worked on steam gen a bit
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1 changed files with 19 additions and 30 deletions
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@ -15,7 +15,7 @@ import dark.core.prefab.machine.TileEntityMachine;
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* it. Doesn't actually make steam fluid but rather simple functions. The machines above it will
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* need to call to this machines and do a check for steam. If this machines is creating steam then
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* the machine above it should function
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*
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*
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* @author DarkGuardsman */
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public class TileEntitySteamGen extends TileEntityMachine implements IFluidHandler
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{
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@ -34,42 +34,31 @@ public class TileEntitySteamGen extends TileEntityMachine implements IFluidHandl
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public void updateEntity()
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{
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super.updateEntity();
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TileEntity entity = this.worldObj.getBlockTileEntity(xCoord, yCoord + 1, zCoord);
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this.creatingSteam = false;
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steamMachineConnected = false;
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if (itemCookTime > 0)
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if (itemCookTime < 10)
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{
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itemCookTime--;
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}
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else
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{
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heatTicks--;
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}
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if (entity instanceof TileEntitySteamPiston)
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{
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steamMachineConnected = true;
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if (itemCookTime < 10)
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this.consumeFuel();
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if (itemCookTime <= 0)
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{
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this.consumeFuel();
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if (heatTicks > 0)
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heatTicks--;
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}
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if (itemCookTime > 0 && this.heatTicks < HEAT_TIME)
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}
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else if (this.heatTicks < HEAT_TIME)
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{
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heatTicks++;
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}
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if (this.isFunctioning())
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{
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if (this.tank != null && this.tank.getFluid() != null && this.tank.getFluidAmount() > 1 && this.tank.getFluid().isFluidEqual(new FluidStack(FluidRegistry.WATER, 1000)))
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{
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heatTicks++;
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this.tank.drain(1, true);
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this.creatingSteam = true;
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}
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if (this.isFunctioning())
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else
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{
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if (this.tank != null && this.tank.getFluid() != null && this.tank.getFluidAmount() > 1 && this.tank.getFluid().getFluid() == FluidRegistry.WATER)
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{
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this.tank.drain(1, true);
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this.creatingSteam = true;
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}
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else
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{
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//TODO start heating up machine and blow it up if left without water for too long
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this.tank.fill(new FluidStack(FluidRegistry.WATER, 1000), true);
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}
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//TODO start heating up machine and blow it up if left without water for too long
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this.tank.fill(new FluidStack(FluidRegistry.WATER, 1000), true);
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}
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}
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}
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