package WayofTime.bloodmagic.tile; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.Map.Entry; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.util.ITickable; import WayofTime.bloodmagic.api.incense.EnumTranquilityType; import WayofTime.bloodmagic.api.incense.IIncensePath; import WayofTime.bloodmagic.api.incense.IncenseTranquilityRegistry; import WayofTime.bloodmagic.api.incense.TranquilityStack; import WayofTime.bloodmagic.api.ritual.AreaDescriptor; public class TileIncenseAltar extends TileInventory implements ITickable { public AreaDescriptor incenseArea = new AreaDescriptor.Rectangle(new BlockPos(-5, -5, -5), 11); public static int maxCheckRange = 5; public Map tranquilityMap = new HashMap(); public double incenseAddition = 0; //Self-sacrifice is multiplied by 1 plus this value. public int roadDistance = 0; //Number of road blocks laid down public TileIncenseAltar() { super(1, "incenseAltar"); } @Override public void update() { AxisAlignedBB aabb = incenseArea.getAABB(getPos()); List playerList = worldObj.getEntitiesWithinAABB(EntityPlayer.class, aabb); if (playerList.isEmpty()) { return; } } public void recheckConstruction() { //TODO: Check the physical construction of the incense altar to determine the maximum length. int maxLength = 3; //Max length of the path. The path starts two blocks away from the center block. int yOffset = 0; Map tranquilityMap = new HashMap(); for (int currentDistance = 2; currentDistance < currentDistance + maxLength; currentDistance++) { boolean canFormRoad = false; level: for (int i = -maxCheckRange + yOffset; i <= maxCheckRange + yOffset; i++) { BlockPos verticalPos = pos.add(0, i, 0); canFormRoad = true; for (EnumFacing horizontalFacing : EnumFacing.HORIZONTALS) { BlockPos facingOffsetPos = verticalPos.offset(horizontalFacing, currentDistance); for (int j = -1; j <= 1; j++) { BlockPos offsetPos = facingOffsetPos.offset(horizontalFacing.rotateY(), j); IBlockState state = worldObj.getBlockState(offsetPos); Block block = state.getBlock(); if (!(block instanceof IIncensePath && ((IIncensePath) block).getLevelOfPath(worldObj, offsetPos, state) >= currentDistance - 2)) { canFormRoad = false; break level; } } } if (canFormRoad) { yOffset = i; } } if (canFormRoad) { for (int i = -currentDistance; i <= currentDistance; i++) { for (int j = -currentDistance; j <= currentDistance; j++) { if (Math.abs(i) != currentDistance && Math.abs(j) != currentDistance) { break; //TODO: Can make this just set j to currentDistance to speed it up. } for (int y = -1 + yOffset; y <= 1 + yOffset; y++) { BlockPos offsetPos = pos.add(i, yOffset, j); IBlockState state = worldObj.getBlockState(offsetPos); Block block = state.getBlock(); TranquilityStack stack = IncenseTranquilityRegistry.getTranquilityOfBlock(worldObj, offsetPos, block, state); if (stack != null) { if (!tranquilityMap.containsKey(stack.type)) { tranquilityMap.put(stack.type, stack.value); } else { tranquilityMap.put(stack.type, tranquilityMap.get(stack.type) + stack.value); } } } } } } else { roadDistance = currentDistance - 2; break; } } this.tranquilityMap = tranquilityMap; double totalTranquility = 0; for (Entry entry : tranquilityMap.entrySet()) { totalTranquility += entry.getValue(); } if (totalTranquility <= 0) { return; } double appliedTranquility = 0; for (Entry entry : tranquilityMap.entrySet()) { appliedTranquility += Math.sqrt(entry.getValue()); } } }