示例#1
0
        private bool RequiresStand(BlockPos pos, Vec3i vector)
        {
            BlockMPBase block = Api.World.BlockAccessor.GetBlock(pos.X + vector.X, pos.Y + vector.Y, pos.Z + vector.Z) as BlockMPBase;

            if (block == null)
            {
                return(true);
            }
            BlockPos         sidePos = new BlockPos(pos.X + vector.X, pos.Y + vector.Y, pos.Z + vector.Z);
            BEBehaviorMPBase bemp    = Api.World.BlockAccessor.GetBlockEntity(sidePos)?.GetBehavior <BEBehaviorMPBase>();

            if (bemp == null)
            {
                return(true);
            }
            BEBehaviorMPAxle bempaxle = bemp as BEBehaviorMPAxle;

            if (bempaxle == null)
            {
                if (bemp is BEBehaviorMPBrake || bemp is BEBehaviorMPCreativeRotor)
                {
                    BlockFacing side = BlockFacing.FromNormal(vector);
                    if (side != null && block.HasMechPowerConnectorAt(Api.World, sidePos, side.Opposite))
                    {
                        return(false);
                    }
                }
                return(true);
            }
            if (IsAttachedToBlock(Api.World.BlockAccessor, block, sidePos))
            {
                return(false);
            }
            return(bempaxle.RequiresStand(sidePos, vector));
        }
示例#2
0
        public bool tryConnect(BlockFacing toFacing)
        {
            MechanicalNetwork newNetwork;

            BlockPos pos = Position.AddCopy(toFacing);
            IMechanicalPowerBlock connectedToBlock = Api.World.BlockAccessor.GetBlock(pos) as IMechanicalPowerBlock;

            if (DEBUG)
            {
                Api.Logger.Notification("tryConnect at " + this.Position + " towards " + toFacing + " " + pos);
            }

            if (connectedToBlock == null || !connectedToBlock.HasMechPowerConnectorAt(Api.World, pos, toFacing.Opposite))
            {
                return(false);
            }
            newNetwork = connectedToBlock.GetNetwork(Api.World, pos);
            if (newNetwork != null)
            {
                IMechanicalPowerDevice node = Api.World.BlockAccessor.GetBlockEntity(pos).GetBehavior <BEBehaviorMPBase>() as IMechanicalPowerDevice;

                connectedToBlock.DidConnectAt(Api.World, pos, toFacing.Opposite);  //do this first to set the new Angled Gear block correctly prior to getting propagation direction
                BlockFacing   newTurnDir = node.GetPropagationDirectionInput();
                MechPowerPath curPath    = new MechPowerPath(toFacing, node.GetGearedRatio(toFacing), pos, !node.IsPropagationDirection(Position, toFacing));
                SetPropagationDirection(curPath);
                MechPowerPath[] paths = GetMechPowerExits(curPath);
                JoinNetwork(newNetwork);

                for (int i = 0; i < paths.Length; i++)
                {
                    //if (paths[i].OutFacing == toFacing) continue;
                    if (DEBUG)
                    {
                        Api.Logger.Notification("== spreading path " + (paths[i].invert ? "-" : "") + paths[i].OutFacing + "  " + paths[i].gearingRatio);
                    }
                    BlockPos exitPos = Position.AddCopy(paths[i].OutFacing);

                    bool chunkLoaded = spreadTo(Api, newNetwork, exitPos, paths[i], out _);
                    if (!chunkLoaded)
                    {
                        LeaveNetwork();
                        return(true);
                    }
                }

                return(true);
            }
            else if (this.network != null)
            {
                BEBehaviorMPBase node = Api.World.BlockAccessor.GetBlockEntity(pos)?.GetBehavior <BEBehaviorMPBase>();
                if (node != null)
                {
                    return(node.tryConnect(toFacing.Opposite));
                }
            }

            return(false);
        }
        public override void OnNeighbourBlockChange(IWorldAccessor world, BlockPos pos, BlockPos neibpos)
        {
            string orients = Orientation;

            if (orients.Length == 2 && orients[0] == orients[1])
            {
                orients = "" + orients[0];
            }

            BlockFacing[] facings;
            facings = orients.Length == 1 ? new BlockFacing[] { BlockFacing.FromFirstLetter(orients[0]) } : new BlockFacing[] { BlockFacing.FromFirstLetter(orients[0]), BlockFacing.FromFirstLetter(orients[1]) };

            List <BlockFacing> lostFacings = new List <BlockFacing>();

            foreach (BlockFacing facing in facings)
            {
                BlockPos npos = pos.AddCopy(facing);
                IMechanicalPowerBlock nblock = world.BlockAccessor.GetBlock(npos) as IMechanicalPowerBlock;

                if (nblock == null || !nblock.HasMechPowerConnectorAt(world, npos, facing.Opposite) || world.BlockAccessor.GetBlockEntity(pos)?.GetBehavior <BEBehaviorMPBase>()?.disconnected == true)
                {
                    lostFacings.Add(facing);
                }
            }

            if (lostFacings.Count == orients.Length)
            {
                world.BlockAccessor.BreakBlock(pos, null);
                return;
            }

            if (lostFacings.Count > 0)
            {
                MechanicalNetwork nw = GetNetwork(world, pos);

                orients = orients.Replace("" + lostFacings[0].Code[0], "");
                Block toPlaceBlock = world.GetBlock(new AssetLocation(FirstCodePart() + "-" + orients));
                (toPlaceBlock as BlockMPBase).ExchangeBlockAt(world, pos);
                BlockEntity      be   = world.BlockAccessor.GetBlockEntity(pos);
                BEBehaviorMPBase bemp = be.GetBehavior <BEBehaviorMPBase>();
                bemp.LeaveNetwork();

                //check for connect to adjacent valid facings, similar to TryPlaceBlock
                BlockFacing           firstFace = BlockFacing.FromFirstLetter(orients[0]);
                BlockPos              firstPos  = pos.AddCopy(firstFace);
                BlockEntity           beNeib    = world.BlockAccessor.GetBlockEntity(firstPos);
                IMechanicalPowerBlock neighbour = beNeib?.Block as IMechanicalPowerBlock;

                BEBehaviorMPAxle bempaxle = beNeib?.GetBehavior <BEBehaviorMPAxle>();
                if (bempaxle != null && !BEBehaviorMPAxle.IsAttachedToBlock(world.BlockAccessor, neighbour as Block, firstPos))
                {
                    return;
                }
                neighbour?.DidConnectAt(world, firstPos, firstFace.Opposite);
                WasPlaced(world, pos, firstFace);
            }
        }
示例#4
0
        public virtual void WasPlaced(IWorldAccessor world, BlockPos ownPos, BlockFacing connectedOnFacing)
        {
            if (connectedOnFacing == null)
            {
                return;
            }
            BEBehaviorMPBase beMechBase = world.BlockAccessor.GetBlockEntity(ownPos)?.GetBehavior <BEBehaviorMPBase>();

            beMechBase?.tryConnect(connectedOnFacing);
        }
示例#5
0
        internal void ExchangeBlockAt(IWorldAccessor world, BlockPos pos)
        {
            world.BlockAccessor.ExchangeBlock(BlockId, pos);

            BlockEntity      be   = world.BlockAccessor.GetBlockEntity(pos);
            BEBehaviorMPBase bemp = be.GetBehavior <BEBehaviorMPBase>();

            bemp.Block = this;
            bemp.SetOrientations();
            bemp.Shape = Shape;
        }
示例#6
0
        internal void ExchangeBlockAt(IWorldAccessor world, BlockPos pos)
        {
            world.BlockAccessor.ExchangeBlock(BlockId, pos);

            BlockEntity      be   = world.BlockAccessor.GetBlockEntity(pos);
            BEBehaviorMPBase bemp = be?.GetBehavior <BEBehaviorMPBase>();

            if (bemp != null)
            {
                bemp.SetOrientations();
                bemp.Shape = Shape;
                be.MarkDirty();
            }
        }
        public override void DidConnectAt(IWorldAccessor world, BlockPos pos, BlockFacing face)
        {
            if (IsDeadEnd())
            {
                BlockFacing nowFace = BlockFacing.FromFirstLetter(Orientation[0]);
                if (nowFace.IsAdjacent(face))
                {
                    Block             toPlaceBlock = getGearBlock(world, false, Facings[0], face);
                    MechanicalNetwork nw           = GetNetwork(world, pos);

                    (toPlaceBlock as BlockMPBase).ExchangeBlockAt(world, pos);
                    BEBehaviorMPBase bemp = world.BlockAccessor.GetBlockEntity(pos)?.GetBehavior <BEBehaviorMPBase>();
                }
            }
        }
示例#8
0
        private bool RequiresStand(BlockPos pos, Vec3i vector)
        {
            try
            {
                BlockMPBase block = Api.World.BlockAccessor.GetBlock(pos.X + vector.X, pos.Y + vector.Y, pos.Z + vector.Z) as BlockMPBase;
                if (block == null)
                {
                    return(true);
                }

                BlockPos         sidePos = new BlockPos(pos.X + vector.X, pos.Y + vector.Y, pos.Z + vector.Z);
                BEBehaviorMPBase bemp    = Api.World.BlockAccessor.GetBlockEntity(sidePos)?.GetBehavior <BEBehaviorMPBase>();
                if (bemp == null)
                {
                    return(true);
                }

                BEBehaviorMPAxle bempaxle = bemp as BEBehaviorMPAxle;
                if (bempaxle == null)
                {
                    if (bemp is BEBehaviorMPBrake || bemp is BEBehaviorMPCreativeRotor)
                    {
                        BlockFacing side = BlockFacing.FromNormal(vector);
                        if (side != null && block.HasMechPowerConnectorAt(Api.World, sidePos, side.Opposite))
                        {
                            return(false);
                        }
                    }
                    return(true);
                }

                if (IsAttachedToBlock(Api.World.BlockAccessor, block, sidePos))
                {
                    return(false);
                }
                return(bempaxle.RequiresStand(sidePos, vector));
            }
            catch (Exception e)
            {
#if DEBUG
                throw (e);
#else
                Api.Logger.Error("Exception thrown in RequiresStand, will log exception but silently ignore it");
                Api.Logger.Error("{0}", e);
                return(false);
#endif
            }
        }
示例#9
0
        protected virtual bool spreadTo(ICoreAPI api, MechanicalNetwork network, BlockPos exitPos, MechPowerPath propagatePath, out Vec3i missingChunkPos)
        {
            missingChunkPos = null;
            BEBehaviorMPBase      beMechBase = api.World.BlockAccessor.GetBlockEntity(exitPos)?.GetBehavior <BEBehaviorMPBase>();
            IMechanicalPowerBlock mechBlock  = beMechBase?.Block as IMechanicalPowerBlock;

            if (DEBUG)
            {
                api.Logger.Notification("attempting spread to " + exitPos + (beMechBase == null ? " -" : ""));
            }

            if (beMechBase == null && api.World.BlockAccessor.GetChunkAtBlockPos(exitPos) == null)
            {
                if (OutsideMap(api.World.BlockAccessor, exitPos))
                {
                    return(true);                                               //Network discovery should not fail if there cannot be a block in this position
                }
                missingChunkPos = new Vec3i(exitPos.X / api.World.BlockAccessor.ChunkSize, exitPos.Y / api.World.BlockAccessor.ChunkSize, exitPos.Z / api.World.BlockAccessor.ChunkSize);
                return(false);
            }

            if (beMechBase != null && mechBlock.HasMechPowerConnectorAt(api.World, exitPos, propagatePath.OutFacing.Opposite))
            {
                beMechBase.Api = api;
                if (!beMechBase.JoinAndSpreadNetworkToNeighbours(api, network, propagatePath, out missingChunkPos))
                {
                    return(false);
                }
            }
            else if (DEBUG)
            {
                api.Logger.Notification("no connector at " + exitPos + " " + propagatePath.OutFacing.Opposite);
            }

            return(true);
        }
示例#10
0
        public virtual MechanicalNetwork CreateJoinAndDiscoverNetwork(BlockFacing powerOutFacing)
        {
            BlockPos neibPos = Position.AddCopy(powerOutFacing);
            IMechanicalPowerBlock neibMechBlock = null;

            neibMechBlock = Api.World.BlockAccessor.GetBlock(neibPos) as IMechanicalPowerBlock;

            MechanicalNetwork neibNetwork = neibMechBlock == null ? null : neibMechBlock.GetNetwork(Api.World, neibPos);

            if (neibNetwork == null || !neibNetwork.Valid)
            {
                MechanicalNetwork newNetwork = this.network;
                if (newNetwork == null)
                {
                    newNetwork = manager.CreateNetwork(this);
                    JoinNetwork(newNetwork);
                    if (DEBUG)
                    {
                        Api.Logger.Notification("===setting inturn at " + Position + " " + powerOutFacing);
                    }
                    SetPropagationDirection(new MechPowerPath(powerOutFacing, 1));
                }

                Vec3i missingChunkPos;
                bool  chunksLoaded = spreadTo(Api, newNetwork, neibPos, new MechPowerPath(GetPropagationDirection(), this.gearedRatio), out missingChunkPos);
                if (network == null)
                {
                    if (DEBUG)
                    {
                        Api.Logger.Notification("Incomplete chunkloading, possible issues with mechanical network around block " + neibPos);
                    }
                    return(null);
                }

                if (!chunksLoaded)
                {
                    network.AwaitChunkThenDiscover(missingChunkPos);
                    manager.testFullyLoaded(network); // To trigger that allFullyLoaded gets false
                    return(network);
                }
                else
                {
                    IMechanicalPowerDevice node = Api.World.BlockAccessor.GetBlockEntity(neibPos)?.GetBehavior <BEBehaviorMPBase>() as IMechanicalPowerDevice;
                    if (node != null)
                    {
                        BlockFacing facing = node.GetPropagationDirectionInput();
                        SetPropagationDirection(new MechPowerPath(facing, node.GetGearedRatio(facing), neibPos));
                    }
                }
            }
            else
            {
                BEBehaviorMPBase neib = Api.World.BlockAccessor.GetBlockEntity(neibPos).GetBehavior <BEBehaviorMPBase>();
                if (OutFacingForNetworkDiscovery != null)
                {
                    if (tryConnect(OutFacingForNetworkDiscovery))
                    {
                        this.gearedRatio = neib.GetGearedRatio(OutFacingForNetworkDiscovery);  //no need to set propagationDir, it's already been set by tryConnect
                    }
                }
                else
                {
                    JoinNetwork(neibNetwork);
                    SetPropagationDirection(new MechPowerPath(neib.propagationDir, neib.GetGearedRatio(neib.propagationDir), neibPos));
                }
            }

            return(network);
        }
示例#11
0
        public override bool TryPlaceBlock(IWorldAccessor world, IPlayer byPlayer, ItemStack itemstack, BlockSelection blockSel, ref string failureCode)
        {
            List <BlockPos> smallGears = new List <BlockPos>();

            if (!CanPlaceBlock(world, byPlayer, blockSel, ref failureCode, smallGears))
            {
                return(false);
            }

            bool ok = base.DoPlaceBlock(world, byPlayer, blockSel, itemstack);

            if (ok)
            {
                int                dx, dz;
                BlockEntity        beOwn       = world.BlockAccessor.GetBlockEntity(blockSel.Position);
                List <BlockFacing> connections = new List <BlockFacing>();

                foreach (var smallGear in smallGears)
                {
                    dx = smallGear.X - blockSel.Position.X;
                    dz = smallGear.Z - blockSel.Position.Z;
                    char orient = 'n';
                    if (dx == 1)
                    {
                        orient = 'e';
                    }
                    else if (dx == -1)
                    {
                        orient = 'w';
                    }
                    else if (dz == 1)
                    {
                        orient = 's';
                    }
                    BlockMPBase toPlaceBlock = world.GetBlock(new AssetLocation("angledgears-" + orient + orient)) as BlockMPBase;
                    BlockFacing bf           = BlockFacing.FromFirstLetter(orient);
                    toPlaceBlock.ExchangeBlockAt(world, smallGear);
                    toPlaceBlock.DidConnectAt(world, smallGear, bf.Opposite);
                    connections.Add(bf);
                    //IGearAcceptor beg = beOwn as IGearAcceptor;
                    //if (beg == null) world.Logger.Error("large gear wrong block entity type - not a gear acceptor");
                    //beg?.AddGear(smallGear);
                }
                PlaceFakeBlocks(world, blockSel.Position, smallGears);

                BEBehaviorMPBase beMechBase = beOwn?.GetBehavior <BEBehaviorMPBase>();
                BlockPos         pos        = blockSel.Position.DownCopy();
                if (world.BlockAccessor.GetBlock(pos) is IMechanicalPowerBlock block && block.HasMechPowerConnectorAt(world, pos, BlockFacing.UP))
                {
                    block.DidConnectAt(world, pos, BlockFacing.UP);
                    connections.Add(BlockFacing.DOWN);
                }
                else
                {
                    pos   = blockSel.Position.UpCopy();
                    block = world.BlockAccessor.GetBlock(pos) as IMechanicalPowerBlock;
                    if (block != null && block.HasMechPowerConnectorAt(world, pos, BlockFacing.DOWN))
                    {
                        block.DidConnectAt(world, pos, BlockFacing.DOWN);
                        connections.Add(BlockFacing.UP);
                    }
                }

                foreach (BlockFacing face in connections)
                {
                    beMechBase?.WasPlaced(face);
                }
            }