- Build fails right now due to module issues, so this won't be pushed
to GitHub.
- Monitors render transparently when loaded into the world. I don't
think this is a 1.17 bug, so not sure what's going on here!
- Remap everything to use MojMap class names too. This is what Forge
uses, so \o/.
This does NOT currently rename any classes to use suffix notation or
BlockEntity. That will come in a later change. We do however rename
references of "World" to "Level".
- Move the test mod into a separate "cctest" source set. As Forge now
works using Jigsaw we cannot have multiple mods defining the same
package, which causes problems with our JUnit test classes.
- Remove our custom test framework and replace it with vanilla's (this
is no longer stripped from the jar). RIP kotlin coroutines.
It's still worth using Kotlin here though, just for extension
methods.
- Other 1.17-related changes:
- Use separate tile/block entity tick methods for server and client
side, often avoiding ticking at all on the client.
- Switch much of the monitor rendering code to use vanilla's
built-in shader system. It's still an incredibly ugly hack, so not
really expecting this to work with any rendering mods, but we'll
cross that bridge when we come to it.
ForgeGradle (probably sensibly) yells at me about doing this. However:
- There's a reasonable number of mods doing this, which establishes
some optimistic precedent.
- The licence update in Aug 2020 now allows you to use them for
"development purposes". I guess source code counts??
- I'm fairly sure this is also compatible with the CCPL - there's an
exception for Minecraft code.
The main motivation for this is to make the Fabric port a little
easier. Hopefully folks (maybe me in the future, we'll see) will no
longer have to deal with mapping hell when merging - only mod loader
hell.
A lot is broken, but at least we can get in game:
- GUIs render a whole bunch of additional "inventory" text, which we
really don't want.
- Computers load from the wrong location.
- There's some issues with using Forge's tags from outside of JSON
recipes. We need to work out why.
Well, mostly. We currently don't do recipe serializers as I'm a little
too lazy. For items, blocks and TE types this does make registration
nicer - we've some helper functions which help reduce duplication.
Some types (containers, TEs, etc..) are a little less nice, as we now
must define the registry object (i.e. the WhateverType<?>) in a separate
class to the class it constructs. However, it's probably a worthwhile
price to pay.
This fixes them not rendering particles when broken. Particle rendering
is a little janky right now, as it uses the whole texture - we should
probably split up the texture into smaller images. Fixes#315
So very little works, but it compiles and runs.
Things to resolve over the next few days:
- Horrible mappings (should largely be resolved by tomorrow).
- Cannot send extra data over containers - we'll have to see what Forge
does here.
- Turtle models are broken
- No block drops yet - this will largely be cherry-picking whatever I
did on Fabric.
- Weird inventory desyncs (items don't show up initially when
interacting with a CC inventory).
- Probably lots of other things.
Look, I originally had this split into several commits, but lots of
other cleanups got mixed in. I then backported some of the cleanups to
1.12, did other tidy ups there, and eventually the web of merges was
unreadable.
Yes, this is a horrible mess, but it's still nicer than it was. Anyway,
changes:
- Flatten everything. For instance, there are now three instances of
BlockComputer, two BlockTurtle, ItemPocketComputer. There's also no
more BlockPeripheral (thank heavens) - there's separate block classes
for each peripheral type.
- Remove pretty much all legacy code. As we're breaking world
compatibility anyway, we can remove all the code to load worlds from
1.4 days.
- The command system is largely rewriten to take advantage of 1.13's
new system. It's very fancy!
- WidgetTerminal now uses Minecraft's "GUI listener" system.
- BREAKING CHANGE: All the codes in keys.lua are different, due to the
move to LWJGL 3. Hopefully this won't have too much of an impact.
I don't want to map to the old key codes on the Java side, as there
always ends up being small but slight inconsistencies. IMO it's
better to make a clean break - people should be using keys rather
than hard coding the constants anyway.
- commands.list now allows fetching sub-commands. The ROM has already
been updated to allow fancy usage such as commands.time.set("noon").
- Turtles, modems and cables can be waterlogged.
Are most of these changes small and petty? Yes. However, IMO they do
make the code more readable. Anyway, a summary of some of the more
interesting changes:
- Expose Abstract*Upgrade classes in the API
- Fix the spelling of Jonathan in the API docs (*shakes fist*)
- Fix bug with printout not working in the offhand.
- Rename any argments/variables accidentally named "m_*", and add an
inspection to prevent it happening again.
- Remove most of the Block*.Properties classes - just inline them in
the parent class.
- Return super.writeToNBT instead of reassigning at the top.
OK, so let's get this out of the way, there's some actual changes mixed
in here too. I'm really sorry:
- Turtles can now not be renamed with unnamed item tags (previously it
would clear the name, this seemed a little unideal).
- commands.getBlock(s)Data will also include NBT.
Now, onto the horror story which is these inspection changes:
- Make a lot of methods static
- Typo fixes
- Make utility classes final + private constructor
- Lots of reformatting (ifs -> ternary, invert control flow, etc...)
- ???
- Profit!
I'm so going to regret this - can pretty much guarantee this is going to
break something.
- Move container opening (and gui handling) into a separate class
- Move turtle/computer placement code onto the block
- GUIs now use gui{Left,Top} instead of calculating it manually.
- IPeripheralTile is now exposed in the API.
- Only have computers implement custom block drop logic: everything
else only drops in creative mode.
- Fix redstone inputs not being received correctly. Introduced in
8b86a954ee, yes I'm a silly billy.
- Only update the neighbour which changed.
- 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.
- 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.
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 a player places a turtle, they are marked as its owner. Any actions
they perform (such as breaking blocks, moving, etc...) are performed
using this player's game profile.
This allows turtles to work correctly with various permissions mods.
Previously you would have to whitelist all turtles in order for them to
function within a claim.
This meant one could perform various illogical actions to
non-full-blocks, such as connecting fences and placing paitings.
We also modify the behaviour of isOpaqueCube and isFullCube for
peripherals, only returning false for the case of modems and cables.