There's been a couple of bug reports in the past where the game would
crash if a turtle is destroyed while breaking a block (typically due to
the block exploding). This commit adds a test, to ensure that this is
handled gracefully.
I'm not entirely sure this is testing the right thing. Looking at the
issues in question, it doesn't look like I ever managed to reproduce the
bug. However, it's hopefully at least a quick sanity test to check we
never break this case.
Computer drops are currently[^1] implemented via a dynamic drop. To
support this, we need to inject the dynamic drop into the loot
parameters.
We currently do this by implementing our own drop logic in
playerWillDestroy[^2], manually creating the loot params and adding our
additional drop. However, if the item is dropped via some other method
(such as via explosions), we'll go through vanilla's drop logic and so
never add the dynamic drop!
The correct way to do this is to override getDrops to add the dynamic
drop instead. I don't know why we didn't always do this -- the code in
question was first written for MC 1.14[^3], when things were very
different.
[^1]: This is no longer the case on 1.21, where we can just copy
capabilities.
[^2]: We need to override vanilla's drop behaviour to ensure items are
dropped in creative mode.
[^3]: See 594bc4203c6470e624a5f5e5edb2436590d1706c. Which probably means
the bug has been around for 5 years :/.
Disk IDs and treasure disk colour were not being correctly converted.
This also adds several tests to ensure that these items are handled
correctly.
Closes#1934.
There's a mismatch between how Lua and JSON's values are defined, which
means that serialisation is a little confusing at times. This commit
attempts to document them a little better.
Closes#1885, closes#1920
This check should be impossible (the BE has not been removed, but is no
longer present in the world), but we've had one instance where it has
happened (#1925). I don't have a good solution here, so at least let's
print both BEs for now.
Historically we'd provide specific data based on the current item and
NBT (hence BasicItemDetailProvider). However, with components, it now
makes sense to provide details for all items with a specific component.
This commit adds a new "ComponentDetailProvider" class, that reads a
component from an item stack (or other component holder) and provides
details about it if present.
Allow registering details providers matching any super type, not just
the exact type. This is mostly useful for 1.21, where we can have
providers for any DataComponentHolder, not just item stacks.
This adds a new mechanism for attaching additional objects to a
computer, allowing them to be queried by other mods. This is primarily
designed for mods which add external APIs, allowing them to add APIs
which depend on the computer's position or can interact with the turtle
inventory.
I will stress that the use-cases for custom APIs are few and far
between. Almost all the time a peripheral would be the better option,
and I am wary that this PR will encourage misuse of APIs. However, there
are some legitimate use-cases, and I think we should enable them.
- Add a new "ComputerComponent" class, and several built-in components
(for turtle, pocket and command computers).
- Add a method to `IComputerSystem` to read a component from the
computer. We also add methods to get the level and position of the
computer.
- Move all our existing APIs (built-in turtle, pocket, command) to use
the public API.
We don't actually use this functionality in other projects (e.g.
emulators). In fact the method to add new APIs only exists in the mod
itself!
We still need some mechanism to remove mounts when the computer is
shutdown. We add a new ApiLifecycle interface (with startup and
shutdown hooks), and use those in the ComputerSystem impl.
Oh, I hate the pocket computer code so much. Minecraft was really not
designed to attach this sort of behaviour to computers. This commit is
an attempt of cleaning this up[^1].
Firstly, we move the the pocket computer state (upgrades, light) out of
PocketServerComputer and into a new PocketBrain class. This now acts as
the sole source-of-truth, with all state being synced back to the
original item stack on the entity tick.
This also adds a new PocketHolder interface, which generalises over the
various types that can hold a pocket computer (players and item
entities right now, possibly lecterns in the future).
[^1]: I'd say simplifying, but this would be a lie.
- Update to latest NeoForge, fixing issues with config API changes.
Closes#1903.
- Update to latest Fabric, switching to the ender pearl conventional
tag, and new loot API.
In c8eadf401190db2b9c3145f768063097b9c345bd we marked our various modems
as "brittle", which ensures they do not pop-off computers when the whole
structure moves.
However, this still requires the modem to be glued — if the modem is
outside the superglue range, it will still pop off. We can fix it by
registering a special "attached check" for the various modem blocks,
which says that the modem should be moved when the adjacent block does.
Fixes#1913
The EsperNet webchat has been decommissioned, with no plans to
replace. KiwiIRC is the recommended replacement, but I'm not comfortable
using it as a drop-in replacement[^1], so I've rephrased this section to
make it more clear.
[^1]: There seems to be ongoing issues with TLS certificates
(https://github.com/kiwiirc/kiwiirc/issues/1870), which meant it
wasn't usable when I first tried.
This avoids us having to support requireless environments inside
cc.strings.
I do kinda wonder if os.loadAPI-loaded files should also have their own
shared "require", just so we're not loading 10 copies of cc.expect.
- Update location of the generated language file to point to common
rather than Fabric.
- Remove usage of OrderedDict, as dicts are ordered on recent versions
of Python.
- Rename ToolActions to ItemAbilities. Closes#1881.
- Remove our source set helper, as NG has built-in support for this
now.
- Remove our code to generate new JavaExec tasks from runs, as NG now
generates JavaExec tasks normally.
- Add a new computercraft:turtle_overlay dynamic registry, which stores
turtle overlays. Turtle overlays are just a model id and an
(optional) boolean flag, which specifies whether this overlay is
compatible with the elf/christmas model.
- Change the computercraft:overlay component to accept a
Holder<TurtleOverlay> (instead of just a model ID). This accepts both
an overlay ID or an inline overlay object (e.g. you can do
cc:turtle_normal[computercraft:overlay={model:"foo"}].
- Update turtle model and BE rendering code to render both the overlay
and elf (if compatible). Fixes#1663.
- Ideally we'd automatically load all models listed in the overlay
registry. However, resource loading happens separately to datapacks,
so we can't link the two.
Instead, we add a new assets/computercraft/extra_models.json file
that lists any additional models that should be loaded and baked.
This file includes all built-in overlay models, but external resource
packs and/or mods can easily extend it.
Build system:
- Switch to our new maven server. This has a cleaner separation between
published packages and mirrored packages, to avoid leaking those into
other people's builds.
- Update Gradle and Loom versions.
Code:
- Link to definitions instead in the breaking changes page.
- Fix several unused variable warnings.
Other:
- Remove unsupported Minecraft versions from the issue template.
The X scale factor should now be flipped. I'm not quite sure what in MC
has meant this should be changed, possibly the cameraOrientation matrix?
Fixes#1872