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mirror of https://github.com/SquidDev-CC/CC-Tweaked synced 2025-07-07 04:22:53 +00:00

114 Commits

Author SHA1 Message Date
SquidDev
11e4d0de82 Fix turtle peripherals becoming desynced
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.
2019-02-18 23:28:51 +00:00
SquidDev
8abcfcb4ac Track turtle commands as server tasks
They're basically an alternative version of issueMainThreadTask anyway.
2019-01-30 20:43:08 +00:00
SquidDev
3aa3852ff6 Some further improvements to BlockGeneric
- 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.
2019-01-25 22:03:44 +00:00
SquidDev
1f498dcc73 Backwards compat patch for Plethora
Ughghgghghr.
2019-01-20 16:16:02 +00:00
SquidDev
a838595e1e Derive upgrade adjectives from its ID
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.
2019-01-14 10:42:13 +00:00
SquidDev
61daab910e Simplify placement logic of various blocks
- 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).
2019-01-14 10:27:19 +00:00
SquidDev
e33f852baa Store references to the registered items
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.
2019-01-12 19:01:32 +00:00
SquidDev
63691707fc Move registration methods into a separate class
- 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.
2019-01-12 17:51:26 +00:00
SquidDev
5d97b9c8f3 Utilise @Mod.EventBusSubscriber a little more
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.
2019-01-12 16:27:40 +00:00
SquidDev
77666d7399 Some more minor cleanups
- 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.
2019-01-12 15:43:18 +00:00
SquidDev
34d43d8273 Make entity in bounds selectors more restrictive
This means we can remove some additional predicates we have in place,
and hopefully make things faster as less entities are added to the list.
2019-01-03 22:20:50 +00:00
SquidDev
1c9110b927 Happy new year! 2019-01-01 01:10:18 +00:00
SquidDev
ee3347afbd A whole bunch of refomatting
- Remove redundant constructors and super calls
 - Standardise naming of texture fields
 - Always use postfix notations for loops
 - Cleanup several peripheral classes
2018-12-30 16:42:41 +00:00
SquidDev
ca334e7e5c A couple of minor reformats
- nbttagcompount -> nbt. It's shorter, and hopefully will avoid
   ambiguities with 'tag' in 1.13+.
 - Remove several redundant != null checks.
2018-12-29 14:01:00 +00:00
SquidDev
54acf1d087 Sync computer state through TE data
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.
2018-12-29 12:44:43 +00:00
SquidDev
f8b328a048 Move drop consumer code into a separate class
This has always been separate from turtles, so there is no reason to
keep it there.
2018-12-28 12:47:44 +00:00
SquidDev
41a320e9a4 Move API registration into separate classes
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.
2018-12-28 12:40:33 +00:00
SquidDev
57fb77d7fe Refactor common inventory code into a shared interface
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.
2018-12-28 11:39:59 +00:00
SquidDev
b59dcbfc0e Remove "client" turtle brains.
These were only used for the vision camera, and so are rather pointless
now.
2018-12-27 13:10:13 +00:00
SquidDev
618c534d81 Move most recipe registration to JSON
We need this for 1.13+, so might as well get it over with.
2018-12-27 12:16:11 +00:00
SquidDev
26ba61097b Move several methods out of the proxy
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.
2018-12-27 11:58:08 +00:00
SquidDev
2c87e66db8 Move several methods from TileGeneric to blocks
- 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.
2018-12-27 11:32:29 +00:00
SquidDev
364d31465e Move modem code into separate packages
Things were shared between common and modem, which just ended up making
things very complicated.
2018-12-27 10:14:22 +00:00
SquidDev
4d5c52bc63 Replace WorldUtil methods with builtin alternatives
- Replace most 0 <= y < world.getHeight() checks with
  world.isBlockValid.
 - Remove several "in bounds" checks, as they'll be handled by later
   calls.
2018-12-26 10:28:32 +00:00
SquidDev
a1c4a9fb58 Replace DirectionUtil methods with builtin equivalents 2018-12-26 09:31:15 +00:00
SquidDev
031f17c98e Remove a couple of redundant commands
- 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.
2018-12-26 09:21:33 +00:00
SquidDev
4ead319092 Remove direct support for beginner's turtles
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.
2018-12-26 09:13:15 +00:00
SquidDev
dd6bab5413 Move some shared upgrade code into a base class
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...
2018-12-26 09:01:03 +00:00
SquidDev
2032e7a83a Reformat everything
It's been a long time comin'
But tonight is the end of the war, my friend
Tomorrow only one style will remain.
2018-12-23 17:46:58 +00:00
SquidDev
741ee447ca A wee bit of a cleanup of the API
- Move some method over to defaulted methods
 - Use Objects rather than Preconditions
2018-12-17 21:33:49 +00:00
SquidDev
62cf921cc6 Allow modems to handle being attached to multiple computers
- 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
2018-11-17 11:52:12 +00:00
apemanzilla
89c7183a1d Prevent stack overflows when using turtle.place() with a full inventory 2018-08-23 07:56:50 +01:00
SquidDev
b8957cab5c Update to the latest mappings
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.
2018-07-24 09:27:05 +01:00
SquidDev
17dace979a Merge pull request #562 from SquidDev-CC/ComputerCraft/hotfix/turtle-sign-place
Be a little smarter about our detection of the placed sign
2018-07-09 20:57:42 +01:00
SquidDev
d405316a4b Be a little smarter about our detection of the placed sign
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
2018-07-09 20:53:49 +01:00
SquidDev
7e18f2cead Clear the turtle's inventory on load 2018-07-09 18:22:42 +01:00
SquidDev
000786a1a7 Merge pull request #560 from SquidDev-CC/ComputerCraft/hotfix/turtle-destroy
Rewrite turtle block destroying
2018-07-08 23:01:13 +01:00
SquidDev
45a189e834 Cache a turtle's fake player
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.
2018-07-08 15:21:42 +01:00
SquidDev
4d984dc5ee Rewrite turtle block destroying
- 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.
2018-07-06 18:49:15 +01:00
SquidDev
911e404bfa Add support for tracking fs, turtle and peripheral operations
See #25
2018-04-17 09:22:26 +01:00
SquidDev
20a47a7f88 Merge pull request #540 from SquidDev-CC/ComputerCraft/hotfix/fakeplayer-stubs
Add additional method stubs to the TurtlePlayer
2018-04-16 09:39:15 +01:00
SquidDev
e2e6946c92 Add additional method stubs to the TurtlePlayer
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.
2018-04-16 09:34:44 +01:00
SquidDev
d758895578 Bump to Forge 1.12.2
Nobody is still using 1.12, so we might as well update to the latest -
it makes it easier to test mod compatibility at least.
2018-03-24 12:20:51 +00:00
SquidDev
7c218361d9 Merge pull request #528 from SquidDev-CC/ComputerCraft/feature/computer-upgrade
Add recipes to upgrade computers
2018-03-15 17:39:17 +00:00
SquidDev
e8c0cf3857 Convert TurtleRecipe to use ComputerConvertRecipe
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.
2018-03-13 14:21:39 +00:00
SquidDev
db825a7aab Add recipes to convert computer items into their upgraded counterparts
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.
2018-03-13 14:14:36 +00:00
SquidDev
f753513289 Wrap ComputerCraft fake player with brackets
Hopefully this'll make GriefPrevention play a little nicer
2018-03-01 15:58:09 +00:00
SquidDev
d3ecd5214b Merge remote-tracking branch 'SquidDev-CC-ComputerCraft/feature/turtle-event' 2018-02-16 10:48:43 +00:00
SquidDev
ecff23d027 Add turtle events
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.
2018-02-16 10:33:32 +00:00
SquidDev
5ae38a3f18 Merge pull request #520 from SquidDev-CC/ComputerCraft/hotfix/turtle-world-border
Prevent turtles moving beyond the world border
2018-02-13 11:21:55 +00:00