170 lines
6.0 KiB
Java

package com.hbm.util;
import java.util.List;
import com.hbm.inventory.material.Mats.MaterialStack;
import com.hbm.inventory.material.NTMMaterial.SmeltingBehavior;
import api.hbm.block.ICrucibleAcceptor;
import net.minecraft.block.Block;
import net.minecraft.util.MovingObjectPosition;
import net.minecraft.util.Vec3;
import net.minecraft.world.World;
import net.minecraftforge.common.util.ForgeDirection;
public class CrucibleUtil {
/**
* Standard pouring, casting a hitscan straight down at the given coordinates with the given range. Returns the leftover material, just like ICrucibleAcceptor's pour.
* The method directly modifies the original stack, so be careful and make a copy beforehand if you don't want that.
* Pass an empty Vec3 instance in order to get the impact position of the stream.
*/
public static MaterialStack pourSingleStack(World world, double x, double y, double z, double range, boolean safe, MaterialStack stack, int quanta, Vec3 impactPosHolder) {
Vec3 start = Vec3.createVectorHelper(x, y, z);
Vec3 end = Vec3.createVectorHelper(x, y - range, z);
MovingObjectPosition[] mopHolder = new MovingObjectPosition[1];
ICrucibleAcceptor acc = getPouringTarget(world, start, end, mopHolder);
MovingObjectPosition mop = mopHolder[0];
if(acc == null) {
spill(mop, safe, stack, quanta, impactPosHolder);
return stack;
}
MaterialStack ret = tryPourStack(world, acc, mop, stack, impactPosHolder);
if(ret != null) {
return ret;
}
spill(mop, safe, stack, quanta, impactPosHolder);
return stack;
}
/**
* Standard pouring, casting a hitscan straight down at the given coordinates with the given range. Returns the materialStack that has been removed.
* 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.
* Pass an empty Vec3 instance in order to get the impact position of the stream.
*/
public static MaterialStack pourFullStack(World world, double x, double y, double z, double range, boolean safe, List<MaterialStack> stacks, int quanta, Vec3 impactPosHolder) {
if(stacks.isEmpty()) return null;
Vec3 start = Vec3.createVectorHelper(x, y, z);
Vec3 end = Vec3.createVectorHelper(x, y - range, z);
MovingObjectPosition[] mopHolder = new MovingObjectPosition[1];
ICrucibleAcceptor acc = getPouringTarget(world, start, end, mopHolder);
MovingObjectPosition mop = mopHolder[0];
if(acc == null) {
return spill(mop, safe, stacks, quanta, impactPosHolder);
}
for(MaterialStack stack : stacks) {
int amountToPour = Math.min(stack.amount, quanta);
MaterialStack toPour = new MaterialStack(stack.material, amountToPour);
MaterialStack left = tryPourStack(world, acc, mop, toPour, impactPosHolder);
if(left != null) {
stack.amount -= (amountToPour - left.amount);
return new MaterialStack(stack.material, stack.amount - left.amount);
}
}
return spill(mop, safe, stacks, quanta, impactPosHolder);
}
/**
* 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.
* Returns whatever is left of the stack when successful or null when unsuccessful (potential spillage).
*/
public static MaterialStack tryPourStack(World world, ICrucibleAcceptor acc, MovingObjectPosition mop, MaterialStack stack, Vec3 impactPosHolder) {
Vec3 hit = mop.hitVec;
if(stack.material.smeltable != SmeltingBehavior.SMELTABLE) {
return null;
}
if(acc.canAcceptPartialPour(world, mop.blockX, mop.blockY, mop.blockZ, hit.xCoord, hit.yCoord, hit.zCoord, ForgeDirection.getOrientation(mop.sideHit), stack)) {
MaterialStack left = acc.pour(world, mop.blockX, mop.blockY, mop.blockZ, hit.xCoord, hit.yCoord, hit.zCoord, ForgeDirection.getOrientation(mop.sideHit), stack);
if(left == null) {
left = new MaterialStack(stack.material, 0);
}
impactPosHolder.xCoord = hit.xCoord;
impactPosHolder.yCoord = hit.yCoord;
impactPosHolder.zCoord = hit.zCoord;
return left;
}
return null;
}
/**
* 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.
* Now we're thinking with reference types.
*/
public static ICrucibleAcceptor getPouringTarget(World world, Vec3 start, Vec3 end, MovingObjectPosition[] mopHolder) {
MovingObjectPosition mop = world.func_147447_a(start, end, true, true, true);
if(mopHolder != null) {
mopHolder[0] = mop;
}
if(mop == null || mop.typeOfHit != mop.typeOfHit.BLOCK) {
return null;
}
Block b = world.getBlock(mop.blockX, mop.blockY, mop.blockZ);
if(!(b instanceof ICrucibleAcceptor)) {
return null;
}
return (ICrucibleAcceptor) b;
}
/**
* 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.
*/
public static MaterialStack spill(MovingObjectPosition mop, boolean safe, List<MaterialStack> stacks, int quanta, Vec3 impactPos) {
//simply use the first available material
MaterialStack top = stacks.get(0);
MaterialStack ret = spill(mop, safe, top, quanta, impactPos);
//remove all stacks with no content
stacks.removeIf(o -> o.amount <= 0);
return ret;
}
/**
* The routine used for then there is no valid crucible acceptor found. Will NOP with safe mode on. Returns the MaterialStack that was lost.
*/
public static MaterialStack spill(MovingObjectPosition mop, boolean safe, MaterialStack stack, int quanta, Vec3 impactPos) {
//do nothing if safe mode is on
if(safe) {
return null;
}
MaterialStack toWaste = new MaterialStack(stack.material, Math.min(stack.amount, quanta));
stack.amount -= toWaste.amount;
//if there is a vec3 reference, set the impact coordinates
if(impactPos != null && mop != null) {
impactPos.xCoord = mop.hitVec.xCoord;
impactPos.yCoord = mop.hitVec.yCoord;
impactPos.zCoord = mop.hitVec.zCoord;
}
return toWaste;
}
}