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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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108 lines
4.3 KiB
Java
108 lines
4.3 KiB
Java
package api.hbm.block;
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import java.util.List;
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import com.hbm.inventory.material.Mats.MaterialStack;
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import com.hbm.inventory.material.NTMMaterial.SmeltingBehavior;
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import net.minecraft.block.Block;
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import net.minecraft.util.MovingObjectPosition;
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import net.minecraft.util.Vec3;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.ForgeDirection;
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public interface ICrucibleAcceptor {
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/*
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* Pouring: The metal leaves the channel/crucible and usually (but not always) falls down. The additional double coords give a more precise impact location.
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* Also useful for entities like large crucibles since they are filled from the top.
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*/
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//public boolean canAcceptPour(World world, int x, int y, int z, double dX, double dY, double dZ, ForgeDirection side, MaterialStack stack);
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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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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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/*
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* Flowing: The "safe" transfer of metal using a channel or other means, usually from block to block and usually horizontally (but not necessarily).
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* May also be used for entities like minecarts that could be loaded from the side.
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*/
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//public boolean canAcceptFlow(World world, int x, int y, int z, ForgeDirection side, MaterialStack stack);
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public boolean canAcceptPartialFlow(World world, int x, int y, int z, ForgeDirection side, MaterialStack stack);
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public MaterialStack flow(World world, int x, int y, int z, ForgeDirection side, MaterialStack stack);
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/**
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* Standard pouring, casting a hitscan straight down at the given coordinates with the given range. Returns the materialStack that has been removed.
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* The method doesn't make copies of the MaterialStacks in the list, so the materials being subtracted or outright removed will apply to the original list.
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*/
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public static MaterialStack tryPour(World world, double x, double y, double z, double range, boolean safe, List<MaterialStack> stacks, int quanta, Vec3 impactPos) {
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if(stacks.isEmpty()) return null;
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Vec3 start = Vec3.createVectorHelper(x, y, z);
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Vec3 end = Vec3.createVectorHelper(x, y - range, z);
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MovingObjectPosition mop = world.func_147447_a(start, end, true, true, true);
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//if the pour misses
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if(mop == null || mop.typeOfHit != mop.typeOfHit.BLOCK) {
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return spill(mop, safe, stacks, quanta, impactPos);
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}
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Block b = world.getBlock(mop.blockX, mop.blockY, mop.blockZ);
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if(!(b instanceof ICrucibleAcceptor)) {
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return spill(mop, safe, stacks, quanta, impactPos);
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}
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ICrucibleAcceptor acc = (ICrucibleAcceptor) b;
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Vec3 hit = mop.hitVec;
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MaterialStack pouredStack = null;
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for(MaterialStack stack : stacks) {
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if(stack.material.smeltable != SmeltingBehavior.SMELTABLE)
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continue;
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if(acc.canAcceptPartialPour(world, mop.blockX, mop.blockY, mop.blockZ, hit.xCoord, hit.yCoord, hit.zCoord, ForgeDirection.getOrientation(mop.sideHit).getOpposite(), stack)) {
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MaterialStack left = acc.pour(world, mop.blockX, mop.blockY, mop.blockZ, hit.xCoord, hit.yCoord, hit.zCoord, ForgeDirection.getOrientation(mop.sideHit).getOpposite(), stack);
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if(left == null) {
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left = new MaterialStack(stack.material, 0);
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}
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pouredStack = new MaterialStack(stack.material, stack.amount - left.amount);
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stack.amount -= pouredStack.amount;
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impactPos.xCoord = hit.xCoord;
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impactPos.yCoord = hit.yCoord;
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impactPos.zCoord = hit.zCoord;
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break;
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}
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}
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return pouredStack;
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}
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public static MaterialStack spill(MovingObjectPosition mop, boolean safe, List<MaterialStack> stacks, int quanta, Vec3 impactPos) {
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//do nothing if safe mode is on
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if(safe) {
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return null;
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}
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//simply use the first available material
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MaterialStack top = stacks.get(0);
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MaterialStack toWaste = new MaterialStack(top.material, Math.min(top.amount, quanta));
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top.amount -= toWaste.amount;
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//remove all stacks with no content
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stacks.removeIf(o -> o.amount <= 0);
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//if there is a vec3 reference, set the impact coordinates
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if(impactPos != null && mop != null) {
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impactPos.xCoord = mop.hitVec.xCoord;
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impactPos.yCoord = mop.hitVec.yCoord;
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impactPos.zCoord = mop.hitVec.zCoord;
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}
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return toWaste;
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}
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}
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