Mekanism-tilera-Edition/common/buildcraft/api/blueprints/BptBlock.java
2013-08-08 13:10:11 -04:00

234 lines
8.9 KiB
Java

/**
* Copyright (c) SpaceToad, 2011
* http://www.mod-buildcraft.com
*
* BuildCraft is distributed under the terms of the Minecraft Mod Public
* License 1.0, or MMPL. Please check the contents of the license located in
* http://www.mod-buildcraft.com/MMPL-1.0.txt
*/
package buildcraft.api.blueprints;
import buildcraft.api.core.BuildCraftAPI;
import java.util.ArrayList;
import java.util.LinkedList;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
/**
* This class allow to specify specific behavior for blocks stored in blueprints:
*
* - what items needs to be used to create that block - how the block has to be built on the world - how to rotate the block - what extra data to store / load
* in the blueprint
*
* Default implementations of this can be seen in the package buildcraft.api.bptblocks. The class BptBlockUtils provide some additional utilities.
*
* Blueprints perform "id translation" in case the block ids between a blueprint and the world installation are different. In order to translate block ids,
* blocks needs to be uniquely identified. By default, this identification is done by:
*
* - the block simple class name - the tile simple class name (if any) - the block name
*
* In certain circumstances, the above is not enough (e.g. if several blocks share the same class and the same name, with no tile). In this case, additional
* data may be provided by children of this class:
*
* - mod name - custom signature
*
* At blueprint load time, BuildCraft will check that each block id of the blueprint corresponds to the block id in the installation. If not, it will perform a
* search through the block list, and upon matching signature, it will translate all blocks ids of the blueprint to the installation ones. If no such block id
* is found, BuildCraft will assume that the block is not installed and will not load the blueprint.
*/
@Deprecated
public class BptBlock {
public final int blockId;
public BptBlock(int blockId) {
this.blockId = blockId;
BlueprintManager.blockBptProps[blockId] = this;
}
/**
* Returns the requirements needed to build this block. When the requirements are met, they will be removed all at once from the builder, before calling
* buildBlock.
*/
public void addRequirements(BptSlotInfo slot, IBptContext context, LinkedList<ItemStack> requirements) {
if (slot.blockId != 0) {
if (slot.storedRequirements.size() != 0) {
requirements.addAll(slot.storedRequirements);
} else {
requirements.add(new ItemStack(slot.blockId, 1, slot.meta));
}
}
}
/**
* This is called each time an item matches a reqquirement, that is: (req id == stack id) for damageable items (req id == stack id && req dmg == stack dmg)
* for other items by default, it will increase damage of damageable items by the amount of damage of the requirement, and remove the intended amount of non
* damageable item.
*
* Client may override this behavior for default items. Note that this subprogram may be called twice with the same parameters, once with a copy of
* requirements and stack to check if the entire requirements can be fullfilled, and once with the real inventory. Implementer is responsible for updating
* req (with the remaining requirements if any) and stack (after usage)
*
* returns: what was used (similer to req, but created from stack, so that any NBT based differences are drawn from the correct source)
*/
public ItemStack useItem(BptSlotInfo slot, IBptContext context, ItemStack req, ItemStack stack) {
ItemStack result = stack.copy();
if (stack.isItemStackDamageable()) {
if (req.getItemDamage() + stack.getItemDamage() <= stack.getMaxDamage()) {
stack.setItemDamage(req.getItemDamage() + stack.getItemDamage());
result.setItemDamage(req.getItemDamage());
req.stackSize = 0;
}
if (stack.getItemDamage() >= stack.getMaxDamage()) {
stack.stackSize = 0;
}
} else {
if (stack.stackSize >= req.stackSize) {
result.stackSize = req.stackSize;
stack.stackSize -= req.stackSize;
req.stackSize = 0;
} else {
req.stackSize -= stack.stackSize;
stack.stackSize = 0;
}
}
if (stack.stackSize == 0 && stack.getItem().getContainerItem() != null) {
Item container = stack.getItem().getContainerItem();
stack.itemID = container.itemID;
stack.stackSize = 1;
stack.setItemDamage(0);
}
return result;
}
/**
* Return true if the block on the world correspond to the block stored in the blueprint at the location given by the slot. By default, this subprogram is
* permissive and doesn't take into account metadata.
*
* Added metadata sensitivity //Krapht
*/
public boolean isValid(BptSlotInfo slot, IBptContext context) {
return slot.blockId == context.world().getBlockId(slot.x, slot.y, slot.z) && slot.meta == context.world().getBlockMetadata(slot.x, slot.y, slot.z);
}
/**
* Perform a 90 degree rotation to the slot.
*/
public void rotateLeft(BptSlotInfo slot, IBptContext context) {
}
/**
* Places the block in the world, at the location specified in the slot.
*/
public void buildBlock(BptSlotInfo slot, IBptContext context) {
// Meta needs to be specified twice, depending on the block behavior
context.world().setBlock(slot.x, slot.y, slot.z, slot.blockId, slot.meta,3);
context.world().setBlockMetadataWithNotify(slot.x, slot.y, slot.z, slot.meta,3);
if (Block.blocksList[slot.blockId] instanceof BlockContainer) {
TileEntity tile = context.world().getBlockTileEntity(slot.x, slot.y, slot.z);
slot.cpt.setInteger("x", slot.x);
slot.cpt.setInteger("y", slot.y);
slot.cpt.setInteger("z", slot.z);
if (tile != null) {
tile.readFromNBT(slot.cpt);
}
}
}
/**
* Return true if the block should not be placed to the world. Requirements will not be asked on such a block, and building will not be called.
*/
public boolean ignoreBuilding(BptSlotInfo slot) {
return false;
}
/**
* Initializes a slot from the blueprint according to an objet placed on {x, y, z} on the world. This typically means adding entries in slot.cpt. Note that
* "id" and "meta" will be set automatically, corresponding to the block id and meta.
*
* By default, if the block is a BlockContainer, tile information will be to save / load the block.
*/
public void initializeFromWorld(BptSlotInfo slot, IBptContext context, int x, int y, int z) {
if (Block.blocksList[slot.blockId] instanceof BlockContainer) {
TileEntity tile = context.world().getBlockTileEntity(x, y, z);
if (tile != null) {
tile.writeToNBT(slot.cpt);
}
}
if (Block.blocksList[slot.blockId] != null) {
ArrayList<ItemStack> req = Block.blocksList[slot.blockId].getBlockDropped(context.world(), x, y, z, context.world().getBlockMetadata(x, y, z), 0);
if (req != null) {
slot.storedRequirements.addAll(req);
}
}
}
/**
* Called on a block when the blueprint has finished to place all the blocks. This may be useful to adjust variable depending on surrounding blocks that may
* not be there already at initial building.
*/
public void postProcessing(BptSlotInfo slot, IBptContext context) {
}
/**
* By default, block class name, block tile name and block name are used to define block signature. Overriding this subprogram may allow to replace some of
* these with stars, specify the mod that this block kind is coming from or add custom data to the signature.
*/
public BlockSignature getSignature(Block block) {
BlockSignature sig = new BlockSignature();
if (block.blockID > BuildCraftAPI.LAST_ORIGINAL_BLOCK) {
sig.blockClassName = block.getClass().getSimpleName();
if (block instanceof BlockContainer) {
// TODO: Try to see if we can get a world instance to call with instead of null
TileEntity tile = ((BlockContainer) block).createNewTileEntity(null);
if (tile != null) {
sig.tileClassName = tile.getClass().getSimpleName();
}
}
}
sig.blockName = block.getUnlocalizedName();
sig.replaceNullWithStar();
return sig;
}
/**
* By default, block name, block and tile classes, mod name and custom signature are matched to verify if a blueprint block corresponds to the installation
* block - except for the default blocks which don't check for classes. For any value, * means match with anything. For compatibilty and evolution reasons,
* mods may want to write a different policy, allowing to migrate one format to the other.
*/
public boolean match(Block block, BlockSignature sig) {
if (block == null)
return false;
BlockSignature inst = BlueprintManager.getBlockSignature(block);
return starMatch(sig.blockName, inst.blockName) && starMatch(sig.blockClassName, inst.blockClassName)
&& starMatch(sig.tileClassName, inst.tileClassName) && starMatch(sig.customField, inst.customField) && starMatch(sig.mod, inst.mod);
}
private boolean starMatch(String s1, String s2) {
return s1.equals("*") || s2.equals("*") || s1.equals(s2);
}
}