use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class BlockAlchemyArray method breakBlock.
@Override
public void breakBlock(World world, BlockPos blockPos, IBlockState blockState) {
TileAlchemyArray alchemyArray = (TileAlchemyArray) world.getTileEntity(blockPos);
if (alchemyArray != null)
alchemyArray.dropItems();
super.breakBlock(world, blockPos, blockState);
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class AlchemyCircleRenderer method renderAt.
public void renderAt(TileEntity tile, double x, double y, double z, float craftTime) {
if (!(tile instanceof TileAlchemyArray)) {
return;
}
TileAlchemyArray tileArray = (TileAlchemyArray) tile;
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder wr = tessellator.getBuffer();
GlStateManager.pushMatrix();
// float rot = (float)(this.worldObj.provider.getWorldTime() % (360 /
// this.rotationspeed) * this.rotationspeed) + this.rotationspeed * f;
float rot = getRotation(craftTime);
float secondaryRot = getSecondaryRotation(craftTime);
float size = 1.0F * getSizeModifier(craftTime);
// Bind the texture to the circle
Minecraft.getMinecraft().renderEngine.bindTexture(arrayResource);
GlStateManager.disableCull();
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 1);
GlStateManager.translate(x, y, z);
// Specify which face this "circle" is located on
EnumFacing sideHit = EnumFacing.UP;
EnumFacing rotation = tileArray.getRotation();
GlStateManager.translate(sideHit.getFrontOffsetX() * offsetFromFace, sideHit.getFrontOffsetY() * offsetFromFace, sideHit.getFrontOffsetZ() * offsetFromFace);
switch(sideHit) {
case DOWN:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(-90.0f, 1, 0, 0);
break;
case EAST:
GlStateManager.rotate(-90.0f, 0, 1, 0);
GlStateManager.translate(0, 0, -1);
break;
case NORTH:
break;
case SOUTH:
GlStateManager.rotate(180.0f, 0, 1, 0);
GlStateManager.translate(-1, 0, -1);
break;
case UP:
GlStateManager.translate(0, 1, 0);
GlStateManager.rotate(90.0f, 1, 0, 0);
break;
case WEST:
GlStateManager.translate(0, 0, 1);
GlStateManager.rotate(90.0f, 0, 1, 0);
break;
}
GlStateManager.pushMatrix();
GlStateManager.translate(0.5f, 0.5f, getVerticalOffset(craftTime));
GlStateManager.rotate(rotation.getHorizontalAngle() + 180, 0, 0, 1);
GlStateManager.pushMatrix();
GlStateManager.rotate(rot, 0, 0, 1);
GlStateManager.rotate(secondaryRot, 1, 0, 0);
GlStateManager.rotate(secondaryRot * 0.45812f, 0, 0, 1);
double var31 = 0.0D;
double var33 = 1.0D;
double var35 = 0;
double var37 = 1;
GlStateManager.color(1f, 1f, 1f, 1f);
wr.begin(7, DefaultVertexFormats.POSITION_TEX);
// wr.setBrightness(200);
wr.pos(size / 2f, size / 2f, 0.0D).tex(var33, var37).endVertex();
wr.pos(size / 2f, -size / 2f, 0.0D).tex(var33, var35).endVertex();
wr.pos(-size / 2f, -size / 2f, 0.0D).tex(var31, var35).endVertex();
wr.pos(-size / 2f, size / 2f, 0.0D).tex(var31, var37).endVertex();
tessellator.draw();
GlStateManager.popMatrix();
// GlStateManager.depthMask(true);
GlStateManager.disableBlend();
GlStateManager.enableCull();
// GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.popMatrix();
GlStateManager.popMatrix();
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class AlchemyArrayEffectLaputa method update.
@Override
public boolean update(TileEntity tile, int ticksActive) {
if (ticksActive >= 100) {
World world = tile.getWorld();
if (radius == -1) {
((TileAlchemyArray) tile).setItemDrop(false);
radius = getRandomRadius(world.rand);
teleportHeightOffset = getRandomHeightOffset(world.rand);
currentPos = new BlockPos(-radius, -radius, -radius);
}
BlockPos pos = tile.getPos();
if (world.isRemote) {
return false;
}
int j = -radius;
int i = -radius;
int k = -radius;
if (currentPos != null) {
j = currentPos.getY();
i = currentPos.getX();
k = currentPos.getZ();
}
int checks = 0;
int maxChecks = 100;
while (j <= radius) {
while (i <= radius) {
while (k <= radius) {
if (i == 0 && j == 0 && k == 0) {
k++;
continue;
}
checks++;
if (checks >= maxChecks) {
this.currentPos = new BlockPos(i, j, k);
return false;
}
if (checkIfSphere(radius, i, j, k)) {
BlockPos newPos = pos.add(i, j, k);
BlockPos offsetPos = newPos.up(teleportHeightOffset);
TeleposeEvent event = new TeleposeEvent(world, newPos, world, offsetPos);
if (Utils.swapLocations(event.initalWorld, event.initialBlockPos, event.finalWorld, event.finalBlockPos) && !MinecraftForge.EVENT_BUS.post(event)) {
k++;
this.currentPos = new BlockPos(i, j, k);
return false;
}
}
k++;
}
i++;
k = -radius;
}
j++;
i = -radius;
this.currentPos = new BlockPos(i, j, k);
return false;
}
return true;
}
return false;
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class RitualCobblestone method performRitual.
@Override
public void performRitual(IMasterRitualStone masterRitualStone) {
World world = masterRitualStone.getWorldObj();
int currentEssence = masterRitualStone.getOwnerNetwork().getCurrentEssence();
TileEntity tileEntity = world.getTileEntity(masterRitualStone.getBlockPos().up());
Block block = Blocks.COBBLESTONE;
if (currentEssence < getRefreshCost()) {
masterRitualStone.getOwnerNetwork().causeNausea();
return;
}
int maxEffects = currentEssence / getRefreshCost();
int totalEffects = 0;
AreaDescriptor cobblestoneRange = getBlockRange(COBBLESTONE_RANGE);
if (tileEntity != null && tileEntity instanceof TileAlchemyArray) {
TileAlchemyArray alchemyArray = (TileAlchemyArray) tileEntity;
if (!alchemyArray.getStackInSlot(0).isEmpty() && alchemyArray.getStackInSlot(0).getItem() == RegistrarBloodMagicItems.COMPONENT) {
switch(alchemyArray.getStackInSlot(0).getItemDamage()) {
case 0:
block = Blocks.OBSIDIAN;
alchemyArray.decrStackSize(0, 1);
world.setBlockToAir(alchemyArray.getPos());
break;
case 1:
block = Blocks.NETHERRACK;
alchemyArray.decrStackSize(0, 1);
world.setBlockToAir(alchemyArray.getPos());
break;
/*
* case 4: block = Blocks.end_stone;
* alchemyArray.decrStackSize(0, 1);
* world.setBlockToAir(alchemyArray.getPos()); break;
*/
default:
break;
}
}
}
for (BlockPos blockPos : cobblestoneRange.getContainedPositions(masterRitualStone.getBlockPos())) {
if (world.isAirBlock(blockPos)) {
world.setBlockState(blockPos, block.getDefaultState());
totalEffects++;
}
if (totalEffects >= maxEffects) {
break;
}
}
masterRitualStone.getOwnerNetwork().syphon(getRefreshCost() * totalEffects);
}
use of WayofTime.bloodmagic.tile.TileAlchemyArray in project BloodMagic by WayofTime.
the class BlockAlchemyArray method onBlockActivated.
@Override
public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumHand hand, EnumFacing side, float hitX, float hitY, float hitZ) {
// TODO: Right click should rotate it
TileAlchemyArray array = (TileAlchemyArray) world.getTileEntity(pos);
if (array == null || player.isSneaking())
return false;
ItemStack playerItem = player.getHeldItem(hand);
if (!playerItem.isEmpty()) {
if (array.getStackInSlot(0).isEmpty()) {
Utils.insertItemToTile(array, player, 0);
} else if (!array.getStackInSlot(0).isEmpty()) {
Utils.insertItemToTile(array, player, 1);
array.attemptCraft();
} else {
return true;
}
}
world.notifyBlockUpdate(pos, state, state, 3);
return true;
}
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