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package li.cil.oc.common.block
import java.util
import cpw.mods.fml.relauncher.Side
import cpw.mods.fml.relauncher.SideOnly
import li.cil.oc.Constants
import li.cil.oc.OpenComputers
import li.cil.oc.Settings
import li.cil.oc.api
import li.cil.oc.common.GuiType
import li.cil.oc.common.tileentity
import li.cil.oc.integration.util.Wrench
import li.cil.oc.util._
import net.minecraft.client.Minecraft
import net.minecraft.client.renderer.texture.IIconRegister
import net.minecraft.entity.Entity
import net.minecraft.entity.EntityLivingBase
import net.minecraft.entity.player.EntityPlayer
import net.minecraft.entity.projectile.EntityArrow
import net.minecraft.item.ItemStack
import net.minecraft.util.IIcon
import net.minecraft.world.IBlockAccess
import net.minecraft.world.World
import net.minecraftforge.common.util.ForgeDirection
class Screen(val tier: Int) extends RedstoneAware {
setLightLevel(0.34f)
override def isSideSolid(world: IBlockAccess, x: Int, y: Int, z: Int, side: ForgeDirection) = toLocal(world, x, y, z, side) != ForgeDirection.SOUTH
@SideOnly(Side.CLIENT)
override def getRenderColor(metadata: Int) = Color.byTier(tier)
// ----------------------------------------------------------------------- //
override def rarity(stack: ItemStack) = Rarity.byTier(tier)
override protected def tooltipBody(metadata: Int, stack: ItemStack, player: EntityPlayer, tooltip: util.List[String], advanced: Boolean) {
val (w, h) = Settings.screenResolutionsByTier(tier)
val depth = PackedColor.Depth.bits(Settings.screenDepthsByTier(tier))
tooltip.addAll(Tooltip.get(getClass.getSimpleName, w, h, depth))
}
// ----------------------------------------------------------------------- //
object Icons {
var b, b2, bbl, bbl2, bbm, bbm2, bbr, bbr2, bhb, bhb2, bhm, bhm2, bht, bht2, bml, bmm, bmr, btl, btm, btr, bvb, bvb2, bvm, bvt, f, f2, fbl, fbl2, fbm, fbm2, fbr, fbr2, fhb, fhb2, fhm, fhm2, fht, fht2, fml, fmm, fmr, ftl, ftm, ftr, fvb, fvb2, fvm, fvt = null: IIcon
def fh = Array(fht, fhm, fhb)
def fv = Array(fvt, fvm, fvb)
def bh = Array(bht, bhm, bhb)
def bv = Array(bvt, bvm, bvb)
def fth = Array(ftl, ftm, ftr)
def fmh = Array(fml, fmm, fmr)
def fbh = Array(fbl, fbm, fbr)
def bth = Array(btl, btm, btr)
def bmh = Array(bml, bmm, bmr)
def bbh = Array(bbl, bbm, bbr)
def ftv = Array(ftl, fml, fbl)
def fmv = Array(ftm, fmm, fbm)
def fbv = Array(ftr, fmr, fbr)
def btv = Array(btl, bml, bbl)
def bmv = Array(btm, bmm, bbm)
def bbv = Array(btr, bmr, bbr)
def fh2 = Array(fht2, fhm2, fhb2)
def fv2 = Array(fvt, fvm, fvb2)
def bh2 = Array(bht2, bhm2, bhb2)
def bv2 = Array(bvt, bvm, bvb2)
def fbh2 = Array(fbl2, fbm2, fbr2)
def bbh2 = Array(bbl2, bbm2, bbr2)
def fud = Icons.fh2 ++ Icons.fv2 ++ Icons.fth ++ Icons.fmh ++ Icons.fbh2
def bud = Icons.bh2.reverse ++ Icons.bv2 ++ Icons.bth.reverse ++ Icons.bmh.reverse ++ Icons.bbh2.reverse
def fsn = Icons.fh ++ Icons.fv ++ Icons.fth ++ Icons.fmh ++ Icons.fbh
def few = Icons.fv ++ Icons.fh ++ Icons.ftv ++ Icons.fmv ++ Icons.fbv
def bsn = Icons.bh ++ Icons.bv ++ Icons.bth ++ Icons.bmh ++ Icons.bbh
def bew = Icons.bv ++ Icons.bh ++ Icons.btv ++ Icons.bmv ++ Icons.bbv
def sud = Array(Icons.bvt, Icons.bvm, Icons.bvb2)
def sse = Array(Icons.bhb2, Icons.bhm2, Icons.bht2)
def snw = Array(Icons.bht2, Icons.bhm2, Icons.bhb2)
def th = Array(Icons.bhb, Icons.bhm, Icons.bht)
def tv = Array(Icons.bvb, Icons.bvm, Icons.bvt)
}
// This an ugly monstrosity, but it's still better than having to manually
// compute ambient occlusion in a custom block renderer to keep the lighting
// pretty... which would be even more grotesque.
override def getIcon(world: IBlockAccess, x: Int, y: Int, z: Int, worldSide: ForgeDirection, localSide: ForgeDirection) =
world.getTileEntity(x, y, z) match {
case screen: tileentity.Screen if screen.width > 1 || screen.height > 1 =>
val right = screen.width - 1
val bottom = screen.height - 1
val (px, py) = screen.localPosition
val (lx, ly) = screen.pitch match {
case ForgeDirection.NORTH => (px, py)
case ForgeDirection.UP => screen.yaw match {
case ForgeDirection.SOUTH =>
(px, py)
case ForgeDirection.NORTH =>
(right - px, bottom - py)
case ForgeDirection.EAST =>
(right - px, py)
case ForgeDirection.WEST =>
(px, bottom - py)
case _ => throw new AssertionError("yaw has invalid value")
}
case ForgeDirection.DOWN => screen.yaw match {
case ForgeDirection.SOUTH =>
(px, bottom - py)
case ForgeDirection.NORTH =>
(right - px, py)
case ForgeDirection.EAST =>
(right - px, bottom - py)
case ForgeDirection.WEST =>
(px, py)
case _ => throw new AssertionError("yaw has invalid value")
}
case _ => throw new AssertionError("pitch has invalid value")
}
// See which face we're rendering. We can pretty much treat front and
// back the same, except with a different texture set. Same goes for
// left and right sides, as well as top and bottom sides.
localSide match {
case ForgeDirection.SOUTH | ForgeDirection.NORTH =>
val (ud, sn, ew) =
if (localSide == ForgeDirection.SOUTH) (Icons.fud, Icons.fsn, Icons.few)
else (Icons.bud, Icons.bsn, Icons.bew)
val Array(ht, hm, hb, vt, vm, vb, tl, tm, tr, ml, mm, mr, bl, bm, br) = screen.pitch match {
case ForgeDirection.NORTH => ud
case _ => screen.yaw match {
case ForgeDirection.SOUTH | ForgeDirection.NORTH => sn
case ForgeDirection.EAST | ForgeDirection.WEST => ew
case _ => throw new AssertionError("yaw has invalid value")
}
}
if (screen.height == 1) {
if (lx == 0) ht
else if (lx == right) hb
else hm
}
else if (screen.width == 1) {
if (ly == 0) vb
else if (ly == bottom) vt
else vm
}
else {
if (lx == 0) {
if (ly == 0) bl
else if (ly == bottom) tl
else ml
}
else if (lx == right) {
if (ly == 0) br
else if (ly == bottom) tr
else mr
}
else {
if (ly == 0) bm
else if (ly == bottom) tm
else mm
}
}
case ForgeDirection.EAST | ForgeDirection.WEST =>
val (ud, sn, ew) =
if (localSide == ForgeDirection.EAST) (Icons.sud, Icons.sse, Icons.snw)
else (Icons.sud, Icons.snw, Icons.sse)
val Array(t, m, b) = screen.pitch match {
case ForgeDirection.NORTH => ud
case _ => screen.yaw match {
case ForgeDirection.SOUTH | ForgeDirection.EAST => sn
case ForgeDirection.NORTH | ForgeDirection.WEST => ew
case _ => throw new AssertionError("yaw has invalid value")
}
}
if (screen.height == 1) {
Icons.b2
}
else {
if (ly == 0) b
else if (ly == bottom) t
else m
}
case ForgeDirection.UP | ForgeDirection.DOWN =>
val (sn, ew) =
if (localSide == ForgeDirection.UP ^ screen.pitch == ForgeDirection.DOWN) (Icons.snw, Icons.sse)
else (Icons.sse, Icons.snw)
val Array(t, m, b) = screen.pitch match {
case ForgeDirection.NORTH => screen.yaw match {
case ForgeDirection.SOUTH => Icons.th
case ForgeDirection.NORTH => Icons.bh
case ForgeDirection.EAST => Icons.bv
case ForgeDirection.WEST => Icons.tv
case _ => throw new AssertionError("yaw has invalid value")
}
case _ => screen.yaw match {
case ForgeDirection.SOUTH | ForgeDirection.WEST => sn
case ForgeDirection.NORTH | ForgeDirection.EAST => ew
case _ => throw new AssertionError("yaw has invalid value")
}
}
if (screen.width == 1) {
if (screen.pitch == ForgeDirection.NORTH) Icons.b
else Icons.b2
}
else {
if (lx == 0) b
else if (lx == right) t
else m
}
case _ => null
}
case screen: tileentity.Screen =>
val (f, b, t, s) = screen.pitch match {
case ForgeDirection.NORTH => (Icons.f2, Icons.b2, Icons.b, Icons.b2)
case _ => (Icons.f, Icons.b, Icons.b2, Icons.b2)
}
localSide match {
case ForgeDirection.SOUTH => f
case ForgeDirection.NORTH => b
case ForgeDirection.DOWN | ForgeDirection.UP => t
case _ => s
}
case _ => getIcon(localSide, 0)
}
override def getIcon(side: ForgeDirection, metadata: Int) =
side match {
case ForgeDirection.SOUTH => Icons.f2
case ForgeDirection.DOWN | ForgeDirection.UP => Icons.b
case _ => Icons.b2
}
override def registerBlockIcons(iconRegister: IIconRegister) = {
Icons.b = iconRegister.registerIcon(Settings.resourceDomain + ":screen/b")
Icons.b2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/b2")
Icons.bbl = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbl")
Icons.bbl2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbl2")
Icons.bbm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbm")
Icons.bbm2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbm2")
Icons.bbr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbr")
Icons.bbr2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bbr2")
Icons.bhb = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bhb")
Icons.bhb2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bhb2")
Icons.bhm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bhm")
Icons.bhm2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bhm2")
Icons.bht = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bht")
Icons.bht2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bht2")
Icons.bml = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bml")
Icons.bmm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bmm")
Icons.bmr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bmr")
Icons.btl = iconRegister.registerIcon(Settings.resourceDomain + ":screen/btl")
Icons.btm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/btm")
Icons.btr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/btr")
Icons.bvb = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bvb")
Icons.bvb2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bvb2")
Icons.bvm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bvm")
Icons.bvt = iconRegister.registerIcon(Settings.resourceDomain + ":screen/bvt")
Icons.f = iconRegister.registerIcon(Settings.resourceDomain + ":screen/f")
Icons.f2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/f2")
Icons.fbl = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbl")
Icons.fbl2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbl2")
Icons.fbm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbm")
Icons.fbm2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbm2")
Icons.fbr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbr")
Icons.fbr2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fbr2")
Icons.fhb = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fhb")
Icons.fhb2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fhb2")
Icons.fhm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fhm")
Icons.fhm2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fhm2")
Icons.fht = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fht")
Icons.fht2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fht2")
Icons.fml = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fml")
Icons.fmm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fmm")
Icons.fmr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fmr")
Icons.ftl = iconRegister.registerIcon(Settings.resourceDomain + ":screen/ftl")
Icons.ftm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/ftm")
Icons.ftr = iconRegister.registerIcon(Settings.resourceDomain + ":screen/ftr")
Icons.fvb = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fvb")
Icons.fvb2 = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fvb2")
Icons.fvm = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fvm")
Icons.fvt = iconRegister.registerIcon(Settings.resourceDomain + ":screen/fvt")
}
// ----------------------------------------------------------------------- //
override def hasTileEntity(metadata: Int) = true
override def createTileEntity(world: World, metadata: Int) = new tileentity.Screen(tier)
// ----------------------------------------------------------------------- //
override def onBlockPlacedBy(world: World, x: Int, y: Int, z: Int, player: EntityLivingBase, stack: ItemStack) {
super.onBlockPlacedBy(world, x, y, z, player, stack)
world.getTileEntity(x, y, z) match {
case screen: tileentity.Screen => screen.delayUntilCheckForMultiBlock = 0
case _ =>
}
}
override def onBlockActivated(world: World, x: Int, y: Int, z: Int, player: EntityPlayer,
side: ForgeDirection, hitX: Float, hitY: Float, hitZ: Float) = rightClick(world, x, y, z, player, side, hitX, hitY, hitZ, force = false)
def rightClick(world: World, x: Int, y: Int, z: Int, player: EntityPlayer,
side: ForgeDirection, hitX: Float, hitY: Float, hitZ: Float, force: Boolean) = {
if (Wrench.holdsApplicableWrench(player, BlockPosition(x, y, z)) && getValidRotations(world, x, y, z).contains(side) && !force) false
else if (api.Items.get(player.getHeldItem) == api.Items.get(Constants.ItemName.Analyzer)) false
else world.getTileEntity(x, y, z) match {
case screen: tileentity.Screen if screen.hasKeyboard && (force || player.isSneaking == screen.invertTouchMode) =>
// Yep, this GUI is actually purely client side. We could skip this
// if, but it is clearer this way (to trigger it from the server we
// would have to give screens a "container", which we do not want).
if (world.isRemote) {
player.openGui(OpenComputers, GuiType.Screen.id, world, x, y, z)
}
true
case screen: tileentity.Screen if screen.tier > 0 && side == screen.facing =>
if (world.isRemote && player == Minecraft.getMinecraft.thePlayer) {
screen.click(hitX, hitY, hitZ)
}
else true
case _ => false
}
}
override def onEntityWalking(world: World, x: Int, y: Int, z: Int, entity: Entity) =
if (!world.isRemote) world.getTileEntity(x, y, z) match {
case screen: tileentity.Screen if screen.tier > 0 && screen.facing == ForgeDirection.UP => screen.walk(entity)
case _ =>
}
override def onEntityCollidedWithBlock(world: World, x: Int, y: Int, z: Int, entity: Entity) =
if (world.isRemote) (entity, world.getTileEntity(x, y, z)) match {
case (arrow: EntityArrow, screen: tileentity.Screen) if screen.tier > 0 =>
val hitX = math.max(0, math.min(1, arrow.posX - x))
val hitY = math.max(0, math.min(1, arrow.posY - y))
val hitZ = math.max(0, math.min(1, arrow.posZ - z))
val absX = math.abs(hitX - 0.5)
val absY = math.abs(hitY - 0.5)
val absZ = math.abs(hitZ - 0.5)
val side = if (absX > absY && absX > absZ) {
if (hitX < 0.5) ForgeDirection.WEST
else ForgeDirection.EAST
}
else if (absY > absZ) {
if (hitY < 0.5) ForgeDirection.DOWN
else ForgeDirection.UP
}
else {
if (hitZ < 0.5) ForgeDirection.NORTH
else ForgeDirection.SOUTH
}
if (side == screen.facing) {
screen.shot(arrow)
}
case _ =>
}
// ----------------------------------------------------------------------- //
override def getValidRotations(world: World, x: Int, y: Int, z: Int) =
world.getTileEntity(x, y, z) match {
case screen: tileentity.Screen =>
if (screen.facing == ForgeDirection.UP || screen.facing == ForgeDirection.DOWN) ForgeDirection.VALID_DIRECTIONS
else ForgeDirection.VALID_DIRECTIONS.filter {
d => d != screen.facing && d != screen.facing.getOpposite
}
case _ => super.getValidRotations(world, x, y, z)
}
}