ForgePatch/src/main/java/net/minecraftforge/fluids/FluidUtil.java

539 lines
24 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.fluids;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import net.minecraft.block.Block;
import net.minecraft.block.BlockLiquid;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.fluids.capability.CapabilityFluidHandler;
import net.minecraftforge.fluids.capability.IFluidHandler;
import net.minecraftforge.fluids.capability.IFluidHandlerItem;
import net.minecraftforge.fluids.capability.templates.VoidFluidHandler;
import net.minecraftforge.fluids.capability.wrappers.BlockLiquidWrapper;
import net.minecraftforge.fluids.capability.wrappers.BlockWrapper;
import net.minecraftforge.fluids.capability.wrappers.FluidBlockWrapper;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.ItemHandlerHelper;
import net.minecraftforge.items.wrapper.InvWrapper;
public class FluidUtil
{
private FluidUtil()
{
}
/**
* Used to handle the common case of a player holding a fluid item and right-clicking on a fluid handler.
* First it tries to fill the container item from the fluid handler,
* if that action fails then it tries to drain the container item into the fluid handler.
*
* @param stack The filled or empty fluid container.
* Will not be modified directly, if modifications are necessary a modified copy is returned in the result.
* @param fluidHandler The fluid handler to interact with.
* @param player The player doing the interaction between the item and fluid handler.
* @return a {@link FluidActionResult} holding the result and resulting container.
*/
@Nonnull
public static FluidActionResult interactWithFluidHandler(@Nonnull ItemStack stack, IFluidHandler fluidHandler, EntityPlayer player)
{
if (stack.isEmpty() || fluidHandler == null || player == null)
{
return FluidActionResult.FAILURE;
}
IItemHandler playerInventory = new InvWrapper(player.inventory);
FluidActionResult fillResult = tryFillContainerAndStow(stack, fluidHandler, playerInventory, Integer.MAX_VALUE, player);
if (fillResult.isSuccess())
{
return fillResult;
}
else
{
return tryEmptyContainerAndStow(stack, fluidHandler, playerInventory, Integer.MAX_VALUE, player);
}
}
/**
* Fill a container from the given fluidSource.
*
* @param container The container to be filled. Will not be modified.
* Separate handling must be done to reduce the stack size, stow containers, etc, on success.
* See {@link #tryFillContainerAndStow(ItemStack, IFluidHandler, IItemHandler, int, EntityPlayer)}.
* @param fluidSource The fluid handler to be drained.
* @param maxAmount The largest amount of fluid that should be transferred.
* @param player The player to make the filling noise. Pass null for no noise.
* @param doFill true if the container should actually be filled, false if it should be simulated.
* @return a {@link FluidActionResult} holding the filled container if successful.
*/
@Nonnull
public static FluidActionResult tryFillContainer(@Nonnull ItemStack container, IFluidHandler fluidSource, int maxAmount, @Nullable EntityPlayer player, boolean doFill)
{
ItemStack containerCopy = container.copy(); // do not modify the input
containerCopy.setCount(1);
IFluidHandlerItem containerFluidHandler = getFluidHandler(containerCopy);
if (containerFluidHandler != null)
{
FluidStack simulatedTransfer = tryFluidTransfer(containerFluidHandler, fluidSource, maxAmount, false);
if (simulatedTransfer != null)
{
if (doFill)
{
tryFluidTransfer(containerFluidHandler, fluidSource, maxAmount, true);
if (player != null)
{
SoundEvent soundevent = simulatedTransfer.getFluid().getFillSound(simulatedTransfer);
player.playSound(soundevent, 1f, 1f);
}
}
else
{
containerFluidHandler.fill(simulatedTransfer, true);
}
ItemStack resultContainer = containerFluidHandler.getContainer();
return new FluidActionResult(resultContainer);
}
}
return FluidActionResult.FAILURE;
}
/**
* Takes a filled container and tries to empty it into the given tank.
*
* @param container The filled container. Will not be modified.
* Separate handling must be done to reduce the stack size, stow containers, etc, on success.
* See {@link #tryEmptyContainerAndStow(ItemStack, IFluidHandler, IItemHandler, int, EntityPlayer)}.
* @param fluidDestination The fluid handler to be filled by the container.
* @param maxAmount The largest amount of fluid that should be transferred.
* @param player Player for making the bucket drained sound. Pass null for no noise.
* @param doDrain true if the container should actually be drained, false if it should be simulated.
* @return a {@link FluidActionResult} holding the empty container if the fluid handler was filled.
* NOTE If the container is consumable, the empty container will be null on success.
*/
@Nonnull
public static FluidActionResult tryEmptyContainer(@Nonnull ItemStack container, IFluidHandler fluidDestination, int maxAmount, @Nullable EntityPlayer player, boolean doDrain)
{
ItemStack containerCopy = container.copy(); // do not modify the input
containerCopy.setCount(1);
IFluidHandlerItem containerFluidHandler = getFluidHandler(containerCopy);
if (containerFluidHandler != null)
{
FluidStack simulatedTransfer = tryFluidTransfer(fluidDestination, containerFluidHandler, maxAmount, false);
if (simulatedTransfer != null)
{
if (doDrain)
{
tryFluidTransfer(fluidDestination, containerFluidHandler, maxAmount, true);
if (player != null)
{
SoundEvent soundevent = simulatedTransfer.getFluid().getEmptySound(simulatedTransfer);
player.playSound(soundevent, 1f, 1f);
}
}
else
{
containerFluidHandler.drain(simulatedTransfer, true);
}
ItemStack resultContainer = containerFluidHandler.getContainer();
return new FluidActionResult(resultContainer);
}
}
return FluidActionResult.FAILURE;
}
/**
* Takes an Fluid Container Item and tries to fill it from the given tank.
* If the player is in creative mode, the container will not be modified on success, and no additional items created.
* If the input itemstack has a stacksize > 1 it will stow the filled container in the given inventory.
* If the inventory does not accept it, it will be given to the player or dropped at the players feet.
* If player is null in this case, the action will be aborted.
*
* @param container The Fluid Container ItemStack to fill.
* Will not be modified directly, if modifications are necessary a modified copy is returned in the result.
* @param fluidSource The fluid source to fill from
* @param inventory An inventory where any additionally created item (filled container if multiple empty are present) are put
* @param maxAmount Maximum amount of fluid to take from the tank.
* @param player The player that gets the items the inventory can't take.
* Can be null, only used if the inventory cannot take the filled stack.
* @return a {@link FluidActionResult} holding the result and the resulting container. The resulting container is empty on failure.
*/
@Nonnull
public static FluidActionResult tryFillContainerAndStow(@Nonnull ItemStack container, IFluidHandler fluidSource, IItemHandler inventory, int maxAmount, @Nullable EntityPlayer player)
{
if (container.isEmpty())
{
return FluidActionResult.FAILURE;
}
if (player != null && player.capabilities.isCreativeMode)
{
FluidActionResult filledReal = tryFillContainer(container, fluidSource, maxAmount, player, true);
if (filledReal.isSuccess())
{
return new FluidActionResult(container); // creative mode: item does not change
}
}
else if (container.getCount() == 1) // don't need to stow anything, just fill the container stack
{
FluidActionResult filledReal = tryFillContainer(container, fluidSource, maxAmount, player, true);
if (filledReal.isSuccess())
{
return filledReal;
}
}
else
{
FluidActionResult filledSimulated = tryFillContainer(container, fluidSource, maxAmount, player, false);
if (filledSimulated.isSuccess())
{
// check if we can give the itemStack to the inventory
ItemStack remainder = ItemHandlerHelper.insertItemStacked(inventory, filledSimulated.getResult(), true);
if (remainder.isEmpty() || player != null)
{
FluidActionResult filledReal = tryFillContainer(container, fluidSource, maxAmount, player, true);
remainder = ItemHandlerHelper.insertItemStacked(inventory, filledReal.getResult(), false);
// give it to the player or drop it at their feet
if (!remainder.isEmpty() && player != null)
{
ItemHandlerHelper.giveItemToPlayer(player, remainder);
}
ItemStack containerCopy = container.copy();
containerCopy.shrink(1);
return new FluidActionResult(containerCopy);
}
}
}
return FluidActionResult.FAILURE;
}
/**
* Takes an Fluid Container Item, tries to empty it into the fluid handler, and stows it in the given inventory.
* If the player is in creative mode, the container will not be modified on success, and no additional items created.
* If the input itemstack has a stacksize > 1 it will stow the emptied container in the given inventory.
* If the inventory does not accept the emptied container, it will be given to the player or dropped at the players feet.
* If player is null in this case, the action will be aborted.
*
* @param container The filled Fluid Container Itemstack to empty.
* Will not be modified directly, if modifications are necessary a modified copy is returned in the result.
* @param fluidDestination The fluid destination to fill from the fluid container.
* @param inventory An inventory where any additionally created item (filled container if multiple empty are present) are put
* @param maxAmount Maximum amount of fluid to take from the tank.
* @param player The player that gets the items the inventory can't take. Can be null, only used if the inventory cannot take the filled stack.
* @return a {@link FluidActionResult} holding the result and the resulting container. The resulting container is empty on failure.
*/
@Nonnull
public static FluidActionResult tryEmptyContainerAndStow(@Nonnull ItemStack container, IFluidHandler fluidDestination, IItemHandler inventory, int maxAmount, @Nullable EntityPlayer player)
{
if (container.isEmpty())
{
return FluidActionResult.FAILURE;
}
if (player != null && player.capabilities.isCreativeMode)
{
FluidActionResult emptiedReal = tryEmptyContainer(container, fluidDestination, maxAmount, player, true);
if (emptiedReal.isSuccess())
{
return new FluidActionResult(container); // creative mode: item does not change
}
}
else if (container.getCount() == 1) // don't need to stow anything, just fill and edit the container stack
{
FluidActionResult emptiedReal = tryEmptyContainer(container, fluidDestination, maxAmount, player, true);
if (emptiedReal.isSuccess())
{
return emptiedReal;
}
}
else
{
FluidActionResult emptiedSimulated = tryEmptyContainer(container, fluidDestination, maxAmount, player, false);
if (emptiedSimulated.isSuccess())
{
// check if we can give the itemStack to the inventory
ItemStack remainder = ItemHandlerHelper.insertItemStacked(inventory, emptiedSimulated.getResult(), true);
if (remainder.isEmpty() || player != null)
{
FluidActionResult emptiedReal = tryEmptyContainer(container, fluidDestination, maxAmount, player, true);
remainder = ItemHandlerHelper.insertItemStacked(inventory, emptiedReal.getResult(), false);
// give it to the player or drop it at their feet
if (!remainder.isEmpty() && player != null)
{
ItemHandlerHelper.giveItemToPlayer(player, remainder);
}
ItemStack containerCopy = container.copy();
containerCopy.shrink(1);
return new FluidActionResult(containerCopy);
}
}
}
return FluidActionResult.FAILURE;
}
/**
* Fill a destination fluid handler from a source fluid handler.
*
* @param fluidDestination The fluid handler to be filled.
* @param fluidSource The fluid handler to be drained.
* @param maxAmount The largest amount of fluid that should be transferred.
* @param doTransfer True if the transfer should actually be done, false if it should be simulated.
* @return the fluidStack that was transferred from the source to the destination. null on failure.
*/
@Nullable
public static FluidStack tryFluidTransfer(IFluidHandler fluidDestination, IFluidHandler fluidSource, int maxAmount, boolean doTransfer)
{
FluidStack drainable = fluidSource.drain(maxAmount, false);
if (drainable != null && drainable.amount > 0)
{
int fillableAmount = fluidDestination.fill(drainable, false);
if (fillableAmount > 0)
{
if (doTransfer)
{
FluidStack drained = fluidSource.drain(fillableAmount, true);
if (drained != null)
{
drained.amount = fluidDestination.fill(drained, true);
return drained;
}
}
else
{
drainable.amount = fillableAmount;
return drainable;
}
}
}
return null;
}
/**
* Helper method to get an {@link IFluidHandlerItem} for an itemStack.
*
* The itemStack passed in here WILL be modified, the {@link IFluidHandlerItem} acts on it directly.
* Some {@link IFluidHandlerItem} will change the item entirely, always use {@link IFluidHandlerItem#getContainer()}
* after using the fluid handler to get the resulting item back.
*
* Note that the itemStack MUST have a stackSize of 1 if you want to fill or drain it.
* You can't fill or drain multiple items at once, if you do then liquid is multiplied or destroyed.
*
* Vanilla buckets will be converted to universal buckets if they are enabled.
*
* Returns null if the itemStack passed in does not have a fluid handler.
*/
@Nullable
public static IFluidHandlerItem getFluidHandler(@Nonnull ItemStack itemStack)
{
if (itemStack.hasCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null))
{
return itemStack.getCapability(CapabilityFluidHandler.FLUID_HANDLER_ITEM_CAPABILITY, null);
}
else
{
return null;
}
}
/**
* Helper method to get the fluid contained in an itemStack
*/
@Nullable
public static FluidStack getFluidContained(@Nonnull ItemStack container)
{
if (!container.isEmpty())
{
container = container.copy();
container.setCount(1);
IFluidHandlerItem fluidHandler = FluidUtil.getFluidHandler(container);
if (fluidHandler != null)
{
return fluidHandler.drain(Integer.MAX_VALUE, false);
}
}
return null;
}
/**
* Helper method to get an IFluidHandler for at a block position.
*
* Returns null if there is no valid fluid handler.
*/
@Nullable
public static IFluidHandler getFluidHandler(World world, BlockPos blockPos, @Nullable EnumFacing side)
{
IBlockState state = world.getBlockState(blockPos);
Block block = state.getBlock();
if (block.hasTileEntity(state))
{
TileEntity tileEntity = world.getTileEntity(blockPos);
if (tileEntity != null && tileEntity.hasCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY, side))
{
return tileEntity.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY, side);
}
}
else if (block instanceof IFluidBlock)
{
return new FluidBlockWrapper((IFluidBlock) block, world, blockPos);
}
else if (block instanceof BlockLiquid)
{
return new BlockLiquidWrapper((BlockLiquid) block, world, blockPos);
}
return null;
}
/**
* Attempts to pick up a fluid in the world and put it in an empty container item.
*
* @param emptyContainer The empty container to fill.
* Will not be modified directly, if modifications are necessary a modified copy is returned in the result.
* @param playerIn The player filling the container. Optional.
* @param worldIn The world the fluid is in.
* @param pos The position of the fluid in the world.
* @param side The side of the fluid that is being drained.
* @return a {@link FluidActionResult} holding the result and the resulting container.
*/
@Nonnull
public static FluidActionResult tryPickUpFluid(@Nonnull ItemStack emptyContainer, @Nullable EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side)
{
if (emptyContainer.isEmpty() || worldIn == null || pos == null)
{
return FluidActionResult.FAILURE;
}
IBlockState state = worldIn.getBlockState(pos);
Block block = state.getBlock();
if (block instanceof IFluidBlock || block instanceof BlockLiquid)
{
IFluidHandler targetFluidHandler = FluidUtil.getFluidHandler(worldIn, pos, side);
if (targetFluidHandler != null)
{
FluidActionResult fluidActionResult = FluidUtil.tryFillContainer(emptyContainer, targetFluidHandler, Integer.MAX_VALUE, playerIn, true);
if (fluidActionResult.isSuccess())
{
return fluidActionResult;
}
}
}
return FluidActionResult.FAILURE;
}
/**
* Tries to place a fluid in the world in block form and drains the container.
* Makes a fluid emptying sound when successful.
* Honors the amount of fluid contained by the used container.
* Checks if water-like fluids should vaporize like in the nether.
*
* Modeled after {@link net.minecraft.item.ItemBucket#tryPlaceContainedLiquid(EntityPlayer, World, BlockPos)}
*
* @param player Player who places the fluid. May be null for blocks like dispensers.
* @param world World to place the fluid in
* @param pos The position in the world to place the fluid block
* @param container The fluid container holding the fluidStack to place
* @param resource The fluidStack to place
* @return the container's ItemStack with the remaining amount of fluid if the placement was successful, null otherwise
*/
@Nonnull
public static FluidActionResult tryPlaceFluid(@Nullable EntityPlayer player, World world, BlockPos pos, @Nonnull ItemStack container, FluidStack resource)
{
if (world == null || resource == null || pos == null)
{
return FluidActionResult.FAILURE;
}
Fluid fluid = resource.getFluid();
if (fluid == null || !fluid.canBePlacedInWorld())
{
return FluidActionResult.FAILURE;
}
// check that we can place the fluid at the destination
IBlockState destBlockState = world.getBlockState(pos);
Material destMaterial = destBlockState.getMaterial();
boolean isDestNonSolid = !destMaterial.isSolid();
boolean isDestReplaceable = destBlockState.getBlock().isReplaceable(world, pos);
if (!world.isAirBlock(pos) && !isDestNonSolid && !isDestReplaceable)
{
return FluidActionResult.FAILURE; // Non-air, solid, unreplacable block. We can't put fluid here.
}
if (world.provider.doesWaterVaporize() && fluid.doesVaporize(resource))
{
fluid.vaporize(player, world, pos, resource);
return tryEmptyContainer(container, new VoidFluidHandler(), Integer.MAX_VALUE, player, true);
}
else
{
if (!world.isRemote && (isDestNonSolid || isDestReplaceable) && !destMaterial.isLiquid())
{
world.destroyBlock(pos, true);
}
// Defer the placement to the fluid block
// Instead of actually "filling", the fluid handler method replaces the block
Block block = fluid.getBlock();
IFluidHandler handler;
if (block instanceof IFluidBlock)
{
handler = new FluidBlockWrapper((IFluidBlock) block, world, pos);
}
else if (block instanceof BlockLiquid)
{
handler = new BlockLiquidWrapper((BlockLiquid) block, world, pos);
}
else
{
handler = new BlockWrapper(block, world, pos);
}
FluidActionResult result = tryEmptyContainer(container, handler, Integer.MAX_VALUE, player, true);
if (result.isSuccess())
{
SoundEvent soundevent = fluid.getEmptySound(resource);
world.playSound(player, pos, soundevent, SoundCategory.BLOCKS, 1.0F, 1.0F);
}
return result;
}
}
}