )
{
type = ControllerRenderType.column;
}
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.withProperty( CONTROLLER_TYPE, type );
}
@Override
public IBlockState getExtendedState( IBlockState state, IBlockAccess world, BlockPos pos )
{
// Only used for columns, really
EnumFacing up = EnumFacing.UP;
EnumFacing forward = EnumFacing.NORTH;
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 ) instanceof TileController && this.getTileEntity( world, x + 1, y, z ) instanceof TileController;
final boolean yy = this.getTileEntity( world, x, y - 1, z ) instanceof TileController && this.getTileEntity( world, x, y + 1, z ) instanceof TileController;
final boolean zz = this.getTileEntity( world, x, y, z - 1 ) instanceof TileController && this.getTileEntity( world, x, y, z + 1 ) instanceof TileController;
if( xx && !yy && !zz )
{
up = EnumFacing.EAST;
forward = EnumFacing.UP;
}
else if( !xx && yy && !zz )
{
up = EnumFacing.UP;
forward = EnumFacing.NORTH;
}
else if( !xx && !yy && zz )
{
up = EnumFacing.NORTH;
forward = EnumFacing.UP;
}
IExtendedBlockState extState = (IExtendedBlockState) super.getExtendedState( state, world, pos );
return extState.withProperty( FORWARD, forward ).withProperty( UP, up );
}
@Override
public int getMetaFromState( final IBlockState state )
{
return state.getValue( CONTROLLER_STATE ).ordinal();
}
@Override
public IBlockState getStateFromMeta( final int meta )
{
ControllerBlockState state = ControllerBlockState.values()[meta];
return this.getDefaultState().withProperty( CONTROLLER_STATE, state );
}
@Override
public BlockRenderLayer getBlockLayer()
{
return BlockRenderLayer.CUTOUT;
}
public BlockController()
{
super( Material.IRON );
this.setTileEntity( TileController.class );
this.setHardness( 6 );
this.setDefaultState( getDefaultState().withProperty( CONTROLLER_STATE, ControllerBlockState.offline ).withProperty( CONTROLLER_TYPE, ControllerRenderType.block ) );
}
@Override
public void neighborChanged( final IBlockState state, final World w, final BlockPos pos, final Block neighborBlock )
{
final TileController tc = this.getTileEntity( w, pos );
if( tc != null )
{
tc.onNeighborChange( false );
}
}
}