package com.hbm.tileentity.bomb; import com.hbm.inventory.container.ContainerLaunchPadLarge; import com.hbm.inventory.fluid.Fluids; import com.hbm.inventory.fluid.tank.FluidTank; import com.hbm.inventory.gui.GUILaunchPadLarge; import com.hbm.items.weapon.ItemMissile; import com.hbm.tileentity.IGUIProvider; import com.hbm.tileentity.IRadarCommandReceiver; import com.hbm.tileentity.TileEntityMachineBase; import api.hbm.energy.IEnergyUser; import api.hbm.fluid.IFluidStandardReceiver; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import io.netty.buffer.ByteBuf; import net.minecraft.client.gui.GuiScreen; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.Container; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.world.World; public class TileEntityLaunchPadLarge extends TileEntityMachineBase implements IEnergyUser, IFluidStandardReceiver, IGUIProvider, IRadarCommandReceiver { public ItemStack toRender; public int formFactor = -1; /** Whether the missile has already been placed on the launchpad. Missile will render statically on the pad if true */ public boolean erected = false; /** Whether the missile can be lifted. Missile will not render at all if false and not erected */ public boolean readyToLoad = false; /** Instead of setting erected to true outright, this makes it so that it ties into the delay, * which prevents a jerky transition due to the animation of the erector lagging behind a bit */ public boolean scheduleErect = false; public float lift = 1F; public float erector = 90F; public float prevLift = 1F; public float prevErector = 90F; public float syncLift; public float syncErector; private int sync; /** Delay between erector movements */ public int delay = 20; public long power; public final long maxPower = 100_000; public FluidTank[] tanks; public TileEntityLaunchPadLarge() { super(7); this.tanks = new FluidTank[2]; this.tanks[0] = new FluidTank(Fluids.NONE, 24_000); this.tanks[1] = new FluidTank(Fluids.NONE, 24_000); } @Override public String getName() { return "container.launchPad"; } @Override public void updateEntity() { if(!worldObj.isRemote) { float erectorSpeed = 1.5F; float liftSpeed = 0.025F; if(slots[0] != null) { if(slots[0].getItem() instanceof ItemMissile) { ItemMissile missile = (ItemMissile) slots[0].getItem(); this.formFactor = missile.formFactor.ordinal(); setFuel(missile); } if(this.erector == 90F && this.lift == 1F) { this.readyToLoad = true; } } else { readyToLoad = false; erected = false; delay = 20; } if(delay > 0) { delay--; if(delay < 10 && scheduleErect) { this.erected = true; this.scheduleErect = false; } // if there is no missile or the missile isn't ready (i.e. the erector hasn't returned to zero position yet), retract if(slots[0] == null || !readyToLoad) { //fold back erector if(erector < 90F) { erector = Math.min(erector + erectorSpeed, 90F); if(erector == 90F) delay = 20; //extend lift } else if(lift < 1F) { lift = Math.min(lift + liftSpeed, 1F); if(erector == 1F) { //if the lift is fully extended, the loading can begin readyToLoad = true; delay = 20; } } } } else { //only extend if the erector isn't up yet and the missile can be loaded if(!erected && readyToLoad) { //first, rotate the erector if(erector != 0F) { erector = Math.max(erector - erectorSpeed, 0F); if(erector == 0F) delay = 20; //then retract the lift } else if(lift > 0) { lift = Math.max(lift - liftSpeed, 0F); if(lift == 0F) { //once the lift is at the bottom, the missile is deployed scheduleErect = true; delay = 20; } } } else { //first, fold back the erector if(erector < 90F) { erector = Math.min(erector + erectorSpeed, 90F); if(erector == 90F) delay = 20; //then extend the lift again } else if(lift < 1F) { lift = Math.min(lift + liftSpeed, 1F); if(erector == 1F) { //if the lift is fully extended, the loading can begin readyToLoad = true; delay = 20; } } } } this.networkPackNT(250); } else { this.prevLift = this.lift; this.prevErector = this.erector; if(this.sync > 0) { this.lift = this.lift + ((this.syncLift - this.lift) / (float) this.sync); this.erector = this.erector + ((this.syncErector - this.erector) / (float) this.sync); --this.sync; } else { this.lift = this.syncLift; this.erector = this.syncErector; } } } @SuppressWarnings("incomplete-switch") //shut up public void setFuel(ItemMissile missile) { switch(missile.fuel) { case ETHANOL_PEROXIDE: tanks[0].setTankType(Fluids.ETHANOL); tanks[1].setTankType(Fluids.ACID); break; case KEROSENE_PEROXIDE: tanks[0].setTankType(Fluids.KEROSENE); tanks[1].setTankType(Fluids.ACID); break; case KEROSENE_LOXY: tanks[0].setTankType(Fluids.KEROSENE); tanks[1].setTankType(Fluids.OXYGEN); break; case JETFUEL_LOXY: tanks[0].setTankType(Fluids.KEROSENE_REFORM); tanks[1].setTankType(Fluids.OXYGEN); break; } } @Override public void serialize(ByteBuf buf) { super.serialize(buf); if(slots[0] != null) { buf.writeBoolean(true); buf.writeInt(Item.getIdFromItem(slots[0].getItem())); buf.writeShort((short) slots[0].getItemDamage()); } else { buf.writeBoolean(false); } buf.writeBoolean(erected); buf.writeBoolean(readyToLoad); buf.writeByte((byte) this.formFactor); buf.writeFloat(this.lift); buf.writeFloat(this.erector); } @Override public void deserialize(ByteBuf buf) { super.deserialize(buf); if(buf.readBoolean()) { this.toRender = new ItemStack(Item.getItemById(buf.readInt()), 1, buf.readShort()); } else { this.toRender = null; } this.erected = buf.readBoolean(); this.readyToLoad = buf.readBoolean(); this.formFactor = buf.readByte(); this.syncLift = buf.readFloat(); this.syncErector = buf.readFloat(); if(this.lift != this.syncLift || this.erector != this.syncErector) { this.sync = 3; } } @Override public void readFromNBT(NBTTagCompound nbt) { super.readFromNBT(nbt); power = nbt.getLong("power"); this.erected = nbt.getBoolean("erected"); this.readyToLoad = nbt.getBoolean("readyToLoad"); this.lift = nbt.getFloat("lift"); this.erector = nbt.getFloat("erector"); } @Override public void writeToNBT(NBTTagCompound nbt) { super.writeToNBT(nbt); nbt.setLong("power", power); nbt.setBoolean("erected", erected); nbt.setBoolean("readyToLoad", readyToLoad); nbt.setFloat("lift", lift); nbt.setFloat("erector", erector); } @Override public long getPower() { return power; } @Override public void setPower(long power) { this.power = power; } @Override public long getMaxPower() { return maxPower; } @Override public FluidTank[] getAllTanks() { return this.tanks; } @Override public FluidTank[] getReceivingTanks() { return this.tanks; } @Override public boolean sendCommandPosition(int x, int y, int z) { return false; } @Override public boolean sendCommandEntity(Entity target) { return false; } @Override public Container provideContainer(int ID, EntityPlayer player, World world, int x, int y, int z) { return new ContainerLaunchPadLarge(player.inventory, this); } @Override @SideOnly(Side.CLIENT) public GuiScreen provideGUI(int ID, EntityPlayer player, World world, int x, int y, int z) { return new GUILaunchPadLarge(player.inventory, this); } }