ForgePatch/src/main/java/net/minecraftforge/common/extensions/IForgeFluid.java

102 lines
3.9 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2018.
*
* 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.common.extensions;
import javax.annotation.Nullable;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.fluid.Fluid;
import net.minecraft.fluid.IFluidState;
import net.minecraft.tags.Tag;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.Explosion;
import net.minecraft.world.IWorldReader;
public interface IForgeFluid
{
default Fluid getFluid()
{
return (Fluid) this;
}
/**
* Called when the entity is inside this block, may be used to determined if the entity can breathing,
* display material overlays, or if the entity can swim inside a block.
*
* @param world that is being tested.
* @param pos position thats being tested.
* @param entity that is being tested.
* @param yToTest, primarily for testingHead, which sends the the eye level of the entity, other wise it sends a y that can be tested vs liquid height.
* @param tag Fluid category
* @param testingHead when true, its testing the entities head for vision, breathing ect... otherwise its testing the body, for swimming and movement adjustment.
*/
default boolean isEntityInside(IFluidState state, IWorldReader world, BlockPos pos, Entity entity, double yToTest, Tag<Fluid> tag, boolean testingHead)
{
return state.isTagged(tag) && yToTest - pos.getY() < state.getHeight() + 0.1F;
}
/**
* Called when boats or fishing hooks are inside the block to check if they are inside
* the material requested.
*
* @param world world that is being tested.
* @param pos block thats being tested.
* @param boundingBox box to test, generally the bounds of an entity that are besting tested.
* @param materialIn to check for.
* @return null for default behavior, true if the box is within the material, false if it was not.
*/
@Nullable
default Boolean isAABBInsideMaterial(IFluidState state, IWorldReader world, BlockPos pos, AxisAlignedBB boundingBox, Material materialIn)
{
return null;
}
/**
* Called when entities are moving to check if they are inside a liquid
*
* @param world world that is being tested.
* @param pos block thats being tested.
* @param boundingBox box to test, generally the bounds of an entity that are besting tested.
* @return null for default behavior, true if the box is within the material, false if it was not.
*/
@Nullable
default Boolean isAABBInsideLiquid(IFluidState state, IWorldReader world, BlockPos pos, AxisAlignedBB boundingBox)
{
return null;
}
/**
* Location sensitive version of getExplosionResistance
*
* @param world The current world
* @param pos Block position in world
* @param exploder The entity that caused the explosion, can be null
* @param explosion The explosion
* @return The amount of the explosion absorbed.
*/
default float getExplosionResistance(IFluidState state, IWorldReader world, BlockPos pos, @Nullable Entity exploder, Explosion explosion)
{
return state.getExplosionResistance();
}
}