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MinecraftForge/src/main/java/net/minecraftforge/fluids/BlockFluidFinite.java
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245 lines
7.2 KiB
Java

package net.minecraftforge.fluids;
import java.util.Random;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
/**
* This is a cellular-automata based finite fluid block implementation.
*
* It is highly recommended that you use/extend this class for finite fluid blocks.
*
* @author OvermindDL1, KingLemming
*
*/
public class BlockFluidFinite extends BlockFluidBase
{
public BlockFluidFinite(Fluid fluid, Material material)
{
super(fluid, material);
}
@Override
public int getQuantaValue(IBlockAccess world, BlockPos pos)
{
IBlockState state = world.getBlockState(pos);
if (state.getBlock().isAir(world, pos))
{
return 0;
}
if (state.getBlock() != this)
{
return -1;
}
return ((Integer)state.getValue(LEVEL)) + 1;
}
@Override
public boolean canCollideCheck(IBlockState state, boolean fullHit)
{
return fullHit && ((Integer)state.getValue(LEVEL)) == quantaPerBlock - 1;
}
@Override
public int getMaxRenderHeightMeta()
{
return quantaPerBlock - 1;
}
@Override
public void updateTick(World world, BlockPos pos, IBlockState state, Random rand)
{
boolean changed = false;
int quantaRemaining = ((Integer)state.getValue(LEVEL)) + 1;
// Flow vertically if possible
int prevRemaining = quantaRemaining;
quantaRemaining = tryToFlowVerticallyInto(world, pos, quantaRemaining);
if (quantaRemaining < 1)
{
return;
}
else if (quantaRemaining != prevRemaining)
{
changed = true;
if (quantaRemaining == 1)
{
world.setBlockState(pos, state.withProperty(LEVEL, quantaRemaining - 1), 2);
return;
}
}
else if (quantaRemaining == 1)
{
return;
}
// Flow out if possible
int lowerthan = quantaRemaining - 1;
int total = quantaRemaining;
int count = 1;
for (EnumFacing side : EnumFacing.Plane.HORIZONTAL)
{
BlockPos off = pos.offset(side);
if (displaceIfPossible(world, off))
world.setBlockToAir(off);
int quanta = getQuantaValueBelow(world, off, lowerthan);
if (quanta >= 0)
{
count++;
total += quanta;
}
}
if (count == 1)
{
if (changed)
{
world.setBlockState(pos, state.withProperty(LEVEL, quantaRemaining - 1), 2);
}
return;
}
int each = total / count;
int rem = total % count;
for (EnumFacing side : EnumFacing.Plane.HORIZONTAL)
{
BlockPos off = pos.offset(side);
int quanta = getQuantaValueBelow(world, off, lowerthan);
if (quanta >= 0)
{
int newquanta = each;
if (rem == count || rem > 1 && rand.nextInt(count - rem) != 0)
{
++newquanta;
--rem;
}
if (newquanta != quanta)
{
if (newquanta == 0)
{
world.setBlockToAir(off);
}
else
{
world.setBlockState(off, getDefaultState().withProperty(LEVEL, newquanta - 1), 2);
}
world.scheduleUpdate(off, this, tickRate);
}
--count;
}
}
if (rem > 0)
{
++each;
}
world.setBlockState(pos, state.withProperty(LEVEL, each - 1), 2);
}
public int tryToFlowVerticallyInto(World world, BlockPos pos, int amtToInput)
{
IBlockState myState = world.getBlockState(pos);
BlockPos other = pos.add(0, densityDir, 0);
if (other.getY() < 0 || other.getY() >= world.getHeight())
{
world.setBlockToAir(pos);
return 0;
}
int amt = getQuantaValueBelow(world, other, quantaPerBlock);
if (amt >= 0)
{
amt += amtToInput;
if (amt > quantaPerBlock)
{
world.setBlockState(other, myState.withProperty(LEVEL, quantaPerBlock - 1), 3);
world.scheduleUpdate(other, this, tickRate);
return amt - quantaPerBlock;
}
else if (amt > 0)
{
world.setBlockState(other, myState.withProperty(LEVEL, amt - 1), 3);
world.scheduleUpdate(other, this, tickRate);
world.setBlockToAir(pos);
return 0;
}
return amtToInput;
}
else
{
int density_other = getDensity(world, other);
if (density_other == Integer.MAX_VALUE)
{
if (displaceIfPossible(world, other))
{
world.setBlockState(other, myState.withProperty(LEVEL, amtToInput - 1), 3);
world.scheduleUpdate(other, this, tickRate);
world.setBlockToAir(pos);
return 0;
}
else
{
return amtToInput;
}
}
if (densityDir < 0)
{
if (density_other < density) // then swap
{
IBlockState state = world.getBlockState(other);
world.setBlockState(other, myState.withProperty(LEVEL, amtToInput - 1), 3);
world.setBlockState(pos, state, 3);
world.scheduleUpdate(other, this, tickRate);
world.scheduleUpdate(pos, state.getBlock(), state.getBlock().tickRate(world));
return 0;
}
}
else
{
if (density_other > density)
{
IBlockState state = world.getBlockState(other);
world.setBlockState(other, myState.withProperty(LEVEL, amtToInput - 1), 3);
world.setBlockState(other, state, 3);
world.scheduleUpdate(other, this, tickRate);
world.scheduleUpdate(other, state.getBlock(), state.getBlock().tickRate(world));
return 0;
}
}
return amtToInput;
}
}
/* IFluidBlock */
@Override
public FluidStack drain(World world, BlockPos pos, boolean doDrain)
{
if (doDrain)
{
world.setBlockToAir(pos);
}
return new FluidStack(getFluid(),
MathHelper.floor_float(getQuantaPercentage(world, pos) * FluidContainerRegistry.BUCKET_VOLUME));
}
@Override
public boolean canDrain(World world, BlockPos pos)
{
return true;
}
}