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 594bc4203c. Which probably means
the bug has been around for 5 years :/.
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.
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.
In c8eadf4011 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
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.
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.
Due to the earlier commits, the only functionality this block entity
adds is to register the command API. This commit:
- Add the command API when constructing the ServerComputer instead.
This is not a good long-term solution (I think we need to make API
factories more powerful), but is sufficient for now.
- Replace usages of CommandComputerBlockEntity with a normal
ComputerBlockEntity.
- Move the command permisssion checks to a new
ComputerFamily.checkUsable method (from
CommandComputerBlockEntity and ViewComputerMenu). I don't feel great
about putting new functionality in ComputerFamily (trying to move
away from it), but I think this is fine for now.
- Use this method from within the computer menu and computer block, to
check whether computers can be interacted with.
- Remove ViewComputerMenu, as it now no longer needs any special
is-usable logic.
Historically we used to have separate menu types for computers and
pocket computers, as the screen had to be initialised with the correct
terminal size.
However, as of c49547b962 (which was
admittedly two years ago now), we have the terminal available when
constructing the screen, and so the code for the two is identical.
This change actually merges the two screens, replacing usages of the
pocket computer UI with the computer one.
Historically (and according to the docs) getAudioTitle returned "false"
when the drive was empty (or had invalid media), and "null" when the
disk had no item. This was accidentally changed in a later refactor --
this change fixes that behaviour.
We keep getting bug reports on 1.20.1 about an Optifine bug that causes
Forge's capabilities to not work (#1458). The cause of this bug is not
immediately visible to users, and can be very confusing when hit.
Optifine have not released a fix for this bug (despite it being reported
a year ago), and we continue to receive bug reports about it.
Nobody likes it when mods complain about other mods. So much Minecraft
drama can be traced back to this, and it's a slippery slope to go down.
I've tried to keep this as unobtrusive as possible — it's just a chat
message at world join, and it'll turn off if the bug is fixed.
Turtles currently read their textures from a single 128x128 sprite
sheet. Most of this texture is unused which means we end up wasting a
lot of the block texture atlas[^1].
This change splits up the turtle textures into individual 32x32
textures[^2], one for each side, and then an additional backpack
texture.
I'm very sorry to any resource pack artists out there. The
tools/update-resources.py script will update existing packs, but does
not (currently) handle non-standard resolutions.
[^1]: It used to be worse: https://github.com/dan200/ComputerCraft/issues/145
[^2]: Turtle textures are a bit weird, in that they mostly *look* 16x16,
but have some detail in places.
In 1.20.1, Forge and Fabric have different "common" tag conventions (for
instance, Forge uses forge:dusts/redstone, while Fabric uses
c:redstone_dusts). This means the generated recipes (and advancements)
will be different for the two loader projects. As such, we run data
generators for each loader, and store the results separately.
However, aside from some recipes and advancements, most resources /are/
the same between the two. This means we end up with a lot of duplicate
files, which make the diff even harder to read. This gets worse in
1.20.5, when NeoForge and Fabric have (largely) unified their tag names.
This commit now merges the generated resources of the two loaders,
moving shared files to the common project.
- Add a new MergeTrees command, to handle the de-duplication of files.
- Change the existing runData tasks to write to
build/generatedResources.
- Add a new :common:runData task, that reads from the
build/generatedResources folder and writes to the per-project
src/generated/resources.
- Use enums for key and mouse actions, rather than integer ids.
- Change TerminalState to always contain a terminal. We now make
TerminalState nullable when we want to skip sending anything.
- Update Gradle to 8.7
- Configure IntelliJ to build internally, rather than delgating to
Gradle. We've seen some weird issues with using delegated builds, so
best avoided.
- Remove gitpod config. This has been broken for a while (used Java 16
rather than 17) and nobody noticed, so I suspect nobody uses this.
- Add the core TeaVM jar to the runtime the classpath, to ensure
various runtime classes are present.
- Fix computer initialisation errors not being displayed on the screen.
The terminal was set to the default 0x0 size when logging the error,
and so never displayed anything!
Rather than handling right clicks within the block entity code, we now
handle it within the block. Turtles now handle the nametagging
behaviour themselves, rather than overriding canNameWithTag.
Minecraft.hitResult may /technically/ be null when rendering a turtle.
In vanilla, this doesn't appear to happen, but other mods (e.g.
Immersive Portals) may still take advantage of this.
This hitResult is then propagated to BlockEntityRenderDispatcher, where
the field was /not/ marked as nullable. This meant we didn't even notice
the potential of an NPE!
Closes#1775
This fixes several issues with @Nullable fields not being checked. This
is great in principle, but a little annoying in practice as MC's
@Nullable annotations are sometimes a little overly strict -- we now
need to wrap a couple of things in assertNonNull checks.
This theoretically allows you to use the emulator to run the test suite
(via --mount-ro projects/core/src/test/resources/test-rom/:test-rom),
but not sure how useful this is in practice.
This tells Create that modems will pop-off if their neighbour is moved,
and so changes the order that the block is moved in.
We possibly should use BlockMovementChecks.AttachedCheck instead, to
properly handle the direction modems are facing in. However, this
doesn't appear to be part of the public API, so probably best avoided.
Fixes#948
When the terminal data is not present, width/height are set to 0, rather
than the terminal's width/height. This meant we'd create an empty
terminal, which then crashes when we try to render it.
We now make the terminal nullable and initialise it the first time we
receive the terminal data. To prevent future mistakes, we hide
width/height, and use TerminalState.create everywhere.
Fixes#1765
- Mention the timer event in os.startTimer. Really we should have a
similar example here too, but let's at least link the two for now.
- Fix strftime link
I have mixed feelings about speaker.playSound. On one hand, it's pretty
useful to be able to play any sound. On the other, it sometimes feels
... maybe a little too magic?
One particular thing I don't like is that it allows you to play
arbitrary records, which sidesteps both a vanilla mechanic (finding
record discs) and existing CC functionality (disk.playAudio). We now
prevent playing record tracks from the speaker.
In 5d8c46c7e6, we switched to using UUIDs
for looking up computers (rather than an integer ID). However, for
compatibility in some of the command code, we need to maintain the old
integer lookup map.
Most of the code was updated to handle this, *except* the code to remove
a computer from the registry. This meant that we'd fail to remove a
computer from the UUID lookup map, so computers ended up in a phantom
state where they were destroyed, but still accessible.
This is not an issue on 1.20.4, because the legacy int lookup map was
removed.
Fixes#1760
The two mod loaders expose different methods for this (Forge's method
takes a ItemPropertyFunction, Fabric's a ClampedItemPropertyFunction).
This is fine in a Gradle build, as the methods are compatible. However,
when running from IntelliJ, we get crashes as the common code tries to
reference the wrong method.
We now pass in the method reference instead, ensuring we use the right
method on each loader.
BYTECODE WAS NOT SUPPOSED TO BE REWRITTEN
YEARS OF DEBUGGING REMAPPING FAILURES yet NO ACTUAL SOLUTION FOUND.
Wanted to use Mixins for anyway for a laugh? We had a tool for that: it
was called "FABRIC LOOM".
"Yes, please produce completely broken jars for no discernable reason"
Statements dreamed up by the utterly Deranged.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
This removes our two mixins used on Forge:
- Breaking progress for cabled/wired modems.
- Running client commands from chat click events. We now suggest the
command on Forge instead.
Occasionally we get issues where the mixin annotation processor doesn't
write its tsrg file in time for the reobfJar/reobfJarJar task. I thought
we'd fixed that cb8e06af2a, but sometimes
we still produce missing jars - I have a feeling this might be to do
with incremental compilation.
We can maybe re-evaluate this on 1.20.4, where we don't need to worry
about remapping any more.
We were seeing some strange issues in the Fabric test code where we
tried to load the implementation from a different classloader. This
ensures that the classloaders are consistent.
Due to the asynchronous nature of main-thread tasks, it's possible for
them to be executed on peripherals which have been detached. This has
been known for a long time (#893 was opened back in 2021), but finding a
good solution here is tricky.
Most of the time the method will silently succeed, but if we try to
interact with an IComputerAccess (such as in inventory methods, as seen
in #1750), we throw a NotAttachedException exception and spam the logs!
This is an initial step towards fixing this - when calling a peripheral
method via peripheral.call/modem.callRemote, we now wrap any enqueued
main-thread tasks and silently skip them if the peripheral has been
detached since.
This means that peripheral methods may start to return nil when they
didn't before. I think this is *fine* (though not ideal for sure!) - we
return nil if the peripheral has been detached, so it's largely
equivalent to that.
Double chests peripherals were getting reattached every time there was a
block update, as the inventories were not comparing equal (despite being
so!). We now check for a couple of common cases, which should be enough
for vanilla/vanilla-like inventories.
I actively Do Not Like This Code, but do not see a good alternative.
This should never happen, but apparently it does!? We now log an error
(rather than crashing), and include the original BE (and associated
block), as the BE type isn't very useful.
See #1750. Technically this fixes it, but want to do some more poking
there first.