use of WayofTime.alchemicalWizardry.api.Int3 in project BloodMagic by WayofTime.
the class RenderReagentConduit method renderTileEntityAt.
@Override
public void renderTileEntityAt(TileEntity tileEntity, double d0, double d1, double d2, float f) {
if (tileEntity instanceof TEReagentConduit) {
int renderCount = ((TEReagentConduit) tileEntity).renderCount;
float key1 = (tileEntity.xCoord * 54f - tileEntity.yCoord * 38.72f + tileEntity.zCoord * 10.432f);
float key2 = (tileEntity.xCoord * 21.43f - tileEntity.yCoord * 9.96f + tileEntity.zCoord * 12.8f);
Int3 colourMap = ((TEReagentConduit) tileEntity).getColour();
GL11.glPushMatrix();
Tessellator tessellator = Tessellator.instance;
this.bindTexture(field_110629_a);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glDepthMask(false);
tessellator.startDrawingQuads();
tessellator.setColorRGBA(colourMap.xCoord, colourMap.yCoord, colourMap.zCoord, 200);
GL11.glTranslated(d0 + 0.5, d1 + 0.5, d2 + 0.5);
// Rotate on planar axis
GL11.glRotatef(tileEntity.getWorldObj().getWorldTime() / 3.0f, 0F, 1F, 0F);
// Rotate vertical axis
GL11.glRotatef(renderCount + key1, 0F, 0F, 1F);
// Rotate cylindrically
GL11.glRotatef(renderCount * 2f + key2, 1F, 0F, 0F);
tessellator.setBrightness(240);
tessellator.addVertexWithUV(-0.5d, 0, -0.5d, 0.0d, 0.0d);
tessellator.addVertexWithUV(0.5d, 0, -0.5d, 1.0d, 0.0d);
tessellator.addVertexWithUV(0.5d, 0, 0.5d, 1.0d, 1.0d);
tessellator.addVertexWithUV(-0.5d, 0, 0.5d, 0.0d, 1.0d);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
GL11.glPopMatrix();
}
}
use of WayofTime.alchemicalWizardry.api.Int3 in project BloodMagic by WayofTime.
the class ItemRitualDiviner method getStoredLocation.
public Int3 getStoredLocation(ItemStack stack) {
NBTTagCompound tag = stack.getTagCompound();
if (tag == null || !tag.hasKey("location")) {
return new Int3(0, 0, 0);
}
NBTTagCompound locTag = (NBTTagCompound) tag.getTag("location");
return Int3.readFromNBT(locTag);
}
use of WayofTime.alchemicalWizardry.api.Int3 in project BloodMagic by WayofTime.
the class SigilFluid method fillItemFromBeastWorld.
public ItemStack fillItemFromBeastWorld(ItemStack container, World world, EntityPlayer player, boolean forceFill) {
if (world.isRemote) {
return container;
}
int range = 5;
float f = 1.0F;
boolean flag = true;
MovingObjectPosition movingobjectposition = this.getMovingObjectPositionFromPlayer(world, player, flag);
if (movingobjectposition == null) {
return container;
} else {
if (movingobjectposition.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK) {
int x = movingobjectposition.blockX;
int y = movingobjectposition.blockY;
int z = movingobjectposition.blockZ;
if (!world.canMineBlock(player, x, y, z)) {
return container;
}
if (!player.canPlayerEdit(x, y, z, movingobjectposition.sideHit, container)) {
return container;
}
boolean[][][] boolList = new boolean[range * 2 + 1][range * 2 + 1][range * 2 + 1];
for (int i = 0; i < 2 * range + 1; i++) {
for (int j = 0; j < 2 * range + 1; j++) {
for (int k = 0; k < 2 * range + 1; k++) {
boolList[i][j][k] = false;
}
}
}
List<Int3> positionList = new ArrayList();
boolList[range][range][range] = true;
positionList.add(new Int3(range, range, range));
boolean isReady = false;
while (!isReady) {
isReady = true;
for (int i = 0; i < 2 * range + 1; i++) {
for (int j = 0; j < 2 * range + 1; j++) {
for (int k = 0; k < 2 * range + 1; k++) {
if (boolList[i][j][k]) {
if (i - 1 >= 0 && !boolList[i - 1][j][k]) {
Block block = world.getBlock(x - range + i - 1, y - range + j, z - range + k);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i - 1][j][k] = true;
positionList.add(new Int3(i - 1, j, k));
isReady = false;
}
}
if (j - 1 >= 0 && !boolList[i][j - 1][k]) {
Block block = world.getBlock(x - range + i, y - range + j - 1, z - range + k);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i][j - 1][k] = true;
positionList.add(new Int3(i, j - 1, k));
isReady = false;
}
}
if (k - 1 >= 0 && !boolList[i][j][k - 1]) {
Block block = world.getBlock(x - range + i, y - range + j, z - range + k - 1);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i][j][k - 1] = true;
positionList.add(new Int3(i, j, k - 1));
isReady = false;
}
}
if (i + 1 <= 2 * range && !boolList[i + 1][j][k]) {
Block block = world.getBlock(x - range + i + 1, y - range + j, z - range + k);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i + 1][j][k] = true;
positionList.add(new Int3(i + 1, j, k));
isReady = false;
}
}
if (j + 1 <= 2 * range && !boolList[i][j + 1][k]) {
Block block = world.getBlock(x - range + i, y - range + j + 1, z - range + k);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i][j + 1][k] = true;
positionList.add(new Int3(i, j + 1, k));
isReady = false;
}
}
if (k + 1 <= 2 * range && !boolList[i][j][k + 1]) {
Block block = world.getBlock(x - range + i, y - range + j, z - range + k + 1);
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
if (fluid != null) {
boolList[i][j][k + 1] = true;
positionList.add(new Int3(i, j, k + 1));
isReady = false;
}
}
}
}
}
}
}
for (Int3 pos : positionList) {
int i = pos.xCoord;
int j = pos.yCoord;
int k = pos.zCoord;
if (!boolList[i][j][k]) {
continue;
}
if (world.getBlock(x + i - range, y + j - range, z + k - range) != null && world.getBlock(x + i - range, y + j - range, z + k - range).getMaterial() instanceof MaterialLiquid) {
// world.setBlockToAir(x+i-range, y+j-range, z+k-range);
Block block = world.getBlock(x + i - range, y + j - range, z + k - range);
if (block == null) {
continue;
}
Fluid fluid = FluidRegistry.lookupFluidForBlock(block);
AlchemicalWizardry.logger.info("x: " + (i - range) + " y: " + (j - range) + " z: " + (k - range));
if (fluid == null || world.getBlockMetadata(x + i - range, y + j - range, z + k - range) != 0) {
continue;
}
FluidStack fillStack = new FluidStack(fluid, 1000);
int amount = this.fill(container, fillStack, false);
if ((amount > 0 && forceFill) || (amount >= 1000 && !forceFill)) {
{
world.setBlockToAir(x + i - range, y + j - range, z + k - range);
}
this.fill(container, new FluidStack(fluid, 1000), true);
}
}
}
}
return container;
}
}
use of WayofTime.alchemicalWizardry.api.Int3 in project BloodMagic by WayofTime.
the class ItemAttunedCrystal method addInformation.
@Override
public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) {
par3List.add(StatCollector.translateToLocal("tooltip.attunedcrystal.desc1"));
par3List.add(StatCollector.translateToLocal("tooltip.attunedcrystal.desc2"));
if (!(par1ItemStack.getTagCompound() == null)) {
Reagent reagent = this.getReagent(par1ItemStack);
if (reagent != null) {
par3List.add(StatCollector.translateToLocal("tooltip.reagent.selectedreagent") + " " + reagent.name);
}
if (this.getHasSavedCoordinates(par1ItemStack)) {
par3List.add("");
Int3 coords = this.getCoordinates(par1ItemStack);
par3List.add(StatCollector.translateToLocal("tooltip.alchemy.coords") + " " + coords.xCoord + ", " + coords.yCoord + ", " + coords.zCoord);
par3List.add(StatCollector.translateToLocal("tooltip.alchemy.dimension") + " " + getDimension(par1ItemStack));
}
}
}
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