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Atomic Reconstructor uses energy depending on recipe
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84db3bbcef
commit
a1c852fba2
4 changed files with 27 additions and 25 deletions
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@ -175,7 +175,7 @@ public enum ConfigIntValues{
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RECONSTRUCTOR_DISTANCE("Atomic Reconstructor: Distance", ConfigCategories.MACHINE_VALUES, 10, 1, 50, "The max distance the Reconstructor goes forward to find blocks to convert"),
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RECONSTRUCTOR_DISTANCE("Atomic Reconstructor: Distance", ConfigCategories.MACHINE_VALUES, 10, 1, 50, "The max distance the Reconstructor goes forward to find blocks to convert"),
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RECONSTRCUTOR_RANGE("Atomic Reconstructor: Range", ConfigCategories.MACHINE_VALUES, 2, 1, 10, "The range of Converting blocks or items into other blocks or items"),
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RECONSTRCUTOR_RANGE("Atomic Reconstructor: Range", ConfigCategories.MACHINE_VALUES, 2, 1, 10, "The range of Converting blocks or items into other blocks or items"),
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RECONSTRUCTOR_USE_PER_BLOCK("Atomic Reconstructor: Energy Use per Block", ConfigCategories.MACHINE_VALUES, 800, 0, 100000, "The amount of Energy the Reconstructor uses per Block converted"),
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RECONSTRUCTOR_USE_PER_BLOCK("Atomic Reconstructor: Energy Use per Block", ConfigCategories.MACHINE_VALUES, 800, 0, 100000, "The base amount of Energy the Reconstructor uses per Block converted"),
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RECONSTRUCTOR_COOLDOWN_TIMER("Atomic Reconstrucor: Cooldown Timer", ConfigCategories.MACHINE_VALUES, 100, 0, 10000, "The amount of time the Reconstructor waits between shooting lasers"),
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RECONSTRUCTOR_COOLDOWN_TIMER("Atomic Reconstrucor: Cooldown Timer", ConfigCategories.MACHINE_VALUES, 100, 0, 10000, "The amount of time the Reconstructor waits between shooting lasers"),
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TILE_ENTITY_UPDATE_INTERVAL("Tile Entities: Update Interval", ConfigCategories.OTHER, 5, 1, 100, "The amount of ticks waited before a TileEntity sends an additional Update to the Client");
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TILE_ENTITY_UPDATE_INTERVAL("Tile Entities: Update Interval", ConfigCategories.OTHER, 5, 1, 100, "The amount of ticks waited before a TileEntity sends an additional Update to the Client");
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@ -22,23 +22,23 @@ public class ReconstructorRecipeHandler{
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public static ArrayList<Recipe> recipes = new ArrayList<Recipe>();
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public static ArrayList<Recipe> recipes = new ArrayList<Recipe>();
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public static void init(){
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public static void init(){
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addRecipe("blockRedstone", "blockCrystalRed");
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addRecipe("blockRedstone", "blockCrystalRed", 200);
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addRecipe("blockLapis", "blockCrystalBlue");
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addRecipe("blockLapis", "blockCrystalBlue", 200);
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addRecipe("blockDiamond", "blockCrystalLightBlue");
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addRecipe("blockDiamond", "blockCrystalLightBlue", 600);
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addRecipe("blockEmerald", "blockCrystalGreen");
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addRecipe("blockEmerald", "blockCrystalGreen", 1000);
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addRecipe("blockCoal", "blockCrystalBlack");
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addRecipe("blockCoal", "blockCrystalBlack", 400);
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addRecipe("blockIron", "blockCrystalWhite");
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addRecipe("blockIron", "blockCrystalWhite", 300);
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addRecipe("dustRedstone", "crystalRed");
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addRecipe("dustRedstone", "crystalRed", 20);
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addRecipe("gemLapis", "crystalBlue");
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addRecipe("gemLapis", "crystalBlue", 20);
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addRecipe("gemDiamond", "crystalLightBlue");
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addRecipe("gemDiamond", "crystalLightBlue", 60);
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addRecipe("gemEmerald", "crystalGreen");
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addRecipe("gemEmerald", "crystalGreen", 100);
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addRecipe("coal", "crystalBlack");
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addRecipe("coal", "crystalBlack", 40);
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addRecipe("ingotIron", "crystalWhite");
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addRecipe("ingotIron", "crystalWhite", 30);
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}
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}
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public static void addRecipe(String input, String output){
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public static void addRecipe(String input, String output, int energyUse){
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recipes.add(new Recipe(input, output));
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recipes.add(new Recipe(input, output, energyUse));
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}
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}
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public static Recipe getRecipe(ItemStack input){
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public static Recipe getRecipe(ItemStack input){
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@ -57,10 +57,12 @@ public class ReconstructorRecipeHandler{
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public String input;
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public String input;
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public String output;
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public String output;
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public int energyUse;
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public Recipe(String input, String output){
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public Recipe(String input, String output, int energyUse){
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this.input = input;
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this.input = input;
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this.output = output;
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this.output = output;
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this.energyUse = energyUse;
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}
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}
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public ItemStack getFirstOutput(){
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public ItemStack getFirstOutput(){
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@ -42,14 +42,14 @@ public class TileEntityAtomicReconstructor extends TileEntityBase implements IEn
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public void updateEntity(){
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public void updateEntity(){
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super.updateEntity();
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super.updateEntity();
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if(!this.worldObj.isRemote){
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if(!this.worldObj.isRemote){
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int usePerBlock = ConfigIntValues.RECONSTRUCTOR_USE_PER_BLOCK.getValue();
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int baseUse = ConfigIntValues.RECONSTRUCTOR_USE_PER_BLOCK.getValue();
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if(!worldObj.isBlockIndirectlyGettingPowered(xCoord, yCoord, zCoord) && this.storage.getEnergyStored() >= usePerBlock){
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if(!worldObj.isBlockIndirectlyGettingPowered(xCoord, yCoord, zCoord) && this.storage.getEnergyStored() >= baseUse){
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if(this.currentTime > 0){
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if(this.currentTime > 0){
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this.currentTime--;
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this.currentTime--;
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if(this.currentTime <= 0){
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if(this.currentTime <= 0){
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ForgeDirection sideToManipulate = ForgeDirection.getOrientation(worldObj.getBlockMetadata(xCoord, yCoord, zCoord));
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ForgeDirection sideToManipulate = ForgeDirection.getOrientation(worldObj.getBlockMetadata(xCoord, yCoord, zCoord));
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//Extract energy for shooting the laser itself too!
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//Extract energy for shooting the laser itself too!
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this.storage.extractEnergy(usePerBlock*2, false);
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this.storage.extractEnergy(baseUse, false);
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int distance = ConfigIntValues.RECONSTRUCTOR_DISTANCE.getValue();
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int distance = ConfigIntValues.RECONSTRUCTOR_DISTANCE.getValue();
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for(int i = 0; i < distance; i++){
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for(int i = 0; i < distance; i++){
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@ -66,10 +66,10 @@ public class TileEntityAtomicReconstructor extends TileEntityBase implements IEn
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for(int reachX = -range; reachX < range+1; reachX++){
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for(int reachX = -range; reachX < range+1; reachX++){
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for(int reachZ = -range; reachZ < range+1; reachZ++){
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for(int reachZ = -range; reachZ < range+1; reachZ++){
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for(int reachY = -range; reachY < range+1; reachY++){
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for(int reachY = -range; reachY < range+1; reachY++){
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if(this.storage.getEnergyStored() >= usePerBlock){
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if(this.storage.getEnergyStored() >= baseUse){
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WorldPos pos = new WorldPos(worldObj, coordsBlock.getX()+reachX, coordsBlock.getY()+reachY, coordsBlock.getZ()+reachZ);
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WorldPos pos = new WorldPos(worldObj, coordsBlock.getX()+reachX, coordsBlock.getY()+reachY, coordsBlock.getZ()+reachZ);
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ReconstructorRecipeHandler.Recipe recipe = ReconstructorRecipeHandler.getRecipe(new ItemStack(pos.getBlock(), pos.getMetadata()));
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ReconstructorRecipeHandler.Recipe recipe = ReconstructorRecipeHandler.getRecipe(new ItemStack(pos.getBlock(), pos.getMetadata()));
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if(recipe != null){
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if(recipe != null && this.storage.getEnergyStored() >= baseUse+recipe.energyUse){
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ItemStack output = recipe.getFirstOutput();
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ItemStack output = recipe.getFirstOutput();
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if(output != null){
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if(output != null){
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if(output.getItem() instanceof ItemBlock){
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if(output.getItem() instanceof ItemBlock){
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@ -80,7 +80,7 @@ public class TileEntityAtomicReconstructor extends TileEntityBase implements IEn
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EntityItem item = new EntityItem(worldObj, pos.getX()+0.5, pos.getY()+0.5, pos.getZ()+0.5, output.copy());
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EntityItem item = new EntityItem(worldObj, pos.getX()+0.5, pos.getY()+0.5, pos.getZ()+0.5, output.copy());
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worldObj.spawnEntityInWorld(item);
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worldObj.spawnEntityInWorld(item);
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}
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}
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this.storage.extractEnergy(usePerBlock, false);
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this.storage.extractEnergy(baseUse+recipe.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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@ -91,7 +91,7 @@ public class TileEntityAtomicReconstructor extends TileEntityBase implements IEn
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//Converting the Items
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//Converting the Items
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ArrayList<EntityItem> items = (ArrayList<EntityItem>)worldObj.getEntitiesWithinAABB(EntityItem.class, AxisAlignedBB.getBoundingBox(coordsBlock.getX()-range, coordsBlock.getY()-range, coordsBlock.getZ()-range, coordsBlock.getX()+range, coordsBlock.getY()+range, coordsBlock.getZ()+range));
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ArrayList<EntityItem> items = (ArrayList<EntityItem>)worldObj.getEntitiesWithinAABB(EntityItem.class, AxisAlignedBB.getBoundingBox(coordsBlock.getX()-range, coordsBlock.getY()-range, coordsBlock.getZ()-range, coordsBlock.getX()+range, coordsBlock.getY()+range, coordsBlock.getZ()+range));
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for(EntityItem item : items){
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for(EntityItem item : items){
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if(this.storage.getEnergyStored() >= usePerBlock){
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if(this.storage.getEnergyStored() >= baseUse){
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ItemStack stack = item.getEntityItem();
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ItemStack stack = item.getEntityItem();
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if(stack != null){
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if(stack != null){
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ReconstructorRecipeHandler.Recipe recipe = ReconstructorRecipeHandler.getRecipe(stack);
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ReconstructorRecipeHandler.Recipe recipe = ReconstructorRecipeHandler.getRecipe(stack);
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@ -102,7 +102,7 @@ public class TileEntityAtomicReconstructor extends TileEntityBase implements IEn
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outputCopy.stackSize = stack.stackSize;
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outputCopy.stackSize = stack.stackSize;
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item.setEntityItemStack(outputCopy);
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item.setEntityItemStack(outputCopy);
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this.storage.extractEnergy(usePerBlock, false);
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this.storage.extractEnergy(baseUse, 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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@ -596,7 +596,7 @@ booklet.actuallyadditions.chapter.blackLotus.text.1=Think of this: <n>You need t
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booklet.actuallyadditions.chapter.blackLotus.text.2=<i>No, not that one, Vaz
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booklet.actuallyadditions.chapter.blackLotus.text.2=<i>No, not that one, Vaz
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booklet.actuallyadditions.chapter.crystals.name=Crystals and Reconstructor
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booklet.actuallyadditions.chapter.crystals.name=Crystals and Reconstructor
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booklet.actuallyadditions.chapter.crystals.text.1=For many Crafting Operations in <imp>Actually Additions<r>, you will need <item>Crystals<r> or <item>Crystal Blocks<r>. <n>These can be made using an <item>Atomic Reconstructor<r>. Just place one down facing in any direction and it will <imp>shoot out a red laser<r>. When placing some of the blocks shown on the following pages in front of the laser, they will be <imp>converted into Crystals<r>. <n>During each conversion, it uses <imp><power> RF<r>.
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booklet.actuallyadditions.chapter.crystals.text.1=For many Crafting Operations in <imp>Actually Additions<r>, you will need <item>Crystals<r> or <item>Crystal Blocks<r>. <n>These can be made using an <item>Atomic Reconstructor<r>. Just place one down facing in any direction and it will <imp>shoot out a red laser<r>. When placing some of the blocks shown on the following pages in front of the laser, they will be <imp>converted into Crystals<r>. <n>During the shooting of a laser and one conversion, it uses at least <imp><power> RF<r>, but the rate varies depending on the converted block.
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booklet.actuallyadditions.chapter.crystals.text.2=The way this works is that the laser <imp>searches for a block<r>, and when it finds one, it converts <imp>all blocks and items on the ground<r> in that area into their Crystal forms (if they have one!). <n><n>When trying to power the Reconstructor, at first you will notice that <imp>many power sources require crystals<r> to be crafted. Not to worry, though, as you can <imp>use<r> <item>Coal Generators<r> to create your first couple of crystals before you can <imp>upgrade to better sources<r>.
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booklet.actuallyadditions.chapter.crystals.text.2=The way this works is that the laser <imp>searches for a block<r>, and when it finds one, it converts <imp>all blocks and items on the ground<r> in that area into their Crystal forms (if they have one!). <n><n>When trying to power the Reconstructor, at first you will notice that <imp>many power sources require crystals<r> to be crafted. Not to worry, though, as you can <imp>use<r> <item>Coal Generators<r> to create your first couple of crystals before you can <imp>upgrade to better sources<r>.
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booklet.actuallyadditions.chapter.crystals.text.4=When you have crafted a couple of items, you might want to find a way to <imp>automate this<r>. <n>There is a very simple way to do accomplish this: <n>Place the <item>Atomic Reconstructor<r> down facing into a <item>Precision Dropper<r> (to find it, look it up in the <imp>All Items and Search<r> Entry!). <n>Next, place a <item>Ranged Collector<r> in the area that has the converted items set as a whitelist. <n>Now you can just chuck your raw materials into the Dropper to convert them!
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booklet.actuallyadditions.chapter.crystals.text.4=When you have crafted a couple of items, you might want to find a way to <imp>automate this<r>. <n>There is a very simple way to do accomplish this: <n>Place the <item>Atomic Reconstructor<r> down facing into a <item>Precision Dropper<r> (to find it, look it up in the <imp>All Items and Search<r> Entry!). <n>Next, place a <item>Ranged Collector<r> in the area that has the converted items set as a whitelist. <n>Now you can just chuck your raw materials into the Dropper to convert them!
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