- Restrict what items can be inserted into printers. They're now closer
to brewing stands or furnaces: nothing can go in the output slot,
only ink in the ink slot, and only paper in the paper slot.
- Fix build.gradle using the wrong version
- Trim the width of tables to fit when displaying on the client. Closes
#45. Note, our solution isn't perfect, as it will wordwrap too, but
it's adaquate for now.
It's rather embarassing that it's been restructured _again_, but I think
this is a nice middle-ground. The previous implementation was written
mostly for Fabric, which doesn't always map perfectly to Forge.
- Move the message identifier into the registration phrase. It's not
really a property of the message itself, rather a property of the
registry, so better suited there.
- Move message handling into the message itself. Honestly, it was just
ending up being rather messy mixing the logic in two places.
This also means we can drop some proxy methods, as it's easier to
have conditionally loaded methods.
- Move network registry into a dedicated class, as that's what we're
doing for everything else.
- Remove redundant constructors and super calls
- Standardise naming of texture fields
- Always use postfix notations for loops
- Cleanup several peripheral classes
Previously we would send computer state (labels, id, on/off) through the
ClientComputer rather than as part of the TE description. While this
mostly worked fine, it did end up making things more complex than they
needed to be.
We sync most data to the tile each tick, so there's little risk of
things getting out of date.
This uses a custom ComputerCraft packet to send chat messages to the
client. When received, we delete all messages of the same category
before sending the new ones.
This avoids cluttering the chat with near-identical messages, and helps
make working with the "individual dump" command easier, as the previous
computer's dump output is deleted.
Also change the max height of the TextTable to 18, so it fits within
Minecraft's default chat limit.
This splits the computer state (blinking, label, etc...) and terminal
state into two separate packets. When a computer changes, the computer
state is sent to all players and the terminal state is sent to players
who are curerntly using the computer.
This reduces network usage by a substantial amount.
Breaking a disk drive was not stopping the record being played as the
block event never reached the client. Instead, we send a custom packet
which starts/stops music at a given location.
We also remove all the plumbing for eventReceived/sendBlockEvent from
the generic block/tile classes, as they are no longer used.
Closes#443
- Convert most recipes to JSON
- Add JSON factories for impostor and turtle recipes.
- Several mappings changes
- Migrate to Forge's new registry system
This will hopefully make it easier to track down various issues which
might otherwise go unnoticed or provide little information.
The main areas modified are those that external APIs may provide values
for or interact with: various providers and ILuaObject/IPeripheral
implementations. However, we do also log in a couple of other places
which indicate a problem with this, or another, mod.
Packets will be discarded if the sending player is not currently
interacting with the appropriate computer. This ensures players cannot
control other people's computers.
This is enforced by checking if the current container is a "computer
container", and this container holds the correct computer.
Updated the source code to the version shipped as the 1.80pr0 alpha
release. Also removed some unnecessary files from the LuaJ subfolder
which were bulking up the repository.