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https://github.com/Ellpeck/ActuallyAdditions.git
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parent
d84a1b7ba2
commit
348086dc62
3 changed files with 32 additions and 4 deletions
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@ -48,6 +48,7 @@ public enum ConfigBoolValues{
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GEN_LUSH_CAVES("Generate Lush Caves", ConfigCategories.WORLD_GEN, true, "Should caves with trees and grass randomly generate underground?"),
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GEN_LUSH_CAVES("Generate Lush Caves", ConfigCategories.WORLD_GEN, true, "Should caves with trees and grass randomly generate underground?"),
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WATER_BOWL("Water Bowl", ConfigCategories.OTHER, true, "Should right-clicking a bowl on water blocks create a water bowl?"),
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WATER_BOWL("Water Bowl", ConfigCategories.OTHER, true, "Should right-clicking a bowl on water blocks create a water bowl?"),
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WATER_BOWL_LOSS("Water Bowl Spilling", ConfigCategories.OTHER, true, "Should the water bowl spill if you don't sneak while using it?"),
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TINY_COAL_STUFF("Tiny Coal", ConfigCategories.OTHER, true, "Should Tiny Coal and Tiny Charcoal be craftable"),
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TINY_COAL_STUFF("Tiny Coal", ConfigCategories.OTHER, true, "Should Tiny Coal and Tiny Charcoal be craftable"),
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LASER_RELAY_LOSS("Laser Relay Energy Loss", ConfigCategories.MACHINE_VALUES, true, "If Energy Laser Relays should have energy loss"),
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LASER_RELAY_LOSS("Laser Relay Energy Loss", ConfigCategories.MACHINE_VALUES, true, "If Energy Laser Relays should have energy loss"),
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@ -18,6 +18,7 @@ import net.minecraft.block.Block;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.block.BlockLiquid;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Blocks;
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@ -107,7 +108,7 @@ public class ItemWaterBowl extends ItemBase{
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if(!player.canPlayerEdit(pos1, trace.sideHit, stack)){
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if(!player.canPlayerEdit(pos1, trace.sideHit, stack)){
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return new ActionResult(EnumActionResult.FAIL, stack);
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return new ActionResult(EnumActionResult.FAIL, stack);
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}
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}
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else if(this.tryPlaceContainedLiquid(player, world, pos1)){
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else if(this.tryPlaceContainedLiquid(player, world, pos1, false)){
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return !player.capabilities.isCreativeMode ? new ActionResult(EnumActionResult.SUCCESS, new ItemStack(Items.BOWL)) : new ActionResult(EnumActionResult.SUCCESS, stack);
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return !player.capabilities.isCreativeMode ? new ActionResult(EnumActionResult.SUCCESS, new ItemStack(Items.BOWL)) : new ActionResult(EnumActionResult.SUCCESS, stack);
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}
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}
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else{
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else{
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@ -117,7 +118,25 @@ public class ItemWaterBowl extends ItemBase{
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}
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}
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}
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}
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public boolean tryPlaceContainedLiquid(EntityPlayer player, World world, BlockPos pos){
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@Override
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public void onUpdate(ItemStack stack, World world, Entity entity, int itemSlot, boolean isSelected){
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if(!world.isRemote){
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if(ConfigBoolValues.WATER_BOWL_LOSS.isEnabled()){
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if(!entity.isSneaking()){
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if(world.getTotalWorldTime()%10 == 0 && world.rand.nextFloat() >= 0.8F){
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if(entity instanceof EntityPlayer){
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EntityPlayer player = (EntityPlayer)entity;
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if(this.tryPlaceContainedLiquid(player, world, player.getPosition(), true)){
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player.inventory.setInventorySlotContents(itemSlot, new ItemStack(Items.BOWL));
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}
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}
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}
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}
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}
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}
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}
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public boolean tryPlaceContainedLiquid(EntityPlayer player, World world, BlockPos pos, boolean finite){
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IBlockState state = world.getBlockState(pos);
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IBlockState state = world.getBlockState(pos);
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Material material = state.getMaterial();
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Material material = state.getMaterial();
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boolean nonSolid = !material.isSolid();
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boolean nonSolid = !material.isSolid();
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@ -140,7 +159,15 @@ public class ItemWaterBowl extends ItemBase{
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}
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}
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world.playSound(player, pos, SoundEvents.ITEM_BUCKET_EMPTY, SoundCategory.BLOCKS, 1.0F, 1.0F);
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world.playSound(player, pos, SoundEvents.ITEM_BUCKET_EMPTY, SoundCategory.BLOCKS, 1.0F, 1.0F);
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world.setBlockState(pos, Blocks.FLOWING_WATER.getDefaultState(), 3);
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IBlockState placeState;
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if(finite){
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placeState = Blocks.FLOWING_WATER.getDefaultState();
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}
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else{
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placeState = Blocks.FLOWING_WATER.getDefaultState();
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}
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world.setBlockState(pos, placeState, 3);
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}
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}
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return true;
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return true;
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@ -1147,7 +1147,7 @@ booklet.actuallyadditions.chapter.lushCaves.name=Lush Caves
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booklet.actuallyadditions.chapter.lushCaves.text.1=If you have ever done any <imp>Cave exploration<r>, you will have probably noticed some <imp>caves<r> that have <imp>trees and grass<r> inside of them. <n>These can be found at any height underground all over the world, and they can be very valuable when needing wood for torches and tools at some point. Sometimes, there might also be some <imp>treasure hidden in the trees<r>! <n><n>If you didn't ever see one before, look on the <imp>next page<r> for a <imp>picture<r>!
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booklet.actuallyadditions.chapter.lushCaves.text.1=If you have ever done any <imp>Cave exploration<r>, you will have probably noticed some <imp>caves<r> that have <imp>trees and grass<r> inside of them. <n>These can be found at any height underground all over the world, and they can be very valuable when needing wood for torches and tools at some point. Sometimes, there might also be some <imp>treasure hidden in the trees<r>! <n><n>If you didn't ever see one before, look on the <imp>next page<r> for a <imp>picture<r>!
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booklet.actuallyadditions.chapter.waterBowl.name=Bowl of Water
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booklet.actuallyadditions.chapter.waterBowl.name=Bowl of Water
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booklet.actuallyadditions.chapter.waterBowl.text.1=The <item>Bowl of Water<r> can be obtained by <imp>right-cliking a bowl on water<r> anywhere in the world. When the <item>Bowl of Water<r> is then right-clicked onto a block, the water will be placed, much like a <item>Bucket<r>. <n><n>This can be used, for example, for early game farms.
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booklet.actuallyadditions.chapter.waterBowl.text.1=The <item>Bowl of Water<r> can be obtained by <imp>right-cliking a bowl on water<r> anywhere in the world. When the <item>Bowl of Water<r> is then right-clicked onto a block, the water will be placed, much like a <item>Bucket<r>. <n><n>This can be used, for example, for early game farms. <n><n>If you don't move around <imp>carefully enough<r>, however, the water might <imp>spill out of it<r>!
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booklet.actuallyadditions.chapter.playerInterface.name=Player Interface
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booklet.actuallyadditions.chapter.playerInterface.name=Player Interface
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booklet.actuallyadditions.chapter.playerInterface.text.1=The <item>Player Interface<r> works in a similar way to the <item>Phantomface<r>, except it is <imp>connected to a player<r> instead of a block, and the connection is established by <imp>placing it down<r>. <n>When <imp>inputting items<r>, they will <imp>move to the player's inventory<r>. Also, when <imp>inputting CF<r>, it will <imp>charge the items<r> in the player's inventory. <n>It has a default range of <range> blocks, however, it can be expanded by placing up to 3 <item>Phantom Boosters<r> on top of it.
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booklet.actuallyadditions.chapter.playerInterface.text.1=The <item>Player Interface<r> works in a similar way to the <item>Phantomface<r>, except it is <imp>connected to a player<r> instead of a block, and the connection is established by <imp>placing it down<r>. <n>When <imp>inputting items<r>, they will <imp>move to the player's inventory<r>. Also, when <imp>inputting CF<r>, it will <imp>charge the items<r> in the player's inventory. <n>It has a default range of <range> blocks, however, it can be expanded by placing up to 3 <item>Phantom Boosters<r> on top of it.
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