Finished work on ISided nature of the alchemy table

This commit is contained in:
WayofTime 2016-05-02 11:45:11 -04:00
parent a03bc4d9a9
commit f9fc33d1ee

View file

@ -112,7 +112,15 @@ public class TileAlchemyTable extends TileInventory implements ISidedInventory,
@Override
public int[] getSlotsForFace(EnumFacing side)
{
return new int[0];
switch (side)
{
case DOWN:
return new int[] { outputSlot };
case UP:
return new int[] { orbSlot, toolSlot };
default:
return new int[] { 0, 1, 2, 3, 4, 5 };
}
}
@Override
@ -122,10 +130,21 @@ public class TileAlchemyTable extends TileInventory implements ISidedInventory,
{
case DOWN:
return index != outputSlot && index != orbSlot && index != toolSlot;
case UP:
if (index == orbSlot && stack != null && stack.getItem() instanceof IBloodOrb)
{
return true;
} else if (index == toolSlot)
{
return true; //TODO:
} else
{
return true;
}
default:
break;
}
return false;
return true;
}
@Override
@ -135,18 +154,19 @@ public class TileAlchemyTable extends TileInventory implements ISidedInventory,
{
case DOWN:
return index == outputSlot;
// case EAST:
// break;
// case NORTH:
// break;
// case SOUTH:
// break;
// case UP:
// break;
// case WEST:
// break;
case UP:
if (index == orbSlot && stack != null && stack.getItem() instanceof IBloodOrb)
{
return true;
} else if (index == toolSlot)
{
return true; //TODO:
} else
{
return true;
}
default:
return false;
return true;
}
}