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.
- Fire all the appropriate Forge hooks
- Crafting will now attempt to craft one item at a time in a loop,
instead of multiplying the resulting stack by the number of crafts.
This means we function as expected on recipes which consume
durability instead.
- Cache the recipe between crafting and getting the remainder (and each
craft loop). This should reduce any performance hit we would
otherwise get.
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.
This effectively acts as a public interface to canExecuteExternal() and
consumeTime(). It's hopefully sufficiently general that we can mess
around with the backend as much as we like in the future.
One thing to note here is that this is based on a polling API, as it's
largely intended for people running work every tick. It would be
possible to adapt this with callbacks for when work is available,
etc..., but that was not needed immediately.
This also removes IComputerOwned, as Plethora no longer needs it.
Unlike ComputerThread, we do not have a single source of tasks, and so
need a smarter way to handle scheduling and rate limiting. This
introduces a cooldown system, which works on both a global and
per-computer level:
Each computer is allowed to do some work for 5ms. If they go over that
budget, then they are marked as "hot", and will not execute work on the
next tick, until they have cooled down. This ensures that _on average_
computers perform at most 5ms of work per tick.
Obviously this is a rather large time span, so we also apply a global
10ms to all computers. This uses the same cooldown principle, meaning we
keep to an average of 10ms, even if we go over budget.
- We send special packets for key and mouse events, which are then
processed by the container's InputState.
- InputState keeps track of currently held keys and mouse buttons.
- When closing the container, we queue key_up/mouse_up events for any
pending buttons.
Oh goodness, this is going to painful to update to 1.13.
We now translate:
- Computer/Disk ID tooltips
- /computercraft descriptions, synopsises and usages. The last of these
may not always be translated when in SMP, as it is sometimes done on
the server, but the alternative would be more complex than I'm happy
with.
- Tracking field names. Might be worth adding descriptions too in the
future.
Also cleanup a couple of other translation keys, so they're more
consistent with Minecraft.
Closes#141
- Turtle and pocket computers provide a "creator mod id" based on their
upgrade(s).
We track which mod was active when the upgrade was registered, and
use that to determine the owner. Technically we could use the
RegistryLocation ID, but this is not always correct (such as
Plethora's vanilla modules).
- We show all upgraded turtles/pocket computers in JEI now, rather than
just CC ones.
- We provide a custom IRecipeRegistryPlugin for upgrades, which
provides custom usage/recipes for any upgrade or upgraded item. We
also hide our generated turtle/pocket computer recipes in order to
prevent duplicates.
Previously we would register the recipes within our code, but the
advancements were written manually. This now generates JSON files for
both the advancement and recipe.
While this does mean we're shipping even more JSON, we'll need to do
this for 1.13 anyway, and means our advancements are guaranteed to be
consistent.
On a side note, a couple of other changes:
- Turtle upgrades are now mounted on the right in the creative
menu/fake recipes. This means the upgrade is now clearly visible in
the inventory.
- We no longer generate legacy turtle items at all: we'll always
construct turtle_expanded.
- Several peripheral items are no longer registered as having sub-types
(namely advanced and full-block modems).
- We only have one disk advancement now, which unlocks all 16 recipes.
- We have removed the disk conversion recipes - these can be
exposed through JEI if needed.
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