Made water vaporize in the nether

Closes #210
This commit is contained in:
Ellpeck 2016-08-21 11:45:57 +02:00
parent 130526b22e
commit 1f31705dc4

View file

@ -16,9 +16,13 @@ import net.minecraft.block.Block;
import net.minecraft.block.BlockLiquid;
import net.minecraft.block.state.IBlockState;
import net.minecraft.init.Blocks;
import net.minecraft.init.SoundEvents;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.WorldServer;
import net.minecraftforge.fluids.*;
import net.minecraftforge.fluids.capability.IFluidHandler;
import net.minecraftforge.fluids.capability.IFluidTankProperties;
@ -91,13 +95,26 @@ public class TileEntityFluidCollector extends TileEntityBase implements net.mine
}
else if(this.isPlacer && blockToBreak.isReplaceable(this.worldObj, coordsBlock)){
if(this.tank.getFluidAmount() >= Util.BUCKET){
Block fluid = this.tank.getFluid().getFluid().getBlock();
FluidStack stack = this.tank.getFluid();
Block fluid = stack.getFluid().getBlock();
if(fluid != null){
BlockPos offsetPos = this.pos.offset(sideToManipulate);
boolean placeable = !(blockToBreak instanceof BlockLiquid) && !(blockToBreak instanceof IFluidBlock) && blockToBreak.isReplaceable(this.worldObj, offsetPos);
if(placeable){
this.worldObj.setBlockState(offsetPos, fluid.getDefaultState(), 3);
this.tank.drainInternal(Util.BUCKET, true);
if(this.worldObj.provider.doesWaterVaporize() && stack.getFluid().doesVaporize(stack)){
this.worldObj.playSound(null, offsetPos, SoundEvents.BLOCK_FIRE_EXTINGUISH, SoundCategory.BLOCKS, 0.5F, 2.6F+(this.worldObj.rand.nextFloat()-this.worldObj.rand.nextFloat())*0.8F);
if(this.worldObj instanceof WorldServer){
for(int l = 0; l < 8; ++l){
((WorldServer)this.worldObj).spawnParticle(EnumParticleTypes.SMOKE_LARGE, false, (double)offsetPos.getX()+Math.random(), (double)offsetPos.getY()+Math.random(), (double)offsetPos.getZ()+Math.random(), 1, 0.0D, 0.0D, 0.0D, 0);
}
}
}
else{
this.worldObj.setBlockState(offsetPos, fluid.getDefaultState(), 3);
}
}
}
}