mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
170 lines
6.0 KiB
Java
170 lines
6.0 KiB
Java
package com.hbm.util;
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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 api.hbm.block.ICrucibleAcceptor;
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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 class CrucibleUtil {
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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 leftover material, just like ICrucibleAcceptor's pour.
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* The method directly modifies the original stack, so be careful and make a copy beforehand if you don't want that.
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* Pass an empty Vec3 instance in order to get the impact position of the stream.
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*/
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public static MaterialStack pourSingleStack(World world, double x, double y, double z, double range, boolean safe, MaterialStack stack, int quanta, Vec3 impactPosHolder) {
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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[] mopHolder = new MovingObjectPosition[1];
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ICrucibleAcceptor acc = getPouringTarget(world, start, end, mopHolder);
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MovingObjectPosition mop = mopHolder[0];
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if(acc == null) {
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spill(mop, safe, stack, quanta, impactPosHolder);
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return stack;
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}
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MaterialStack ret = tryPourStack(world, acc, mop, stack, impactPosHolder);
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if(ret != null) {
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return ret;
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}
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spill(mop, safe, stack, quanta, impactPosHolder);
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return stack;
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}
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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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* Pass an empty Vec3 instance in order to get the impact position of the stream.
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*/
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public static MaterialStack pourFullStack(World world, double x, double y, double z, double range, boolean safe, List<MaterialStack> stacks, int quanta, Vec3 impactPosHolder) {
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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[] mopHolder = new MovingObjectPosition[1];
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ICrucibleAcceptor acc = getPouringTarget(world, start, end, mopHolder);
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MovingObjectPosition mop = mopHolder[0];
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if(acc == null) {
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return spill(mop, safe, stacks, quanta, impactPosHolder);
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}
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for(MaterialStack stack : stacks) {
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int amountToPour = Math.min(stack.amount, quanta);
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MaterialStack toPour = new MaterialStack(stack.material, amountToPour);
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MaterialStack left = tryPourStack(world, acc, mop, toPour, impactPosHolder);
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if(left != null) {
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stack.amount -= (amountToPour - left.amount);
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return new MaterialStack(stack.material, stack.amount - left.amount);
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}
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}
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return spill(mop, safe, stacks, quanta, impactPosHolder);
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}
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/**
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* Tries to pour the stack onto the supplied crucible acceptor instance. Also features our friend the Vec3 dummy, which will be filled with the stream's impact position.
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* Returns whatever is left of the stack when successful or null when unsuccessful (potential spillage).
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*/
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public static MaterialStack tryPourStack(World world, ICrucibleAcceptor acc, MovingObjectPosition mop, MaterialStack stack, Vec3 impactPosHolder) {
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Vec3 hit = mop.hitVec;
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if(stack.material.smeltable != SmeltingBehavior.SMELTABLE) {
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return null;
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}
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if(acc.canAcceptPartialPour(world, mop.blockX, mop.blockY, mop.blockZ, hit.xCoord, hit.yCoord, hit.zCoord, ForgeDirection.getOrientation(mop.sideHit), 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), 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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impactPosHolder.xCoord = hit.xCoord;
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impactPosHolder.yCoord = hit.yCoord;
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impactPosHolder.zCoord = hit.zCoord;
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return left;
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}
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return null;
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}
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/**
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* Uses hitscan to find the target of the pour, from start (the top) to end (the bottom). Pass a single cell MOP array to get the reference of the MOP for later use.
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* Now we're thinking with reference types.
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*/
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public static ICrucibleAcceptor getPouringTarget(World world, Vec3 start, Vec3 end, MovingObjectPosition[] mopHolder) {
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MovingObjectPosition mop = world.func_147447_a(start, end, true, true, true);
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if(mopHolder != null) {
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mopHolder[0] = mop;
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}
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if(mop == null || mop.typeOfHit != mop.typeOfHit.BLOCK) {
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return null;
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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 null;
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}
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return (ICrucibleAcceptor) b;
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}
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/**
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* Regular spillage routine but accepts a stack list instead of a stack. simply uses the first available stack from the list. Assumes list is not empty.
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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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//simply use the first available material
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MaterialStack top = stacks.get(0);
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MaterialStack ret = spill(mop, safe, top, quanta, impactPos);
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//remove all stacks with no content
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stacks.removeIf(o -> o.amount <= 0);
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return ret;
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}
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/**
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* The routine used for then there is no valid crucible acceptor found. Will NOP with safe mode on. Returns the MaterialStack that was lost.
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*/
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public static MaterialStack spill(MovingObjectPosition mop, boolean safe, MaterialStack stack, 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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MaterialStack toWaste = new MaterialStack(stack.material, Math.min(stack.amount, quanta));
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stack.amount -= toWaste.amount;
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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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