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532 lines
15 KiB
Java
532 lines
15 KiB
Java
package net.minecraftforge.fluids;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Random;
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import com.google.common.collect.Maps;
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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.entity.Entity;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.Item;
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import net.minecraft.util.AxisAlignedBB;
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import net.minecraft.util.Vec3;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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/**
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* This is a base implementation for Fluid blocks.
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*
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* It is highly recommended that you extend this class or one of the Forge-provided child classes.
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*
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* @author King Lemming, OvermindDL1
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*
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*/
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public abstract class BlockFluidBase extends Block implements IFluidBlock
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{
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protected final static Map<Block, Boolean> defaultDisplacements = Maps.newHashMap();
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static
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{
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defaultDisplacements.put(Blocks.wooden_door, false);
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defaultDisplacements.put(Blocks.iron_door, false);
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defaultDisplacements.put(Blocks.standing_sign, false);
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defaultDisplacements.put(Blocks.wall_sign, false);
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defaultDisplacements.put(Blocks.reeds, false);
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}
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protected Map<Block, Boolean> displacements = Maps.newHashMap();
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protected int quantaPerBlock = 8;
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protected float quantaPerBlockFloat = 8F;
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protected int density = 1;
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protected int densityDir = -1;
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protected int temperature = 300;
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protected int tickRate = 20;
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protected int renderPass = 1;
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protected int maxScaledLight = 0;
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protected final String fluidName;
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/**
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* This is the fluid used in the constructor. Use this reference to configure things
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* like icons for your block. It might not be active in the registry, so do
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* NOT expose it.
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*/
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protected final Fluid definedFluid;
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public BlockFluidBase(Fluid fluid, Material material)
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{
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super(material);
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this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
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this.setTickRandomly(true);
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this.disableStats();
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this.fluidName = fluid.getName();
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this.density = fluid.density;
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this.temperature = fluid.temperature;
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this.maxScaledLight = fluid.luminosity;
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this.tickRate = fluid.viscosity / 200;
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this.densityDir = fluid.density > 0 ? -1 : 1;
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fluid.setBlock(this);
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this.definedFluid = fluid;
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displacements.putAll(defaultDisplacements);
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}
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public BlockFluidBase setQuantaPerBlock(int quantaPerBlock)
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{
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if (quantaPerBlock > 16 || quantaPerBlock < 1) quantaPerBlock = 8;
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this.quantaPerBlock = quantaPerBlock;
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this.quantaPerBlockFloat = quantaPerBlock;
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return this;
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}
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public BlockFluidBase setDensity(int density)
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{
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if (density == 0) density = 1;
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this.density = density;
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this.densityDir = density > 0 ? -1 : 1;
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return this;
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}
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public BlockFluidBase setTemperature(int temperature)
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{
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this.temperature = temperature;
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return this;
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}
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public BlockFluidBase setTickRate(int tickRate)
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{
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if (tickRate <= 0) tickRate = 20;
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this.tickRate = tickRate;
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return this;
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}
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public BlockFluidBase setRenderPass(int renderPass)
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{
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this.renderPass = renderPass;
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return this;
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}
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public BlockFluidBase setMaxScaledLight(int maxScaledLight)
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{
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this.maxScaledLight = maxScaledLight;
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return this;
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}
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/**
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* Returns true if the block at (x, y, z) is displaceable. Does not displace the block.
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*/
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public boolean canDisplace(IBlockAccess world, int x, int y, int z)
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{
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if (world.getBlock(x, y, z).isAir(world, x, y, z)) return true;
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Block block = world.getBlock(x, y, z);
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if (block == this)
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{
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return false;
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}
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if (displacements.containsKey(block))
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{
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return displacements.get(block);
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}
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Material material = block.getMaterial();
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if (material.blocksMovement() || material == Material.portal)
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{
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return false;
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}
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int density = getDensity(world, x, y, z);
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if (density == Integer.MAX_VALUE)
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{
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return true;
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}
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if (this.density > density)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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/**
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* Attempt to displace the block at (x, y, z), return true if it was displaced.
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*/
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public boolean displaceIfPossible(World world, int x, int y, int z)
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{
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if (world.getBlock(x, y, z).isAir(world, x, y, z))
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{
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return true;
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}
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Block block = world.getBlock(x, y, z);
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if (block == this)
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{
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return false;
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}
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if (displacements.containsKey(block))
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{
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if (displacements.get(block))
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{
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block.dropBlockAsItem(world, x, y, z, world.getBlockMetadata(x, y, z), 0);
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return true;
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}
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return false;
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}
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Material material = block.getMaterial();
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if (material.blocksMovement() || material == Material.portal)
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{
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return false;
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}
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int density = getDensity(world, x, y, z);
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if (density == Integer.MAX_VALUE)
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{
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block.dropBlockAsItem(world, x, y, z, world.getBlockMetadata(x, y, z), 0);
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return true;
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}
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if (this.density > density)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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public abstract int getQuantaValue(IBlockAccess world, int x, int y, int z);
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/**
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* Returns whether this block is collideable based on the arguments passed in
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* @param par1 block metaData
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* @param par2 whether the player right-clicked while holding a boat
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*/
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@Override
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public abstract boolean canCollideCheck(int meta, boolean fullHit);
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public abstract int getMaxRenderHeightMeta();
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/* BLOCK FUNCTIONS */
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/**
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* Called whenever the block is added into the world. Args: world, x, y, z
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*/
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@Override
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public void onBlockAdded(World world, int x, int y, int z)
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{
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world.scheduleBlockUpdate(x, y, z, this, tickRate);
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}
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/**
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* Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
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* their own) Args: x, y, z, neighbor Block
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*/
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@Override
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public void onNeighborBlockChange(World world, int x, int y, int z, Block block)
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{
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world.scheduleBlockUpdate(x, y, z, this, tickRate);
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}
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// Used to prevent updates on chunk generation
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@Override
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public boolean func_149698_L()
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{
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return false;
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}
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/**
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* Checks to see if its valid to put this block at the specified coordinates. Args: world, x, y, z
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*/
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@Override
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public boolean canPlaceBlockAt(World world, int x, int y, int z)
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{
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return canDisplace(world, x, y, z);
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}
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@Override
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public boolean getBlocksMovement(IBlockAccess world, int x, int y, int z)
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{
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return true;
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}
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/**
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* Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been
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* cleared to be reused)
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*/
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@Override
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public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z)
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{
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return null;
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}
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@Override
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public Item getItemDropped(int par1, Random par2Random, int par3)
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{
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return null;
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}
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/**
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* Returns the quantity of items to drop on block destruction.
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*/
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@Override
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public int quantityDropped(Random par1Random)
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{
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return 0;
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}
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/**
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* How many world ticks before ticking
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*/
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@Override
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public int tickRate(World world)
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{
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return tickRate;
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}
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/**
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* Can add to the passed in vector for a movement vector to be applied to the entity. Args: x, y, z, entity, vec3d
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*/
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@Override
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public void velocityToAddToEntity(World world, int x, int y, int z, Entity entity, Vec3 vec)
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{
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if (densityDir > 0) return;
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Vec3 vec_flow = this.getFlowVector(world, x, y, z);
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vec.xCoord += vec_flow.xCoord * (quantaPerBlock * 4);
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vec.yCoord += vec_flow.yCoord * (quantaPerBlock * 4);
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vec.zCoord += vec_flow.zCoord * (quantaPerBlock * 4);
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}
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@Override
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public int getLightValue(IBlockAccess world, int x, int y, int z)
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{
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if (maxScaledLight == 0)
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{
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return super.getLightValue(world, x, y, z);
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}
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int data = world.getBlockMetadata(x, y, z);
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return (int) (data / quantaPerBlockFloat * maxScaledLight);
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}
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/**
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* The type of render function that is called for this block
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*/
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@Override
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public int getRenderType()
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{
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return FluidRegistry.renderIdFluid;
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}
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/**
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* Is this block (a) opaque and (b) a full 1m cube? This determines whether or not to render the shared face of two
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* adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
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*/
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@Override
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public boolean isOpaqueCube()
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{
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return false;
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}
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/**
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* If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
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*/
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@Override
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public boolean renderAsNormalBlock()
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{
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return false;
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}
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/* Never used...?
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@Override
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public float getBlockBrightness(World world, int x, int y, int z)
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{
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float lightThis = world.getLightBrightness(x, y, z);
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float lightUp = world.getLightBrightness(x, y + 1, z);
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return lightThis > lightUp ? lightThis : lightUp;
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}
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*/
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/**
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* How bright to render this block based on the light its receiving. Args: iBlockAccess, x, y, z
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*/
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@Override
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public int getMixedBrightnessForBlock(IBlockAccess world, int x, int y, int z)
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{
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int lightThis = world.getLightBrightnessForSkyBlocks(x, y, z, 0);
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int lightUp = world.getLightBrightnessForSkyBlocks(x, y + 1, z, 0);
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int lightThisBase = lightThis & 255;
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int lightUpBase = lightUp & 255;
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int lightThisExt = lightThis >> 16 & 255;
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int lightUpExt = lightUp >> 16 & 255;
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return (lightThisBase > lightUpBase ? lightThisBase : lightUpBase) |
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((lightThisExt > lightUpExt ? lightThisExt : lightUpExt) << 16);
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}
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/**
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* Returns which pass should this block be rendered on. 0 for solids and 1 for alpha
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*/
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@Override
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public int getRenderBlockPass()
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{
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return renderPass;
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}
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/**
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* Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
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* coordinates. Args: blockAccess, x, y, z, side
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*/
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@Override
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public boolean shouldSideBeRendered(IBlockAccess world, int x, int y, int z, int side)
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{
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Block block = world.getBlock(x, y, z);
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if (block != this)
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{
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return !block.isOpaqueCube();
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}
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return block.getMaterial() == this.getMaterial() ? false : super.shouldSideBeRendered(world, x, y, z, side);
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}
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/* FLUID FUNCTIONS */
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public static final int getDensity(IBlockAccess world, int x, int y, int z)
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{
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Block block = world.getBlock(x, y, z);
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if (!(block instanceof BlockFluidBase))
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{
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return Integer.MAX_VALUE;
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}
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return ((BlockFluidBase)block).density;
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}
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public static final int getTemperature(IBlockAccess world, int x, int y, int z)
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{
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Block block = world.getBlock(x, y, z);
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if (!(block instanceof BlockFluidBase))
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{
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return Integer.MAX_VALUE;
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}
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return ((BlockFluidBase)block).temperature;
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}
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public static double getFlowDirection(IBlockAccess world, int x, int y, int z)
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{
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Block block = world.getBlock(x, y, z);
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if (!block.getMaterial().isLiquid())
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{
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return -1000.0;
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}
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Vec3 vec = ((BlockFluidBase) block).getFlowVector(world, x, y, z);
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return vec.xCoord == 0.0D && vec.zCoord == 0.0D ? -1000.0D : Math.atan2(vec.zCoord, vec.xCoord) - Math.PI / 2D;
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}
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public final int getQuantaValueBelow(IBlockAccess world, int x, int y, int z, int belowThis)
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{
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int quantaRemaining = getQuantaValue(world, x, y, z);
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if (quantaRemaining >= belowThis)
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{
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return -1;
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}
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return quantaRemaining;
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}
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public final int getQuantaValueAbove(IBlockAccess world, int x, int y, int z, int aboveThis)
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{
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int quantaRemaining = getQuantaValue(world, x, y, z);
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if (quantaRemaining <= aboveThis)
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{
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return -1;
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}
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return quantaRemaining;
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}
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public final float getQuantaPercentage(IBlockAccess world, int x, int y, int z)
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{
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int quantaRemaining = getQuantaValue(world, x, y, z);
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return quantaRemaining / quantaPerBlockFloat;
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}
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public Vec3 getFlowVector(IBlockAccess world, int x, int y, int z)
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{
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Vec3 vec = Vec3.createVectorHelper(0.0D, 0.0D, 0.0D);
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int decay = quantaPerBlock - getQuantaValue(world, x, y, z);
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for (int side = 0; side < 4; ++side)
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{
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int x2 = x;
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int z2 = z;
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switch (side)
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{
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case 0: --x2; break;
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case 1: --z2; break;
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case 2: ++x2; break;
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case 3: ++z2; break;
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}
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int otherDecay = quantaPerBlock - getQuantaValue(world, x2, y, z2);
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if (otherDecay >= quantaPerBlock)
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{
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if (!world.getBlock(x2, y, z2).getMaterial().blocksMovement())
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{
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otherDecay = quantaPerBlock - getQuantaValue(world, x2, y - 1, z2);
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if (otherDecay >= 0)
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{
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int power = otherDecay - (decay - quantaPerBlock);
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vec = vec.addVector((x2 - x) * power, (y - y) * power, (z2 - z) * power);
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}
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}
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}
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else if (otherDecay >= 0)
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{
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int power = otherDecay - decay;
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vec = vec.addVector((x2 - x) * power, (y - y) * power, (z2 - z) * power);
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}
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}
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if (world.getBlock(x, y + 1, z) == this)
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{
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boolean flag =
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isBlockSolid(world, x, y, z - 1, 2) ||
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isBlockSolid(world, x, y, z + 1, 3) ||
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isBlockSolid(world, x - 1, y, z, 4) ||
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isBlockSolid(world, x + 1, y, z, 5) ||
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isBlockSolid(world, x, y + 1, z - 1, 2) ||
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isBlockSolid(world, x, y + 1, z + 1, 3) ||
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isBlockSolid(world, x - 1, y + 1, z, 4) ||
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isBlockSolid(world, x + 1, y + 1, z, 5);
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if (flag)
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{
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vec = vec.normalize().addVector(0.0D, -6.0D, 0.0D);
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}
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}
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vec = vec.normalize();
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return vec;
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}
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/* IFluidBlock */
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@Override
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public Fluid getFluid()
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{
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return FluidRegistry.getFluid(fluidName);
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}
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@Override
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public float getFilledPercentage(World world, int x, int y, int z)
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{
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int quantaRemaining = getQuantaValue(world, x, y, z) + 1;
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float remaining = quantaRemaining / quantaPerBlockFloat;
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if (remaining > 1) remaining = 1.0f;
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return remaining * (density > 0 ? 1 : -1);
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}
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} |