Well, mostly. We currently don't do recipe serializers as I'm a little
too lazy. For items, blocks and TE types this does make registration
nicer - we've some helper functions which help reduce duplication.
Some types (containers, TEs, etc..) are a little less nice, as we now
must define the registry object (i.e. the WhateverType<?>) in a separate
class to the class it constructs. However, it's probably a worthwhile
price to pay.
So very little works, but it compiles and runs.
Things to resolve over the next few days:
- Horrible mappings (should largely be resolved by tomorrow).
- Cannot send extra data over containers - we'll have to see what Forge
does here.
- Turtle models are broken
- No block drops yet - this will largely be cherry-picking whatever I
did on Fabric.
- Weird inventory desyncs (items don't show up initially when
interacting with a CC inventory).
- Probably lots of other things.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
Previously we would register the recipes within our code, but the
advancements were written manually. This now generates JSON files for
both the advancement and recipe.
While this does mean we're shipping even more JSON, we'll need to do
this for 1.13 anyway, and means our advancements are guaranteed to be
consistent.
On a side note, a couple of other changes:
- Turtle upgrades are now mounted on the right in the creative
menu/fake recipes. This means the upgrade is now clearly visible in
the inventory.
- We no longer generate legacy turtle items at all: we'll always
construct turtle_expanded.
- Several peripheral items are no longer registered as having sub-types
(namely advanced and full-block modems).
- We only have one disk advancement now, which unlocks all 16 recipes.
- We have removed the disk conversion recipes - these can be
exposed through JEI if needed.
This is done in 1.13+ for items and blocks, so we might as well do it
for upgrades now. Note we can't do it for ender pocket modems, as the
upgrade ID is spelled incorrectly there.
This means we can avoid several rather ugly instances of getItemBlock
and a cast. We also derive the ItemBlock's registered name from the
block's name, which makes the register a little less ugly.
- All "named" entries (blocks, items, recipes, TEs and pocket/turtle
upgrades) are registeredin one place.
- Most client side models/textures are registered in ClientRegistry -
we can't do item colours or TEs for now, as these aren't event based.
- A little cleanup to how we handle ItemPocketComputer models.