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https://github.com/Ellpeck/ActuallyAdditions.git
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ab5a4d29b1
commit
f7576c652a
4 changed files with 16 additions and 3 deletions
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@ -35,6 +35,8 @@ public interface ILaserRelayConnectionHandler{
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boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender);
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boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender);
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boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender, boolean removeIfConnected);
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void removeConnection(World world, BlockPos firstRelay, BlockPos secondRelay);
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void removeConnection(World world, BlockPos firstRelay, BlockPos secondRelay);
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LaserType getTypeFromLaser(TileEntity tile);
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LaserType getTypeFromLaser(TileEntity tile);
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@ -59,7 +59,7 @@ public class ItemLaserWrench extends ItemBase{
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int lowestRange = Math.min(relay.getMaxRange(), savedRelay.getMaxRange());
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int lowestRange = Math.min(relay.getMaxRange(), savedRelay.getMaxRange());
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int range = lowestRange*lowestRange;
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int range = lowestRange*lowestRange;
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if(ItemPhantomConnector.getStoredWorld(stack) == world && savedRelay.type == relay.type && distanceSq <= range && ActuallyAdditionsAPI.connectionHandler.addConnection(savedPos, pos, relay.type, world)){
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if(ItemPhantomConnector.getStoredWorld(stack) == world && savedRelay.type == relay.type && distanceSq <= range && ActuallyAdditionsAPI.connectionHandler.addConnection(savedPos, pos, relay.type, world, false, true)){
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ItemPhantomConnector.clearStorage(stack, "XCoordOfTileStored", "YCoordOfTileStored", "ZCoordOfTileStored", "WorldOfTileStored");
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ItemPhantomConnector.clearStorage(stack, "XCoordOfTileStored", "YCoordOfTileStored", "ZCoordOfTileStored", "WorldOfTileStored");
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((TileEntityLaserRelay)savedTile).sendUpdate();
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((TileEntityLaserRelay)savedTile).sendUpdate();
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@ -128,6 +128,11 @@ public final class LaserRelayConnectionHandler implements ILaserRelayConnectionH
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*/
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*/
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@Override
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@Override
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public boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender){
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public boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender){
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return this.addConnection(firstRelay, secondRelay, type, world, suppressConnectionRender, false);
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}
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@Override
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public boolean addConnection(BlockPos firstRelay, BlockPos secondRelay, LaserType type, World world, boolean suppressConnectionRender, boolean removeIfConnected){
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if(firstRelay == null || secondRelay == null || firstRelay == secondRelay || firstRelay.equals(secondRelay)){
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if(firstRelay == null || secondRelay == null || firstRelay == secondRelay || firstRelay.equals(secondRelay)){
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return false;
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return false;
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}
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}
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@ -145,8 +150,14 @@ public final class LaserRelayConnectionHandler implements ILaserRelayConnectionH
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}
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}
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//The same Network
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//The same Network
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else if(firstNetwork == secondNetwork){
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else if(firstNetwork == secondNetwork){
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if(removeIfConnected){
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this.removeConnection(world, firstRelay, secondRelay);
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return true;
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}
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else{
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return false;
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return false;
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}
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}
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}
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//Both relays have laserRelayNetworks
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//Both relays have laserRelayNetworks
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else if(firstNetwork != null && secondNetwork != null){
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else if(firstNetwork != null && secondNetwork != null){
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mergeNetworks(firstNetwork, secondNetwork, world);
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mergeNetworks(firstNetwork, secondNetwork, world);
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@ -1057,7 +1057,7 @@ booklet.actuallyadditions.chapter.hairBalls.text.2=<item>Balls of Fur<r> are an
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booklet.actuallyadditions.chapter.laserIntro.name=Intro to Laser Relays
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booklet.actuallyadditions.chapter.laserIntro.name=Intro to Laser Relays
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booklet.actuallyadditions.chapter.laserIntro.text.1=<item>Laser Relays<r> exist in <imp>different variants<r>, however, they all have the same basic functionality. <n>A <item>Laser Relay<r> can be connected to one ore more other laser relays using a <item>Laser Wrench<r>. This can be achieved by <imp>right-clicking<r> the first relay and then right-clicking the second one. There can be an <imp>infinite number<r> of interconnected Laser Relays, making what is called a <item>Network<r> or <item>System<r>. Such a network will have no predefined starting or end point, but instead,
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booklet.actuallyadditions.chapter.laserIntro.text.1=<item>Laser Relays<r> exist in <imp>different variants<r>, however, they all have the same basic functionality. <n>A <item>Laser Relay<r> can be connected to one ore more other laser relays using a <item>Laser Wrench<r>. This can be achieved by <imp>right-clicking<r> the first relay and then right-clicking the second one. There can be an <imp>infinite number<r> of interconnected Laser Relays, making what is called a <item>Network<r> or <item>System<r>. Such a network will have no predefined starting or end point, but instead,
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booklet.actuallyadditions.chapter.laserIntro.text.2=every <item>Laser Relay<r> has <imp>access to interact with all of the other ones<r> in different ways. <n>Connecting two <item>Laser Relays<r> has some restrictions, however. First of all, two connected <item>Laser Relays<r> must be <imp>at most <range> blocks apart<r> from each other. <n>Additionally, two <item>Laser Relays<r> of a <imp>different type<r> cannot be connected to one another. <n><n><i>View the other items in this chapter to find out more about different types of Laser Relays!
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booklet.actuallyadditions.chapter.laserIntro.text.2=every <item>Laser Relay<r> has <imp>access to interact with all of the other ones<r> in different ways. <n>Connecting two <item>Laser Relays<r> has some restrictions, however. First of all, two connected <item>Laser Relays<r> must be <imp>at most <range> blocks apart<r> from each other. <n>Additionally, two <item>Laser Relays<r> of a <imp>different type<r> cannot be connected to one another. <n><n><i>View the other items in this chapter to find out more about different types of Laser Relays!
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booklet.actuallyadditions.chapter.laserIntro.text.3=<imp>Hovering over<r> Laser Relays with the <item>Laser Wrench<r> will also bring up useful information like the <imp>energy flow configuration<r> or the <imp>priority configuration<r>.
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booklet.actuallyadditions.chapter.laserIntro.text.3=<imp>Hovering over<r> Laser Relays with the <item>Laser Wrench<r> will also bring up useful information like the <imp>energy flow configuration<r> or the <imp>priority configuration<r>. <n><n>Additionally, linking two <imp>already connected<r> Laser Relays will cause them to <imp>disconnect<r>.
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booklet.actuallyadditions.chapter.laserRelays.name=Energy Laser Relays
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booklet.actuallyadditions.chapter.laserRelays.name=Energy Laser Relays
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booklet.actuallyadditions.chapter.laserRelays.text.1=The <item>Energy Laser Relay<r> is a block that can <imp>wirelessly transfer CF<r>. <n>When placing a Power Generator or Receiver next to the relay, it can receive Power <imp>from any other relay<r> in the network and send power <imp>to any other relay<r> as well. <n>During an energy transfer, they have a slight <imp>Energy Loss<r>, but nothing to worry about, especially because it's <imp>per transfer<r>, so it doesn't matter how many Lasers are inbetween two machines, the loss will <imp>always be the same amount<r>.
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booklet.actuallyadditions.chapter.laserRelays.text.1=The <item>Energy Laser Relay<r> is a block that can <imp>wirelessly transfer CF<r>. <n>When placing a Power Generator or Receiver next to the relay, it can receive Power <imp>from any other relay<r> in the network and send power <imp>to any other relay<r> as well. <n>During an energy transfer, they have a slight <imp>Energy Loss<r>, but nothing to worry about, especially because it's <imp>per transfer<r>, so it doesn't matter how many Lasers are inbetween two machines, the loss will <imp>always be the same amount<r>.
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