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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
Prevent contiguous foundry channels from accepting different materials until fully emptied, preventing clogs
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fb1e20c11f
commit
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@ -6,23 +6,38 @@ import java.util.List;
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import com.hbm.blocks.ModBlocks;
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import com.hbm.inventory.material.MaterialShapes;
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import com.hbm.inventory.material.Mats;
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import com.hbm.inventory.material.Mats.MaterialStack;
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import com.hbm.inventory.material.NTMMaterial;
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import api.hbm.block.ICrucibleAcceptor;
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import net.minecraft.block.Block;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.ForgeDirection;
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public class TileEntityFoundryChannel extends TileEntityFoundryBase {
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public int nextUpdate;
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public int lastFlow = 0;
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protected NTMMaterial neighborType;
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protected boolean hasCheckedNeighbors;
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@Override
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public void updateEntity() {
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if(!worldObj.isRemote) {
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// Initialise before allowing pours, so newly added channels will avoid causing clog feeds
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if(!hasCheckedNeighbors) {
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List<TileEntityFoundryChannel> visited = new ArrayList<TileEntityFoundryChannel>();
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visited.add(this);
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neighborType = checkNeighbors(visited);
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hasCheckedNeighbors = true;
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}
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if(this.type == null && this.amount != 0) {
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this.amount = 0;
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@ -35,7 +50,7 @@ public class TileEntityFoundryChannel extends TileEntityFoundryBase {
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boolean hasOp = false;
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nextUpdate = 5;
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List<Integer> ints = new ArrayList() {{ add(2); add(3); add(4); add(5); }};
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List<Integer> ints = new ArrayList<Integer>() {{ add(2); add(3); add(4); add(5); }};
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Collections.shuffle(ints);
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if(lastFlow > 0) {
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ints.remove((Integer) this.lastFlow);
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@ -54,6 +69,8 @@ public class TileEntityFoundryChannel extends TileEntityFoundryBase {
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if(left == null) {
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this.type = null;
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this.amount = 0;
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propagateMaterial(null);
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} else {
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this.amount = left.amount;
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}
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@ -117,11 +134,90 @@ public class TileEntityFoundryChannel extends TileEntityFoundryBase {
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public void readFromNBT(NBTTagCompound nbt) {
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super.readFromNBT(nbt);
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this.lastFlow = nbt.getByte("flow");
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this.neighborType = Mats.matById.get(nbt.getInteger("nType"));
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this.hasCheckedNeighbors = nbt.getBoolean("init");
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}
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@Override
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public void writeToNBT(NBTTagCompound nbt) {
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super.writeToNBT(nbt);
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nbt.setByte("flow", (byte) this.lastFlow);
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nbt.setInteger("nType", this.neighborType != null ? this.neighborType.id : -1);
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nbt.setBoolean("init", hasCheckedNeighbors);
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}
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/**
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* Channels accept pouring as normal, except when neighbor channels already have material.
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* This prevents a contiguous channel from having multiple different types of material in it, causing clogs.
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* If you connect two channels that have different materials already in them, god help you (nah jokes it'll just be clogged until you fix manually)
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*/
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@Override
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public boolean canAcceptPartialPour(World world, int x, int y, int z, double dX, double dY, double dZ, ForgeDirection side, MaterialStack stack) {
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if(!hasCheckedNeighbors || (neighborType != null && neighborType != stack.material)) return false;
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return super.canAcceptPartialPour(world, x, y, z, dX, dY, dZ, side, stack);
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}
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/** Upon pouring, propagate the current material type along contiguous channels */
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@Override
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public MaterialStack pour(World world, int x, int y, int z, double dX, double dY, double dZ, ForgeDirection side, MaterialStack stack) {
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propagateMaterial(stack.material);
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return super.pour(world, x, y, z, dX, dY, dZ, side, stack);
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}
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protected void propagateMaterial(NTMMaterial propType) {
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if(propType != null && neighborType != null) return; // optimise away any pours that change nothing
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List<TileEntityFoundryChannel> visited = new ArrayList<TileEntityFoundryChannel>();
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visited.add(this);
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boolean hasMaterial = propagateMaterial(propType, visited, false);
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// since we are now fully clear, it's safe to unassign the contiguous channel type
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if(propType == null && !hasMaterial) {
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for(TileEntityFoundryChannel acc : visited) {
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acc.neighborType = null;
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}
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}
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}
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protected boolean propagateMaterial(NTMMaterial propType, List<TileEntityFoundryChannel> visited, boolean hasMaterial) {
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// if emptying, don't allow the channel to be marked as ready for a new material until it is entirely clear
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if(propType != null) neighborType = propType;
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for(ForgeDirection dir : new ForgeDirection[] { ForgeDirection.NORTH, ForgeDirection.SOUTH, ForgeDirection.WEST, ForgeDirection.EAST }) {
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TileEntity b = worldObj.getTileEntity(xCoord + dir.offsetX, yCoord, zCoord + dir.offsetZ);
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if(b instanceof TileEntityFoundryChannel && !visited.contains(b)) {
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TileEntityFoundryChannel acc = (TileEntityFoundryChannel) b;
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visited.add(acc);
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if(acc.amount > 0) hasMaterial = true;
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hasMaterial = acc.propagateMaterial(propType, visited, hasMaterial);
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}
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}
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return hasMaterial;
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}
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protected NTMMaterial checkNeighbors(List<TileEntityFoundryChannel> visited) {
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if(neighborType != null) return neighborType;
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for(ForgeDirection dir : new ForgeDirection[] { ForgeDirection.NORTH, ForgeDirection.SOUTH, ForgeDirection.WEST, ForgeDirection.EAST }) {
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TileEntity b = worldObj.getTileEntity(xCoord + dir.offsetX, yCoord, zCoord + dir.offsetZ);
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if(b instanceof TileEntityFoundryChannel && !visited.contains(b)) {
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TileEntityFoundryChannel acc = (TileEntityFoundryChannel) b;
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visited.add(acc);
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NTMMaterial neighborMaterial = acc.checkNeighbors(visited);
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// immediately propagate backwards if a material is found
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if(neighborMaterial != null) return neighborMaterial;
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}
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}
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return null;
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}
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}
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