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The magnet ring now only uses RF when actually sucking items.
Makes more sense, does it not?
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1 changed files with 19 additions and 18 deletions
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@ -36,32 +36,33 @@ public class ItemMagnetRing extends ItemEnergy{
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@SuppressWarnings("unchecked")
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@SuppressWarnings("unchecked")
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@Override
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@Override
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public void onUpdate(ItemStack stack, World world, Entity entity, int par4, boolean par5){
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public void onUpdate(ItemStack stack, World world, Entity entity, int par4, boolean par5){
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int energyUse = 5;
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int energyUse = 20;
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if(this.getEnergyStored(stack) >= energyUse && !entity.isSneaking()){
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if(!entity.isSneaking()){
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//Get all the Items in the area
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//Get all the Items in the area
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int range = 5;
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int range = 5;
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ArrayList<EntityItem> items = (ArrayList<EntityItem>)world.getEntitiesWithinAABB(EntityItem.class, AxisAlignedBB.getBoundingBox(entity.posX-range, entity.posY-range, entity.posZ-range, entity.posX+range, entity.posY+range, entity.posZ+range));
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ArrayList<EntityItem> items = (ArrayList<EntityItem>)world.getEntitiesWithinAABB(EntityItem.class, AxisAlignedBB.getBoundingBox(entity.posX-range, entity.posY-range, entity.posZ-range, entity.posX+range, entity.posY+range, entity.posZ+range));
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if(!items.isEmpty()){
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if(!items.isEmpty()){
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for(EntityItem item : items){
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for(EntityItem item : items){
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//If the Item is near enough to get picked up
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if(this.getEnergyStored(stack) >= energyUse){
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//(So it doesn't bounce around until it notices itself..)
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//If the Item is near enough to get picked up
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if(Vec3.createVectorHelper(entity.posX, entity.posY, entity.posZ).distanceTo(Vec3.createVectorHelper(item.posX, item.posY, item.posZ)) <= 1.5){
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//(So it doesn't bounce around until it notices itself..)
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item.onCollideWithPlayer((EntityPlayer)entity);
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if(Vec3.createVectorHelper(entity.posX, entity.posY, entity.posZ).distanceTo(Vec3.createVectorHelper(item.posX, item.posY, item.posZ)) <= 1.5){
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}
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item.onCollideWithPlayer((EntityPlayer)entity);
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else{
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}
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double speed = 0.02;
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else{
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//Move the Item closer to the Player
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double speed = 0.02;
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item.motionX += (entity.posX+0.5-item.posX)*speed;
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//Move the Item closer to the Player
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item.motionY += (entity.posY+1.0-item.posY)*speed;
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item.motionX += (entity.posX+0.5-item.posX)*speed;
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item.motionZ += (entity.posZ+0.5-item.posZ)*speed;
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item.motionY += (entity.posY+1.0-item.posY)*speed;
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item.motionZ += (entity.posZ+0.5-item.posZ)*speed;
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if(!((EntityPlayer)entity).capabilities.isCreativeMode){
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this.extractEnergy(stack, energyUse, false);
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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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}
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//Use Energy per tick
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if(!((EntityPlayer)entity).capabilities.isCreativeMode){
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this.extractEnergy(stack, energyUse, false);
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}
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}
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}
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}
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}
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