From 99b0281dcf4ba451a363f811fdc6b671a239dc71 Mon Sep 17 00:00:00 2001 From: Mary <33456283+FourIsTheNumber@users.noreply.github.com> Date: Wed, 31 Jul 2024 13:13:20 -0400 Subject: Laser Engraver Multi (#2771) * Laser engraver boilerplate and structure * Made a rough, untextured laser renderer * Laser renderer is kind of functional * Laser renderer follows curve * Laser turns on/off when recipe is running * Sampsa laser * Color changing boilerplate * Registered all gt lenses * Fixed default renderer to white * NBT reading functional * Stole SE code to try and get TE working. It does not * Laser renderer finally functioning with more than 1 laser! * Moved tick count to TileLaser so lasers don't tick each other * Implemented laser source hatch * Structure update + spotless * Switched to the GT_Values tier list * Update tooltip and message player about rendering toggle * Allow fluid input/output * Attempting to give proper name to laser plate * Fixed laser plate name * New laser plate texture * New casing just dropped * Allow UMV glass to use any laser source * Switched laser to a simple line renderer instead of a model * Fixed hatch texture I missed earlier * Spotless * Controller textures * render: New laser renderer - Use GL quad rendering instead of line rendering to fix scaling - Set lightmap coords (Emit bloom glow with shaders) - Set opacity to 1.0 - Slight cleanup * Got rid of the old laser model * Tweaked some numbers on the renderer * Spotless * cleanup * I give up on rotation, I've spent too much time trying to get this to work * Got block item working I think * Fixed tooltip for laser and multicanner * Support bartworks lenses * Finishing touches * Removed unneeded assignment * Allow UXV lasers to do all recipes * Forgot to call super for nbt data... * Replace magic numbers * oops, spotless * Another magic voltage number * Rotations and mirror flips Now with spotless * fixed west/east * ok but actually fixed now, mixed up west/east with north/south * Updated laser source snapping to account for rotation being allowed * Cleanup rotation axis and remove unecessary nbt * Re-added nbt but actually load it properly now * Fix NEI displaying lots of hatches --------- Co-authored-by: LekKit <50500857+LekKit@users.noreply.github.com> Co-authored-by: BucketBrigade Co-authored-by: Martin Robertz --- .../java/gregtech/api/util/LaserRenderingUtil.java | 102 +++++++++++++++++++++ 1 file changed, 102 insertions(+) create mode 100644 src/main/java/gregtech/api/util/LaserRenderingUtil.java (limited to 'src/main/java/gregtech/api/util') diff --git a/src/main/java/gregtech/api/util/LaserRenderingUtil.java b/src/main/java/gregtech/api/util/LaserRenderingUtil.java new file mode 100644 index 0000000000..e42d23bc85 --- /dev/null +++ b/src/main/java/gregtech/api/util/LaserRenderingUtil.java @@ -0,0 +1,102 @@ +package gregtech.api.util; + +import java.util.function.Consumer; + +import net.minecraft.block.Block; +import net.minecraft.entity.player.EntityPlayerMP; +import net.minecraft.item.ItemStack; +import net.minecraft.util.IChatComponent; +import net.minecraft.world.World; + +import com.gtnewhorizon.structurelib.StructureLibAPI; +import com.gtnewhorizon.structurelib.structure.ICustomBlockSetting; +import com.gtnewhorizon.structurelib.structure.IItemSource; +import com.gtnewhorizon.structurelib.structure.IStructureElement; +import com.gtnewhorizon.structurelib.structure.StructureUtility; + +public class LaserRenderingUtil { + // This code is shamelessly ripped from GTNH-Intergalactic + + public interface IBlockAdder { + + /** + * Callback on block added, needs to check if block is valid (and add it) + * + * @param block block attempted to add + * @param meta meta of block attempted to add + * @param world World of the block + * @param x X coordinate of the block + * @param y Y coordinate of the block + * @param z Z coordinate of the block + * @return is structure still valid + */ + boolean apply(T t, Block block, int meta, World world, int x, int y, int z); + } + + public static IStructureElement ofBlockAdder(IBlockAdder iBlockAdder, Block defaultBlock, + int defaultMeta) { + if (iBlockAdder == null || defaultBlock == null) { + throw new IllegalArgumentException(); + } + if (defaultBlock instanceof ICustomBlockSetting) { + return new IStructureElement() { + + @Override + public boolean check(T t, World world, int x, int y, int z) { + Block worldBlock = world.getBlock(x, y, z); + return iBlockAdder.apply(t, worldBlock, worldBlock.getDamageValue(world, x, y, z), world, x, y, z); + } + + @Override + public boolean placeBlock(T t, World world, int x, int y, int z, ItemStack trigger) { + ((ICustomBlockSetting) defaultBlock).setBlock(world, x, y, z, defaultMeta); + return true; + } + + @Override + public boolean spawnHint(T t, World world, int x, int y, int z, ItemStack trigger) { + StructureLibAPI.hintParticle(world, x, y, z, defaultBlock, defaultMeta); + return true; + } + + @Override + public PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, + IItemSource s, EntityPlayerMP actor, Consumer chatter) { + if (check(t, world, x, y, z)) return PlaceResult.SKIP; + return StructureUtility + .survivalPlaceBlock(defaultBlock, defaultMeta, world, x, y, z, s, actor, chatter); + } + }; + } else { + return new IStructureElement() { + + @Override + public boolean check(T t, World world, int x, int y, int z) { + Block worldBlock = world.getBlock(x, y, z); + return iBlockAdder + .apply(t, worldBlock, ((Block) worldBlock).getDamageValue(world, x, y, z), world, x, y, z); + } + + @Override + public boolean placeBlock(T t, World world, int x, int y, int z, ItemStack trigger) { + world.setBlock(x, y, z, defaultBlock, defaultMeta, 2); + return true; + } + + @Override + public boolean spawnHint(T t, World world, int x, int y, int z, ItemStack trigger) { + StructureLibAPI.hintParticle(world, x, y, z, defaultBlock, defaultMeta); + return true; + } + + @Override + public PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, + IItemSource s, EntityPlayerMP actor, Consumer chatter) { + if (check(t, world, x, y, z)) return IStructureElement.PlaceResult.SKIP; + return StructureUtility + .survivalPlaceBlock(defaultBlock, defaultMeta, world, x, y, z, s, actor, chatter); + } + }; + } + } +} -- cgit