693 lines
23 KiB
Java
693 lines
23 KiB
Java
/*
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* Minecraft Forge
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* Copyright (c) 2016.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.fluids;
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import java.util.Map;
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import java.util.Random;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.properties.IProperty;
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import net.minecraft.block.properties.PropertyInteger;
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import net.minecraft.block.state.BlockStateContainer;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.Entity;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Items;
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import net.minecraft.item.Item;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.BlockRenderLayer;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import net.minecraftforge.common.property.ExtendedBlockState;
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import net.minecraftforge.common.property.IExtendedBlockState;
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import net.minecraftforge.common.property.IUnlistedProperty;
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import net.minecraftforge.common.property.PropertyFloat;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import com.google.common.collect.ImmutableList;
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import com.google.common.collect.Maps;
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import javax.annotation.Nonnull;
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/**
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* This is a base implementation for Fluid blocks.
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*
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* It is highly recommended that you extend this class or one of the Forge-provided child classes.
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*
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*/
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public abstract class BlockFluidBase extends Block implements IFluidBlock
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{
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protected final static Map<Block, Boolean> defaultDisplacements = Maps.newHashMap();
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static
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{
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defaultDisplacements.put(Blocks.OAK_DOOR, false);
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defaultDisplacements.put(Blocks.SPRUCE_DOOR, false);
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defaultDisplacements.put(Blocks.BIRCH_DOOR, false);
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defaultDisplacements.put(Blocks.JUNGLE_DOOR, false);
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defaultDisplacements.put(Blocks.ACACIA_DOOR, false);
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defaultDisplacements.put(Blocks.DARK_OAK_DOOR, false);
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defaultDisplacements.put(Blocks.TRAPDOOR, false);
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defaultDisplacements.put(Blocks.IRON_TRAPDOOR, false);
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defaultDisplacements.put(Blocks.OAK_FENCE, false);
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defaultDisplacements.put(Blocks.SPRUCE_FENCE, false);
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defaultDisplacements.put(Blocks.BIRCH_FENCE, false);
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defaultDisplacements.put(Blocks.JUNGLE_FENCE, false);
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defaultDisplacements.put(Blocks.DARK_OAK_FENCE, false);
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defaultDisplacements.put(Blocks.ACACIA_FENCE, false);
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defaultDisplacements.put(Blocks.NETHER_BRICK_FENCE, false);
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defaultDisplacements.put(Blocks.OAK_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.SPRUCE_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.BIRCH_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.JUNGLE_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.DARK_OAK_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.ACACIA_FENCE_GATE, false);
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defaultDisplacements.put(Blocks.WOODEN_PRESSURE_PLATE, false);
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defaultDisplacements.put(Blocks.STONE_PRESSURE_PLATE, false);
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defaultDisplacements.put(Blocks.LIGHT_WEIGHTED_PRESSURE_PLATE, false);
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defaultDisplacements.put(Blocks.HEAVY_WEIGHTED_PRESSURE_PLATE, false);
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defaultDisplacements.put(Blocks.LADDER, false);
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defaultDisplacements.put(Blocks.IRON_BARS, false);
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defaultDisplacements.put(Blocks.GLASS_PANE, false);
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defaultDisplacements.put(Blocks.STAINED_GLASS_PANE, false);
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defaultDisplacements.put(Blocks.PORTAL, false);
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defaultDisplacements.put(Blocks.END_PORTAL, false);
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defaultDisplacements.put(Blocks.COBBLESTONE_WALL, false);
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defaultDisplacements.put(Blocks.BARRIER, false);
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defaultDisplacements.put(Blocks.STANDING_BANNER, false);
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defaultDisplacements.put(Blocks.WALL_BANNER, false);
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defaultDisplacements.put(Blocks.CAKE, false);
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defaultDisplacements.put(Blocks.IRON_DOOR, false);
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defaultDisplacements.put(Blocks.STANDING_SIGN, false);
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defaultDisplacements.put(Blocks.WALL_SIGN, false);
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defaultDisplacements.put(Blocks.REEDS, false);
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}
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protected Map<Block, Boolean> displacements = Maps.newHashMap();
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public static final PropertyInteger LEVEL = PropertyInteger.create("level", 0, 15);
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public static final PropertyFloat[] LEVEL_CORNERS = new PropertyFloat[4];
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public static final PropertyFloat FLOW_DIRECTION = new PropertyFloat("flow_direction");
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public static final ImmutableList<IUnlistedProperty<Float>> FLUID_RENDER_PROPS;
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static
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{
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ImmutableList.Builder<IUnlistedProperty<Float>> builder = ImmutableList.builder();
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builder.add(FLOW_DIRECTION);
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for(int i = 0; i < 4; i++)
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{
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LEVEL_CORNERS[i] = new PropertyFloat("level_corner_" + i);
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builder.add(LEVEL_CORNERS[i]);
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}
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FLUID_RENDER_PROPS = builder.build();
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}
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protected int quantaPerBlock = 8;
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protected float quantaPerBlockFloat = 8F;
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protected int density = 1;
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protected int densityDir = -1;
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protected int temperature = 295;
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protected int tickRate = 20;
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protected BlockRenderLayer renderLayer = BlockRenderLayer.TRANSLUCENT;
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protected int maxScaledLight = 0;
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protected final String fluidName;
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/**
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* This is the fluid used in the constructor. Use this reference to configure things
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* like icons for your block. It might not be active in the registry, so do
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* NOT expose it.
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*/
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protected final Fluid definedFluid;
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public BlockFluidBase(Fluid fluid, Material material)
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{
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super(material);
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this.setTickRandomly(true);
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this.disableStats();
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this.fluidName = fluid.getName();
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this.density = fluid.density;
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this.temperature = fluid.temperature;
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this.maxScaledLight = fluid.luminosity;
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this.tickRate = fluid.viscosity / 200;
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this.densityDir = fluid.density > 0 ? -1 : 1;
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fluid.setBlock(this);
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this.definedFluid = fluid;
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displacements.putAll(defaultDisplacements);
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this.setDefaultState(blockState.getBaseState().withProperty(LEVEL, 0));
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}
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@Override
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@Nonnull
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protected BlockStateContainer createBlockState()
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{
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return new ExtendedBlockState(this, new IProperty[] { LEVEL }, FLUID_RENDER_PROPS.toArray(new IUnlistedProperty<?>[0]));
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}
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@Override
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public int getMetaFromState(@Nonnull IBlockState state)
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{
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return state.getValue(LEVEL);
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}
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@Override
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@Deprecated
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@Nonnull
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public IBlockState getStateFromMeta(int meta)
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{
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return this.getDefaultState().withProperty(LEVEL, meta);
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}
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public BlockFluidBase setQuantaPerBlock(int quantaPerBlock)
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{
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if (quantaPerBlock > 16 || quantaPerBlock < 1) quantaPerBlock = 8;
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this.quantaPerBlock = quantaPerBlock;
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this.quantaPerBlockFloat = quantaPerBlock;
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return this;
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}
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public BlockFluidBase setDensity(int density)
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{
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if (density == 0) density = 1;
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this.density = density;
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this.densityDir = density > 0 ? -1 : 1;
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return this;
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}
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public BlockFluidBase setTemperature(int temperature)
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{
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this.temperature = temperature;
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return this;
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}
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public BlockFluidBase setTickRate(int tickRate)
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{
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if (tickRate <= 0) tickRate = 20;
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this.tickRate = tickRate;
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return this;
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}
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public BlockFluidBase setRenderLayer(BlockRenderLayer renderLayer)
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{
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this.renderLayer = renderLayer;
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return this;
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}
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public BlockFluidBase setMaxScaledLight(int maxScaledLight)
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{
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this.maxScaledLight = maxScaledLight;
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return this;
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}
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/**
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* Returns true if the block at (pos) is displaceable. Does not displace the block.
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*/
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public boolean canDisplace(IBlockAccess world, BlockPos pos)
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{
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if (world.isAirBlock(pos)) return true;
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IBlockState state = world.getBlockState(pos);
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if (state.getBlock() == this)
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{
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return false;
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}
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if (displacements.containsKey(state.getBlock()))
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{
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return displacements.get(state.getBlock());
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}
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Material material = state.getMaterial();
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if (material.blocksMovement() || material == Material.PORTAL)
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{
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return false;
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}
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int density = getDensity(world, pos);
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if (density == Integer.MAX_VALUE)
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{
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return true;
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}
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if (this.density > density)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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/**
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* Attempt to displace the block at (pos), return true if it was displaced.
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*/
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public boolean displaceIfPossible(World world, BlockPos pos)
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{
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if (world.isAirBlock(pos))
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{
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return true;
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}
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IBlockState state = world.getBlockState(pos);
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Block block = state.getBlock();
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if (block == this)
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{
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return false;
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}
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if (displacements.containsKey(block))
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{
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if (displacements.get(block))
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{
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if (state.getBlock() != Blocks.SNOW_LAYER) //Forge: Vanilla has a 'bug' where snowballs don't drop like every other block. So special case because ewww...
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block.dropBlockAsItem(world, pos, state, 0);
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return true;
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}
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return false;
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}
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Material material = state.getMaterial();
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if (material.blocksMovement() || material == Material.PORTAL)
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{
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return false;
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}
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int density = getDensity(world, pos);
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if (density == Integer.MAX_VALUE)
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{
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block.dropBlockAsItem(world, pos, state, 0);
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return true;
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}
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if (this.density > density)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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public abstract int getQuantaValue(IBlockAccess world, BlockPos pos);
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@Override
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public abstract boolean canCollideCheck(@Nonnull IBlockState state, boolean fullHit);
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public abstract int getMaxRenderHeightMeta();
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/* BLOCK FUNCTIONS */
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@Override
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public void onBlockAdded(@Nonnull World world, @Nonnull BlockPos pos, @Nonnull IBlockState state)
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{
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world.scheduleUpdate(pos, this, tickRate);
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}
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@Override
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public void neighborChanged(@Nonnull IBlockState state, @Nonnull World world, @Nonnull BlockPos pos, @Nonnull Block neighborBlock, @Nonnull BlockPos neighbourPos)
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{
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world.scheduleUpdate(pos, this, tickRate);
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}
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// Used to prevent updates on chunk generation
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@Override
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public boolean requiresUpdates()
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{
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return false;
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}
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@Override
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public boolean isPassable(@Nonnull IBlockAccess world, @Nonnull BlockPos pos)
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{
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return true;
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}
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@Override
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@Nonnull
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public Item getItemDropped(@Nonnull IBlockState state, @Nonnull Random rand, int fortune)
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{
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return Items.AIR;
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}
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@Override
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public int quantityDropped(@Nonnull Random par1Random)
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{
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return 0;
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}
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@Override
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public int tickRate(@Nonnull World world)
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{
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return tickRate;
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}
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@Override
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@Nonnull
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public Vec3d modifyAcceleration(@Nonnull World world, @Nonnull BlockPos pos, @Nonnull Entity entity, @Nonnull Vec3d vec)
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{
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if (densityDir > 0) return vec;
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Vec3d vec_flow = this.getFlowVector(world, pos);
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return vec.addVector(
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vec_flow.xCoord * (quantaPerBlock * 4),
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vec_flow.yCoord * (quantaPerBlock * 4),
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vec_flow.zCoord * (quantaPerBlock * 4));
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}
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@Override
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public int getLightValue(@Nonnull IBlockState state, @Nonnull IBlockAccess world, @Nonnull BlockPos pos)
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{
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if (maxScaledLight == 0)
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{
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return super.getLightValue(state, world, pos);
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}
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int data = state.getValue(LEVEL);
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return (int) (data / quantaPerBlockFloat * maxScaledLight);
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}
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@Override
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public boolean isOpaqueCube(@Nonnull IBlockState state)
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{
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return false;
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}
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@Override
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public boolean isFullCube(@Nonnull IBlockState state)
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{
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return false;
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}
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/* Never used...?
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@Override
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public float getBlockBrightness(World world, BlockPos pos)
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{
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float lightThis = world.getLightBrightness(pos);
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float lightUp = world.getLightBrightness(x, y + 1, z);
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return lightThis > lightUp ? lightThis : lightUp;
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}
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*/
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@Override
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public int getPackedLightmapCoords(@Nonnull IBlockState state, @Nonnull IBlockAccess world, @Nonnull BlockPos pos)
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{
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int lightThis = world.getCombinedLight(pos, 0);
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int lightUp = world.getCombinedLight(pos.up(), 0);
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int lightThisBase = lightThis & 255;
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int lightUpBase = lightUp & 255;
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int lightThisExt = lightThis >> 16 & 255;
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int lightUpExt = lightUp >> 16 & 255;
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return (lightThisBase > lightUpBase ? lightThisBase : lightUpBase) |
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((lightThisExt > lightUpExt ? lightThisExt : lightUpExt) << 16);
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}
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@Override
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@SideOnly(Side.CLIENT)
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@Nonnull
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public BlockRenderLayer getBlockLayer()
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{
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return this.renderLayer;
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}
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@Override
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public boolean shouldSideBeRendered(@Nonnull IBlockState state, @Nonnull IBlockAccess world, @Nonnull BlockPos pos, @Nonnull EnumFacing side)
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{
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IBlockState neighbor = world.getBlockState(pos.offset(side));
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if (neighbor.getMaterial() == state.getMaterial())
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{
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return false;
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}
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if(densityDir == -1 && side == EnumFacing.UP)
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{
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return true;
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}
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if(densityDir == 1 && side == EnumFacing.DOWN)
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{
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return true;
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}
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return super.shouldSideBeRendered(state, world, pos, side);
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}
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@Override
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@Nonnull
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public IBlockState getExtendedState(@Nonnull IBlockState oldState, @Nonnull IBlockAccess worldIn, @Nonnull BlockPos pos)
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{
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IExtendedBlockState state = (IExtendedBlockState)oldState;
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state = state.withProperty(FLOW_DIRECTION, (float)getFlowDirection(worldIn, pos));
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float[][] height = new float[3][3];
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float[][] corner = new float[2][2];
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height[1][1] = getFluidHeightForRender(worldIn, pos);
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if(height[1][1] == 1)
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{
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for(int i = 0; i < 2; i++)
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{
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for(int j = 0; j < 2; j++)
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{
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corner[i][j] = 1;
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}
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}
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}
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else
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{
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for(int i = 0; i < 3; i++)
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{
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for(int j = 0; j < 3; j++)
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{
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if(i != 1 || j != 1)
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{
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height[i][j] = getFluidHeightForRender(worldIn, pos.add(i - 1, 0, j - 1));
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}
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}
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}
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for(int i = 0; i < 2; i++)
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{
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for(int j = 0; j < 2; j++)
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{
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corner[i][j] = getFluidHeightAverage(height[i][j], height[i][j + 1], height[i + 1][j], height[i + 1][j + 1]);
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}
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}
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}
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state = state.withProperty(LEVEL_CORNERS[0], corner[0][0]);
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state = state.withProperty(LEVEL_CORNERS[1], corner[0][1]);
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state = state.withProperty(LEVEL_CORNERS[2], corner[1][1]);
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state = state.withProperty(LEVEL_CORNERS[3], corner[1][0]);
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return state;
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}
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/* FLUID FUNCTIONS */
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public static final int getDensity(IBlockAccess world, BlockPos pos)
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{
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Block block = world.getBlockState(pos).getBlock();
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if (!(block instanceof BlockFluidBase))
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{
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return Integer.MAX_VALUE;
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}
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return ((BlockFluidBase)block).density;
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}
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public static final int getTemperature(IBlockAccess world, BlockPos pos)
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{
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Block block = world.getBlockState(pos).getBlock();
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if (!(block instanceof BlockFluidBase))
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{
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return Integer.MAX_VALUE;
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}
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return ((BlockFluidBase)block).temperature;
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}
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public static double getFlowDirection(IBlockAccess world, BlockPos pos)
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{
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IBlockState state = world.getBlockState(pos);
|
|
if (!state.getMaterial().isLiquid())
|
|
{
|
|
return -1000.0;
|
|
}
|
|
Vec3d vec = ((BlockFluidBase)state.getBlock()).getFlowVector(world, pos);
|
|
return vec.xCoord == 0.0D && vec.zCoord == 0.0D ? -1000.0D : Math.atan2(vec.zCoord, vec.xCoord) - Math.PI / 2D;
|
|
}
|
|
|
|
public final int getQuantaValueBelow(IBlockAccess world, BlockPos pos, int belowThis)
|
|
{
|
|
int quantaRemaining = getQuantaValue(world, pos);
|
|
if (quantaRemaining >= belowThis)
|
|
{
|
|
return -1;
|
|
}
|
|
return quantaRemaining;
|
|
}
|
|
|
|
public final int getQuantaValueAbove(IBlockAccess world, BlockPos pos, int aboveThis)
|
|
{
|
|
int quantaRemaining = getQuantaValue(world, pos);
|
|
if (quantaRemaining <= aboveThis)
|
|
{
|
|
return -1;
|
|
}
|
|
return quantaRemaining;
|
|
}
|
|
|
|
public final float getQuantaPercentage(IBlockAccess world, BlockPos pos)
|
|
{
|
|
int quantaRemaining = getQuantaValue(world, pos);
|
|
return quantaRemaining / quantaPerBlockFloat;
|
|
}
|
|
|
|
public float getFluidHeightAverage(float... flow)
|
|
{
|
|
float total = 0;
|
|
int count = 0;
|
|
|
|
float end = 0;
|
|
|
|
for (int i = 0; i < flow.length; i++)
|
|
{
|
|
if (flow[i] >= 14f / 16)
|
|
{
|
|
total += flow[i] * 10;
|
|
count += 10;
|
|
}
|
|
|
|
if (flow[i] >= 0)
|
|
{
|
|
total += flow[i];
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if (end == 0)
|
|
end = total / count;
|
|
|
|
return end;
|
|
}
|
|
|
|
public float getFluidHeightForRender(IBlockAccess world, BlockPos pos)
|
|
{
|
|
IBlockState here = world.getBlockState(pos);
|
|
IBlockState up = world.getBlockState(pos.down(densityDir));
|
|
if (here.getBlock() == this)
|
|
{
|
|
if (up.getMaterial().isLiquid() || up.getBlock() instanceof IFluidBlock)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
if (getMetaFromState(here) == getMaxRenderHeightMeta())
|
|
{
|
|
return 0.875F;
|
|
}
|
|
}
|
|
if (here.getBlock() instanceof BlockLiquid)
|
|
{
|
|
return Math.min(1 - BlockLiquid.getLiquidHeightPercent(here.getValue(BlockLiquid.LEVEL)), 14f / 16);
|
|
}
|
|
return !here.getMaterial().isSolid() && up.getBlock() == this ? 1 : this.getQuantaPercentage(world, pos) * 0.875F;
|
|
}
|
|
|
|
public Vec3d getFlowVector(IBlockAccess world, BlockPos pos)
|
|
{
|
|
Vec3d vec = new Vec3d(0.0D, 0.0D, 0.0D);
|
|
int decay = quantaPerBlock - getQuantaValue(world, pos);
|
|
|
|
for (int side = 0; side < 4; ++side)
|
|
{
|
|
int x2 = pos.getX();
|
|
int z2 = pos.getZ();
|
|
|
|
switch (side)
|
|
{
|
|
case 0: --x2; break;
|
|
case 1: --z2; break;
|
|
case 2: ++x2; break;
|
|
case 3: ++z2; break;
|
|
}
|
|
|
|
BlockPos pos2 = new BlockPos(x2, pos.getY(), z2);
|
|
int otherDecay = quantaPerBlock - getQuantaValue(world, pos2);
|
|
if (otherDecay >= quantaPerBlock)
|
|
{
|
|
if (!world.getBlockState(pos2).getMaterial().blocksMovement())
|
|
{
|
|
otherDecay = quantaPerBlock - getQuantaValue(world, pos2.down());
|
|
if (otherDecay >= 0)
|
|
{
|
|
int power = otherDecay - (decay - quantaPerBlock);
|
|
vec = vec.addVector((pos2.getX() - pos.getX()) * power, 0, (pos2.getZ() - pos.getZ()) * power);
|
|
}
|
|
}
|
|
}
|
|
else if (otherDecay >= 0)
|
|
{
|
|
int power = otherDecay - decay;
|
|
vec = vec.addVector((pos2.getX() - pos.getX()) * power, 0, (pos2.getZ() - pos.getZ()) * power);
|
|
}
|
|
}
|
|
|
|
if (world.getBlockState(pos.up()).getBlock() == this)
|
|
{
|
|
boolean flag =
|
|
isBlockSolid(world, pos.add( 0, 0, -1), EnumFacing.NORTH) ||
|
|
isBlockSolid(world, pos.add( 0, 0, 1), EnumFacing.SOUTH) ||
|
|
isBlockSolid(world, pos.add(-1, 0, 0), EnumFacing.WEST) ||
|
|
isBlockSolid(world, pos.add( 1, 0, 0), EnumFacing.EAST) ||
|
|
isBlockSolid(world, pos.add( 0, 1, -1), EnumFacing.NORTH) ||
|
|
isBlockSolid(world, pos.add( 0, 1, 1), EnumFacing.SOUTH) ||
|
|
isBlockSolid(world, pos.add(-1, 1, 0), EnumFacing.WEST) ||
|
|
isBlockSolid(world, pos.add( 1, 1, 0), EnumFacing.EAST);
|
|
|
|
if (flag)
|
|
{
|
|
vec = vec.normalize().addVector(0.0D, -6.0D, 0.0D);
|
|
}
|
|
}
|
|
vec = vec.normalize();
|
|
return vec;
|
|
}
|
|
|
|
/* IFluidBlock */
|
|
@Override
|
|
public Fluid getFluid()
|
|
{
|
|
return FluidRegistry.getFluid(fluidName);
|
|
}
|
|
|
|
@Override
|
|
public float getFilledPercentage(World world, BlockPos pos)
|
|
{
|
|
int quantaRemaining = getQuantaValue(world, pos) + 1;
|
|
float remaining = quantaRemaining / quantaPerBlockFloat;
|
|
if (remaining > 1) remaining = 1.0f;
|
|
return remaining * (density > 0 ? 1 : -1);
|
|
}
|
|
|
|
@Override
|
|
public AxisAlignedBB getCollisionBoundingBox(@Nonnull IBlockState blockState, @Nonnull IBlockAccess worldIn, @Nonnull BlockPos pos)
|
|
{
|
|
return NULL_AABB;
|
|
}
|
|
}
|