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authorNotAPenguin <michiel.vandeginste@gmail.com>2024-08-03 23:21:44 +0200
committerGitHub <noreply@github.com>2024-08-03 23:21:44 +0200
commitb65ace37de4f585b8089ad413ee877b792da11ca (patch)
tree2e0445785c5008df15151f729da148fb70dbc21d /src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java
parente180e49fc6305f71b1f1b18141b946f794a7012b (diff)
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Waterline rework (#2577)
* Add barebones PurificationPlant class * Make simple 3x3 structure to form purification plant * Add base purification unit class and dummy sifter unit MTE * Make sifter unit form * Fix accidental wildcard import * Implement basic linking of units to controller using data stick * Make linking more robust, save bidirectional links, add scanner output * add linking range, error message and unregister old controller when re-linking * Add link status of purification units to waila body * Disable maintenance issues on purification plant units * spotless * Check structure of linked purification units in main controller * Remove all star imports * Small refactor to avoid updating status from main controller * spotless * Attempt to document current code * Convert some comments to javadoc * Implement basic processing cycle, sync it with linked purification units * Make water purification plant drain power * Calculate power drain from active units and remove controller power drain * spotless * Add very barebones recipemap * Fix recipemap name in lang file * spotless * Fix purification unit recipemap name * spotless * more sane amount of max fluid outputs * add some item outputs to sifter unit * Very simple recipe processing, may be buggy * spotless * Implement recipe failure * Implement void protection for purification units * spotless * buff item output odds slightly * Add WIP grade 1 structure * spotless * Store base success chance in recipe metadata and display it in NEI * Fill sifter plant with water * Add comment * Allow construction sifter unit in survival * Implement water boost * Fix water boost allowing output chance to go over 100% * Implement failed recipes outputting lower tier water * Fix typo * Fix deformed purification unit still drawing power * Slightly refactor recipe check so base class can read result * Create empty ModularUI container for purification plant * The great gui struggle part 1 * More gui struggles, we have a button now * Adjust button text and size * gui wars: the rise of the sync * gui wars: a new hope * fix the sync * is pengu old enough to know exceeder? * Fix being able to link the same unit multiple times * Sync status string to client * Sign sifter with my name * Show status somewhat properly * Adjust sifter base chance and structure * Fully implement sifter unit * More tooltip refactoring * Add structure info to sifter tooltip. * nitpicking tooltips * Adding sound to Purification Plant Main Unit. * fix star imports * Add basic coagulator unit, add recipemap for it * Write coagulator tooltip * comma nitpicking * more tooltip work * small refactor to purification plant controller * start work on custom recipemap frontend * Fully implement coagulator * Update structure requirements in tooltips * Move controller text in structure tooltips to be consistent * fix NPE on world load * Add base ph adjustment unit MTE * Add info to main controller and energy hatch check * Fixing tooltip of Main Controller & Energy/Exotic Hatch check. * Create full pH adjustment structure * disallow any voiding on purification unit * Small custom RecipeMap frontend for ph adjustment * Generate random initial pH value * Implement inserting NaOH and HCl to adjust pH * Add easter egg * Implement pH sensor hatch * Properly consume HCl and round pH value to 2 digits * Write ph adjustment unit tooltip * Tooltip nitpicking * Try to fix some structurelib hints * More trying to fix hints * Add industrial strength concrete casing block * Add water loop sound to the game * Document random initial pH in tooltip * Add glass material base * Fix spotless formatting in Textures docs because I cannot take it anymore * Add glass texture * Try adding transparent glass * Transparent glass working * Create pH resistant glass and update pH structure to use it * Create full structure for main purification plant * Create custom water purification casing block * Properly balance ferrous wastewater reprocessing and reduce input by a factor 10 * Add pH factor to NEI tooltip and fix coagulator structure * Structure tooltip for Purification Plant base * Add GT_Block_Glass2 and properly set maxMeta * Add Tinted Industrial Glass blocks * Fix BlockCasing9 not showing custom tooltip * Register tinted glass as EV glass * Add sterile water plant casing and revert tooltip change * Mention required water in sifter tooltip * Add more textures and casings * Add more textures, sounds and add structure info for pH adjustment * Rename sifter unit to clarifier * Rename coagulation unit to flocculation unit * Add activated carbon line * Fix unintended activated carbon recipe * Add activated carbon filter * Add polyaluminium chloride + solution * Add new custom textures by @BlueHero233 * Wip recipe page with new background for flocculation * Fix flocculation background image mostly * Finally aligned the slots * angery mumbles * Finish flocculation recipe page * All the recipe pages! * Add new reworked textures * Fix ph adjustment being t3 instead of t4 * Fix invisible casing * apply chembalance to polyaluminium chloride properly * Fix ferrous wastewater -> flocculation waste liquid * Move flocculation to grade 3 * create ozonation unit with placeholder blocks * add new blocks for ozonation with placeholder textures * Add water to ozonation structure * Create ozone gas material * Add ozone recipe * Add textures for ozone unit * Add sound loop for ozonation * fix * implement ozonation mechanics * Finalize ozonation tooltip * Create dummy plasma heater multi * Update textures for plasma heater * Add grade 5 recipemap * Add hatches to plasma heater multi * Add basic plasma heating unit variables * Implement plasma heating unit mechanics * Add plasma heater tooltip * Add structure info to plasma heater tooltip * fix ozonation tooltip, add frontend * Fix positioning on ozonation tooltip and fix plasma heater crash * Add UV treatment MTE and structure without textures * Revert accidental addition of debug dependencies * Add initial version of uv unit textures * update naquadria casing, add water color gradient * Some minor cleanup and added docs * Create lens housing bus * Add lens bus to UV treatment unit * Add lens indicator hatch * Merge GT_MetaGeneratedItem_03.java * Add lens indicator hatch * Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe * Implement lens swapping mechanic * Clean up first lens swap * Fix uv recipemap lang and move lens cycle to recipe * Write uv treatment tooltip * Add sounds for uv and plasma steps * Create empty degasifier class * Create temporary debug structure for degasifier * set temp casing index for degasifier * create degasifier control hatch * create slightly less temporary but still temporary structure for degasifier * Start impl of degasifier * fix fluid consumption and nbt loading of degasifier * Degasifier implementation should work now * Rename and reformat some things and start work on degasser tooltiop * give last bit much lower chance of being on to avoid cheesing * Finish degasifier tooltip * Integrate some deleno lore * hopefully fix all moved casing meta ids after merge * Create finalized degasser structure * Integrate more deleno lore * Add even more lore * Create placeholder particle catalysts and fetch particle items from gt++ * Fix wrong casing and recipemap localization * Create parallel config menu * refactor purification recipecheck slightly * implement parallel amount on water i/o and power * add tooltip info about parallel config * fix text * update block names in structure tooltips * create structure tooltip for degasser * create textureless quark catalyst items * add the purple glass * fix lore typos * fix some casing indices * remove concrete floor from water plant and reword tooltip * fix main plant structure and add placeholder structure for t8 step * fix structurecheck for main plant and add random catalyst generation for t8 * implement basic mechanics for particle extractor (wip) * Create plasma heater frontend * implement final mechanics and bugfixes for particle extractor * add recipes for re-aligning quark catalysts * add simple recipes for catalyst alignment * initial replacement of purified water in engraver recipes * add purified water to all wafer cutting recipes * fix purified water amounts * buff quark cyclotron recipe again * extract t8 unit casings into their own icons * Write initial tooltip for t8 module * add purified water to mask recipes * Add recipe comparator to show low tier purified water recipes first * add min casing check to waterline multis * buff ozone production * update t8 structure * make purified water optional again for naq wafers * Fix blockrenderer for purification plant * fix nei previews * fix nei * really fix nei this time * add t8 lore * fix hatch recipe locking blocking automation on some steps * try to solve weirdness with grade 3 recipe * fix issues with recipecheck * fix missing null check * make ph sensor use a strict inequality check * fix min casings on t5 * significantly nerf purified water usage for beamline masks * disable void protection for waterline * small adjustments to t6 unit * more small adjustments to t6 unit to prevent easy automation cheese * fix degasser redstone output and missing return statement * remove water QFT catalyst recipes --------- Co-authored-by: Tianyou Mei <meitianyou94@gmail.com> Co-authored-by: OlliedeLeeuw <ollie.riemersma@xs4all.nl> Co-authored-by: Ollie_de_Leeuw <154506304+OlliedeLeeuw@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net>
Diffstat (limited to 'src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java')
-rw-r--r--src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java98
1 files changed, 98 insertions, 0 deletions
diff --git a/src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java b/src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java
new file mode 100644
index 0000000000..93c6ebb298
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+++ b/src/main/java/gregtech/common/blocks/GT_Block_TintedIndustrialGlass.java
@@ -0,0 +1,98 @@
+package gregtech.common.blocks;
+
+import net.minecraft.block.Block;
+import net.minecraft.block.material.Material;
+import net.minecraft.item.ItemStack;
+import net.minecraft.util.Facing;
+import net.minecraft.util.IIcon;
+import net.minecraft.world.IBlockAccess;
+import net.minecraftforge.oredict.OreDictionary;
+
+import cpw.mods.fml.relauncher.Side;
+import cpw.mods.fml.relauncher.SideOnly;
+import gregtech.api.enums.ItemList;
+import gregtech.api.enums.Textures;
+import gregtech.api.util.GT_LanguageManager;
+
+public class GT_Block_TintedIndustrialGlass extends GT_Block_Casings_Abstract {
+
+ public GT_Block_TintedIndustrialGlass() {
+ super(GT_Item_Glass1.class, "gt.blocktintedglass", Material.glass, 4);
+ GT_LanguageManager.addStringLocalization(getUnlocalizedName() + ".0.name", "Tinted Industrial Glass (White)");
+ GT_LanguageManager
+ .addStringLocalization(getUnlocalizedName() + ".1.name", "Tinted Industrial Glass (Light Gray)");
+ GT_LanguageManager.addStringLocalization(getUnlocalizedName() + ".2.name", "Tinted Industrial Glass (Gray)");
+ GT_LanguageManager.addStringLocalization(getUnlocalizedName() + ".3.name", "Tinted Industrial Glass (Black)");
+ ItemList.GlassTintedIndustrialWhite.set(new ItemStack(this, 1, 0));
+ ItemList.GlassTintedIndustrialLightGray.set(new ItemStack(this, 1, 1));
+ ItemList.GlassTintedIndustrialGray.set(new ItemStack(this, 1, 2));
+ ItemList.GlassTintedIndustrialBlack.set(new ItemStack(this, 1, 3));
+
+ // Register tinted industrial glass as EV-Tier glass
+ OreDictionary.registerOre("blockGlassEV", this);
+
+ this.opaque = false;
+ }
+
+ @Override
+ public int getTextureIndex(int aMeta) {
+ // Page 16, 32-47
+ return (16 << 7) | (aMeta + 32);
+ }
+
+ @Override
+ public boolean isNormalCube(IBlockAccess aWorld, int aX, int aY, int aZ) {
+ return false;
+ }
+
+ @Override
+ public boolean isOpaqueCube() {
+ return false;
+ }
+
+ @Override
+ @SideOnly(Side.CLIENT)
+ public int getRenderBlockPass() {
+ return 1;
+ }
+
+ @Override
+ public boolean renderAsNormalBlock() {
+ return false;
+ }
+
+ @Override
+ @SideOnly(Side.CLIENT)
+ public IIcon getIcon(int ordinalSide, int aMeta) {
+ return switch (aMeta) {
+ case 0 -> Textures.BlockIcons.GLASS_TINTED_INDUSTRIAL_WHITE.getIcon();
+ case 1 -> Textures.BlockIcons.GLASS_TINTED_INDUSTRIAL_LIGHT_GRAY.getIcon();
+ case 2 -> Textures.BlockIcons.GLASS_TINTED_INDUSTRIAL_GRAY.getIcon();
+ case 3 -> Textures.BlockIcons.GLASS_TINTED_INDUSTRIAL_BLACK.getIcon();
+ default -> Textures.BlockIcons.MACHINE_CASING_ROBUST_TUNGSTENSTEEL.getIcon();
+ };
+ }
+
+ /**
+ * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given
+ * coordinates. Args: blockAccess, x, y, z, side
+ */
+ @SideOnly(Side.CLIENT)
+ @Override
+ public boolean shouldSideBeRendered(IBlockAccess worldIn, int x, int y, int z, int side) {
+ Block block = worldIn.getBlock(x, y, z);
+
+ if (worldIn.getBlockMetadata(x, y, z) != worldIn.getBlockMetadata(
+ x - Facing.offsetsXForSide[side],
+ y - Facing.offsetsYForSide[side],
+ z - Facing.offsetsZForSide[side])) {
+ return true;
+ }
+
+ if (block == this) {
+ return false;
+ }
+
+ return super.shouldSideBeRendered(worldIn, x, y, z, side);
+ }
+}