When a turtle was unloaded but not actually disposed of, the
m_peripheral map hangs around. As a result, when creating a new
ServerComputer, the peripherals aren't considered changed and so they're
never attached.
Fixes#50.
Also fix that blumin' deprecated method which has been around for a wee
while now.
- Only have computers implement custom block drop logic: everything
else only drops in creative mode.
- Fix redstone inputs not being received correctly. Introduced in
8b86a954ee4728d299cdfea7511867040e4e91ef, yes I'm a silly billy.
- Only update the neighbour which changed.
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.
- For those where placement is stored in the metadata (computers),
don't also set it in onBlockPlacedBy.
- Remove .getDefaultState(int, EnumFacing) override, as this means we
have more control over what is passed to us (namely, placer's
direction too).
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.
This offers several advantages
- Less registration code: the subscribers are reigstered automatically,
and we don't need to worry about sided-proxies.
- We no longer have so many .instance() calls.
- Move SpeakerPeripheral's TileSpeaker functionality to a sub-class.
- Use Vec3d instead of BlockPos for speaker's positions.
- Use WorldUtil.dropItemStack to spawn in items.
- Remove redundant lock on ModemPeripheral.
- 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things getting out of date.
There's several reasons for this change:
- Try to make ComputerCraft.java less monolithic by moving
functionality into separate module-specific classes.
- Hopefully make the core class less Minecraft dependent, meaning
emulators are a little less dependent on anything outside of /core.
Note we still need /some/ methods in the main ComputerCraft class in
order to maintain backwards compatibility with Plethora and
Computronics.
Many bits of IInventory (open/close, fields, etc...) are not actually
needed most implementations, so we can clean things up a little with a
common interface.
Some methods act the same on both sides, and so can be in utility
classes. Others are only needed on one side, and so do not really need
to be part of the proxy.
- Remove TurtleVisionCamera. It would be possible to add this back in
the future, but for now it is unused and so should be removed.
- Move frame info (cursor blink, current render frame) into a
FrameInfo class.
- Move record methods (name, playing a record) into a RecordUtil class.
- getPickBlock is now implemented directly on computers and turtles,
rather than on the tile.
- Bounding boxes are handled on the block rather than tile. This ends
up being a little ugly in the case of BlockPeripheral, but it's not
the end of the world.
- Explosion resistance is only implemented for turtles now.
- Remove the two redstone commands. These are not used (maybe only by
CCEdu), and so are somewhat redundant.
- Inline the select command, converting it to a lambda.
- Inline the attack/dig commands, as they did little more than wrap the
tool command.
As CCEdu has not been updated, and is unlikely to be updated as Dan does
not have the rights to open source it, we're removing explicit support
for now.
If an alternative arises in the future, it would be good to support, but
in a way which requires less workarounds in CC's core.
Most upgrades provides a couple of constant getters (upgrade ID,
adjective, crafting item). We move the getters into a parent class and
pass the values in via the constructor instead.
Also do a tiny bit of cleanup to the upgrades. Mostly just reducing
nesting, renaming fields, etc...
- Introduce a ModemState, which shares the open channels across all
modem instances of a wired modem.
- Keep a set of computers for all modem peripherals.
- Keep a map of computers -> (string, peripheral) for wired modem
peripherals. We shouldn't need this one, as you cannot attach one
modem to another, but it's good to be consistent.
One major change here is that modems will continue to be "on", even if
no computers are attached. This would substantially increase
implementation complexity, so I think this is an acceptable compromise
for now.
Should fix#74
This is a preliminary for updating to 1.13, as many of the name changes
apply to both. This will make it harder to remain consistent with
actual CC, though that will be less of a consideration when 1.13 hits.
When placing a sign against a tile entity (such as a turtle or chest),
we would consider that block the "placed" one instead, meaning the text
was never set. This solution isn't entirely ideal either, but short of
capturing block snapshots I'm not sure of a better solution.
Fixes#552
Player construction can get a little expensive, and this is exacerbated
by Sponge. We now cache a turtle's fake player (updating the position
every time it is requested) in order to reduce this overhead.
- Try to make drop capturing a little more generic. This now allows for
capturing a block's drop at a given position, as well as any drop
within a bounding box (for things which don't play nicely).
- Use as much of Minecraft's block breaking logic as possible,
hopefully simplifying things and making it more consistent with other
mods.
Forge's default fake player implementation doesn't override all methods
which use the connection. As it is not set, we get an NPE and thus crash
the server. We simply stub those methods out ourselves to prevent such
an issue.
The two recipes are pretty similar, so this allows us to substantially
simplify the code. This now introduces the additional requirement that
computers must be used to create turtles, rather than pocket computers
or another turtle.
This adds IComputerItem.withFamily(ItemStack, ComputerFamily) as well as
a ComputerFamilyRecipe class. Each type of computer (normal, turtle,
pocket) defines a recipe using this class, as they require a different
number of gold ingots to upgrade.
The main aim of this is to allow for greater extensibility for other
mods. For instance, you can now prevent turtles placing dirt blocks, or
turning when on gravel.