forked from TAIGA/TAIGA
* Developement tests for nbt data in traits * Lot of trait changes and better balancing * Traits reworked a bit, new traits added. * First correction of NBT Data in Trait (Soulbound). Is shown twice. Still needs corrections. * Few fixes in traits and new trait "catcher" * Small fix, needs workaround * fixed some catch issues * Fixed Catcher and Reviving Traits, new Trait: Souleater. Updated build.gradle for new TiC Version. * Splitted SoulEater to get the bad touch to an extra trait "Cursed". Added method for using nbt more easily. Changed declaration names of fluids * Some minor changes in Traits, Registry and Utils. * Iron_nugget is replaced with oreDict Item when not loaded via TAIGA. * Beginning of new material integration. Lot of names changed, lot more work to do here. Many null pointer exceptions and no changes of values up to now. * Some Small changes in names, registry and recipes * Some weird stuff I don't remember :D * fixed some things I missed while merging * Rollback to something * More Stuff * fixed some merging stuff * Fixed some misspelled names. Actually working with lots of restrictions. * Rearranged alloys, tried to add blocks / ingots for non-tinker-materials, but they won't work. * Again tried to fix the melting issue, but non-tinker materials still are not able to be casted as a block, ingot or nugget... * Fixed integration of materials without tools. * changed IMC to direct lib calls * removed more IMC, removed redundant code * some reformatting * Alloy integration reworked, needs to be balanced. * updated deps, renamed some func's, added duplicate material check * some more renaming * some reformatting, fixed wrong import, fixed string cmp's * Added images for blocks, ingots, nuggets and dust. Json changes do not work yet. * some reformatting * Removed old json files. Placeholder needed. * Fixed block json, items not working yet. * Fixed my own derp (missing json files) * Reduced materials to ensure unique traits for most of them. Still 30 though, but reduced by 20 more :'( RIP * Changed some generator stuff, not working properly right now! * rewrote offset generation, added some debug command, fixed some stuff * fixed on-surface-generation, made dependencies more flexible * reverted gen-weight back to its normal value * Meteor generator implemented. * fixed generating on ground * optimized a thing * Replaced Uru with Osram, replaced Meteorite with Uru, added Meteorite again for Hull-Material and late game alloy. * Some changes in generation of ores, not ready yet. * Added Cobble Meteorite. Added debug command. Implemented rest of ore generation. Some minor fixes left for generation including balancing. * Some changes for ore generation. Added 2 separate Generic Blocks for meteorite and their cobble variant. * some cleanup in Generator class, added meteor world save handler * Added Textures. Added blockstates and item models. Fixed fluid rendering. * renamed world save data file to be little more specific, removed a unused method * some preps for the upcoming release * First attempt of well balancing material stats. Renamed TiberiumX to Triberium. * Final changes... ready for beta testing * Added missing alloys. * Corrected balancing of ore generation. Still WIP * removed some last debug out * one last reformat
150 lines
6.1 KiB
Java
150 lines
6.1 KiB
Java
package com.sosnitzka.taiga.proxy;
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import com.sosnitzka.taiga.Blocks;
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import com.sosnitzka.taiga.Items;
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import com.sosnitzka.taiga.TAIGA;
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import com.sosnitzka.taiga.TAIGAConfiguration;
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import net.minecraft.block.Block;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.renderer.ItemMeshDefinition;
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import net.minecraft.client.renderer.block.model.ModelResourceLocation;
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import net.minecraft.client.renderer.block.statemap.StateMapperBase;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.model.ModelLoader;
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import net.minecraftforge.fluids.Fluid;
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import slimeknights.tconstruct.library.client.MaterialRenderInfo;
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import slimeknights.tconstruct.library.client.texture.MetalTextureTexture;
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import slimeknights.tconstruct.library.materials.Material;
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import javax.annotation.Nonnull;
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import java.lang.reflect.Field;
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import static com.sosnitzka.taiga.Fluids.*;
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import static com.sosnitzka.taiga.MaterialTraits.*;
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@SuppressWarnings("unused")
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public class ClientProxy extends CommonProxy {
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private static void registerBlockModel(Block block) {
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registerItemModel(Item.getItemFromBlock(block));
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}
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private static void registerItemModel(Item item) {
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Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory"));
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}
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@Override
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public void registerModels() {
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Field[] itemFields = Items.class.getDeclaredFields();
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for (Field field : itemFields) {
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if (java.lang.reflect.Modifier.isStatic(field.getModifiers())) {
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Class<?> targetType = field.getType();
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try {
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Item item = (Item) field.get(targetType);
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registerItemModel(item);
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} catch (IllegalAccessException e) {
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e.printStackTrace();
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}
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}
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}
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Field[] blockFields = Blocks.class.getDeclaredFields();
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for (Field field : blockFields) {
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if (java.lang.reflect.Modifier.isStatic(field.getModifiers())) {
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Class<?> targetType = field.getType();
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try {
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Block block = (Block) field.get(targetType);
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registerBlockModel(block);
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} catch (IllegalAccessException e) {
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e.printStackTrace();
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}
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}
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}
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}
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public void setRenderInfo(final Material material) {
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if (material.equals(adamant)) metalRender(material, adamantFluid.getColor(), 1f, 0.8f, 0f);
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else if (material.equals(duranite)) metalRender(material, duraniteFluid.getColor(), .4f, .4f, 0);
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else if (material.equals(tiberium)) metalRender(material, tiberiumFluid.getColor(), 1f, .3f, 0f);
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else if (material.equals(palladium)) metalRender(material, palladiumFluid.getColor(), .7f, .6f, 0f);
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else if (material.equals(osram)) metalRender(material, osramFluid.getColor(), .7f, .6f, 0f);
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else if (material.equals(tritonite)) metalRender(material, tritoniteFluid.getColor(), .3f, .3f, 0f);
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else if (material.equals(nucleum)) metalRender(material, nucleumFluid.getColor(), .4f, .6f, .2f);
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else if (material.equals(triberium)) metalRender(material, triberiumFluid.getColor(), 2f, 2f, 0.5f);
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else if (material.equals(solarium)) metalRender(material, solariumFluid.getColor(), 1.5f, 1.5f, 0.5f);
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else if (material.equals(uru)) metalRender(material, uruFluid.getColor(), 1.0f, 1.0f, 0.3f);
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else if (material.equals(imperomite)) metalRender(material, imperomiteFluid.getColor(), 0.4f, 1.0f, 0.7f);
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else if (material.equals(vibranium)) metalRender(material, vibraniumFluid.getColor(), 0.6f, .8f, 1f);
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else if (material.equals(valyrium)) metalRender(material, valyriumFluid.getColor(), .8f, 1.5f, -0.1f);
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else {
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material.setRenderInfo(new MaterialRenderInfo.BlockTexture("taiga:blocks/block/" + material.getIdentifier()));
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}
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}
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private void metalRender(final Material material, final int f, final float shine, final float brightness, final float hueshift) {
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material.setRenderInfo(new MaterialRenderInfo.AbstractMaterialRenderInfo() {
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@Override
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public TextureAtlasSprite getTexture(TextureAtlasSprite baseTexture, String location) {
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return new MetalTextureTexture("taiga:materials/" + material.getIdentifier(), baseTexture, location, f, shine, brightness, hueshift);
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}
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});
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}
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@Override
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public void registerFluidModels(Fluid fluid) {
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if (fluid == null) {
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return;
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}
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Block block = fluid.getBlock();
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if (block != null) {
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Item item = Item.getItemFromBlock(block);
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FluidStateMapper mapper = new FluidStateMapper(fluid);
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// item-model
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if (item != null) {
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ModelLoader.registerItemVariants(item);
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ModelLoader.setCustomMeshDefinition(item, mapper);
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}
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// block-model
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ModelLoader.setCustomStateMapper(block, mapper);
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}
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}
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@Override
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public void initConfig() {
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super.initConfig();
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TAIGAConfiguration.clientPreInit();
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}
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public static class FluidStateMapper extends StateMapperBase implements ItemMeshDefinition {
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public final Fluid fluid;
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public final ModelResourceLocation location;
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public FluidStateMapper(Fluid fluid) {
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this.fluid = fluid;
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// have each block hold its fluid per nbt? hm
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this.location = new ModelResourceLocation(new ResourceLocation(TAIGA.MODID, "fluid_block"), fluid.getName());
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}
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@Nonnull
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@Override
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protected ModelResourceLocation getModelResourceLocation(@Nonnull IBlockState state) {
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return location;
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}
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@Nonnull
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@Override
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public ModelResourceLocation getModelLocation(@Nonnull ItemStack stack) {
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return location;
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}
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}
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}
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