Commit Graph

252 Commits

Author SHA1 Message Date
PrototypeTrousers e7da72163b backported #5349 2021-10-29 15:13:46 -03:00
PrototypeTrousers 3db8d0185f fix security terminal and portable cell stored items not showing 2021-10-23 17:56:15 -03:00
PrototypeTrousers 01778794e5 try to fix #51 2021-08-22 23:59:02 -03:00
Salomão 904de49543 wip
fix substitution crafting, for real this time
wip 2


wip. still has NBT issues


fix semantic changes


fix interface with free slots on interface terminal


Auto stash before cherry pick of "fix interface with free slots on interface terminal"
2021-06-23 10:16:59 -03:00
Salomão bea29331a3 implement pattern expansion cards for interfaces
Maximum of 4 rows
Uses 4x the previous tier for crafting operations (4 rows = 64 interfaces consumption)
2021-06-08 23:23:12 -03:00
Salomão 97ae7e1f14 encoded patterns now stack up to 64 2021-02-08 22:14:37 -03:00
yueh 0f0af2349b Fixes #3866: Use blockstates to avoid the missing fluid block. (#3869) 2018-12-23 22:42:25 +01:00
yueh 416c7d2683 Input P2P tunnels can now be assigned a new frequency. (#3765)
Shift right clicking an existing tunnel only allowed to copied the
stored frequency.

When shift right clicking now and the stored frequency being the same as
already stored one, it will now create a new one and save it to the memory
card. In other words doubling clicking will reset now, otherwise the old
behaviour is still kept.
2018-10-21 11:17:01 +02:00
yueh b1ac0adfd8 Added a new facade config. (#3706)
The whitelist is now based on manually add explicit entries instead of
automatically adding every existing block. This alone should save a few
MB of RAM depending on the modpack size.

Additionally the FacadeConfig is no longer extending the normal
Configuration provided by Forge. It will only parse the file once per
start and store the settings in an optimised collection to further
reduce memory consumption.

Any full block without a TileEntity and having a model is whitelisted
automatically and does not need an explicit entry anymore.

By default vanilla and AE2 glass is added as they are no fullblocks
technically.

The whitelist technically allows many more blocks now. E.g. stairs,
slabs or even items like saplings. But with various rendering quality.

Further there is an option to allow facades based on TileEntities, this
is completely unsupported and can work or corrupt the whole save.
2018-09-02 13:59:18 +02:00
covers1624 7ba2893635 New facade system (#3702)
Completely new system to render facades.

It will now support many more cases compared to the old system.
For example connected textures are now possible, as well as multilayer models and so on.
2018-09-02 13:26:20 +02:00
yueh a2091d10fe Code cleanup
Added missing this, annotations, etc.
2018-08-30 20:33:08 +02:00
yueh 66c365d11f Code Formatting 2018-08-30 20:31:27 +02:00
fscan c1c7e94cf6 Generic ICellInventoryHandler (#3624)
Allows addons who register a custom IStorageChannel to use the IStorageCell interface without registering a cell handler. Also adds some helpers (poweredInsert/poweredExtract).
This breaks API!
2018-07-22 19:20:47 +02:00
yueh fe4db2eb98 Added a color code to the memory card. (#3609)
Can be used to encode the stored content as a 4x2 grid of AEColors
Currently used to indicate the P2P frequency.
2018-07-14 19:42:56 +02:00
fscan 2891014cf6 P2P tunnel frequency color indicators (#3610) 2018-07-14 17:05:07 +02:00
fscan e809c688df Performance improvements for saveChanges() and ICellInventory (#3586)
API break!
Fixes #3553
2018-07-14 16:53:49 +02:00
fscan 3363acb7db Follow forges registration guidelines for entities and oredict. Remove ore camouflage (#3605) 2018-07-14 16:37:50 +02:00
fscan e5ab9df086 Add Fluid Formation/Annihilation Planes (#3591)
Fixes #3572
2018-07-08 16:54:22 +02:00
fscan 7cd8b72bb7 Add fluid level emitter (#3588)
Fixes #3571
2018-07-04 19:56:47 +02:00
fscan c2d18ce013 Added ME Fluid Interface (#3564)
* Fixed fluid storage bus json recipe
* Added part version and recipes
* Added rudimentary gui
2018-06-27 20:04:30 +02:00
fscan 841bc6e356 Rework custom recipe system (#3232) 2018-06-24 17:20:29 +02:00
Florian Scandella 4bd2797f5e Fixes #3459: Just open the inventory if raytrace misses. 2018-06-20 23:13:41 +02:00
yueh 2c6e50d48a Added fluid models (#3543) 2018-06-17 21:17:40 +02:00
Brock d16677224a Initial Fluid Integration (#3510)
* Added Fluid Storage Cells

* Added Fluid Import Bus

* Added Fluid Export Bus

* Added Fluid Storage Bus

* Added Fluid Terminal.
While holding a item with the FLUID_HANDLER_ITEM_CAPABILITY, such as a tank
Left click on a fluid to extract the fluid
Right click to insert the fluid
2018-06-11 19:55:33 +02:00
yueh 2894a7caa0 Replaces all custom number comparisons with java provided ones. (#3434) 2018-05-27 21:33:59 +02:00
yueh d7b97fa7b8 Replaced LinkedList with ArrayList or ArrayDeque when applicable. (#3392) 2018-05-27 21:15:50 +02:00
Kyle VanderBeek 3e09c49e03 Remove call to neighborChanged() (#3497)
Fixes #3462
2018-05-27 20:46:08 +02:00
yueh da6d8ba9a8 Fixes #3338: Upgrade inventory dupe bug due to ignoring player hand. (#3340) 2018-01-28 12:50:20 +01:00
yueh 50fad685b6 Fixes #3282: Stacksizes > 64 prevent applicator from cycling. (#3287) 2017-12-21 17:28:16 +01:00
yueh b70c86542b Fixes #3255: Cache invalid patterns instead computing them every frame. (#3256) 2017-12-01 21:13:23 +01:00
fscan 9d8226da19 Remove swingArm in IToolHammer implementation. (#3249)
Fixes #3248
2017-11-25 13:38:22 +01:00
Florian Scandella 56a5363528 Fix NetworkToolViewer stack overflow, saveguard against markDirty recursion.
fixes #3199
2017-11-08 13:17:34 +01:00
yueh a725779ff6 Fixes #3175: Return the correct used amount. (#3176) 2017-10-26 12:46:49 +02:00
fscan 4f07b63b13 API cleanups (#3155)
* Remove obsolete api and fix some warning
* Move MEMonitorHandler to internal code and fix some warnings
* Rename exceptions to conform to naming scheme
2017-10-14 14:15:28 +02:00
yueh 6e81f698c0 Refactored StorageChannel enum into an interface (#3138)
This replaces the static enum with a more dynamic interface providing
factory methods for handling network storage.
2017-10-08 17:59:30 +02:00
fscan 8ad8ce68b5 Added optional TE wrench support. (#3145) 2017-10-08 17:58:57 +02:00
fscan 1e15b23506 Rework AEItemStack (#3091)
* Use itemstack as itemdef
* HIGH_TAG/LOW_TAG should be compared both directions
* Remove getTagCompound
* Make Itemlist implementation independent
* Cache item id for performance reasons
* Add preconditions to saveguard against external meddling
* Chache itemDamage
* Remove IAEStackSearchKey for now, rename getDisplayStack
2017-09-30 17:18:30 +02:00
yueh 970630a90d Refactored the BaseActionSource (#3063)
* Refactored the BaseActionSource

It now uses an interface `IActionSource` instead of a concrete class and further
subclasses. 

Instead of relying on a specific class for a certain action type, it now
uses methods with Optional as return values to determine a player or
machine issuing an action. Refer to the JavaDocs for the exact behaviour.

* `IActionHost` no longer extends `IGridHost`

It never used the additional functionality and if needed the `IGridNode`
will also provide a reference to the corresponding `IGridHost`.

Due to most crafting related GUIs being hardcoded to `IGridHost`, 
they no longer work when `IActionHost` is not extending it. Actually
`IActionHost` is the better solution for it, as it prevents us from looking
the grid up via the `IGridHost` and potentially finding a wrong grid.

* Interfaces now only lock the currently worked slot.

This allows `DualityInterface#onChangeInventory` to update slots of the same interface, should they be the source for a requested item and therefore updating their working set accordingly to queue further crafting requests for unfulfilled stack requirements.
2017-09-12 11:39:00 +02:00
fscan bbf4d4a9ce Spatial rework (#3048)
* Moved all spatial cells into a single dimension instead of one dimension per cell

Each cell will now be backed by a single region file each. So  backups and restores can still be done on a per cell level.

Old cells will not be migrated.

* Moved custom cell tracking to a capability based one on the world

The size and owner of a cell is now stored inside the capabilities of the world/dimension not a custom system and we can rely on forge handling the persistence of it.

* Added the cell id to the actual item tooltip, as this is now a real identifier and not an arbitrary dimension id.

* Added vanilla banners to the whitelist

* Added unittests to the dimension manager to ensure the algorithm mapping to the correct region file

* Updated the API to conform with the new dimenion/types/biomes registration and mappings

* Fixed a couple of bugs related to world/dimension/biome registration 

* Fixed a bug when transfering certain blocks due to passing missing/incorrect blockstate
2017-08-24 11:24:33 +02:00
yueh c4fa21c193 Removes coremod (#3038)
From now on every integration must not rely on method stripping through
a coremod or @Optional. Notable example for a very good solution is IC2.

As consequence this drops all support for RF and mods must support on of
our supported energy types. At the time of writing, ForgeEnergy and
IC2/EU.
2017-08-17 21:16:57 +02:00
Gunther De Wachter 7cb641cdc8 Fix shift clicking memory card still triggering off-hand item/block usage. 2017-08-17 20:41:20 +02:00
yueh b61219ef88 Covered dense cables (#3030)
* Renamed all dense smart cable related things to include smart
* Added dense covered cables
* Added abstract PartDenseCable to reduce redundant code
* Added dense covered recipes

* Ensures ItemPart ordering to be consitent.

Now takes the metadata into account to preserve the ordering for colored
items instead of just the part type name and depend on the insertion
order of a hashmap.
2017-08-17 18:41:39 +02:00
yueh 4f9fd1b369 IC2 rework to avoid a coremod or @Optional (#3034)
* IC2 rework to avoid a coremod or @Optional

Updated IC2 dependency

Refactored IC2 itemcharging to use an IBackupElectricManager.
Allows charging any ae powered item by using an IBackupElectricManager
instead of having to implement IElectricItem and stripping it by some
sort.

Updated IAEItemPowerStorage to use Actionable for an easier handling
with power APIs supporting a simulation.

Refactored EU P2P to avoid method stripping
Use a modified internal BasicSinkSource instead of implementing
IEnergySource and IEnergySink directly on the tunnel.

Removed the superfluous EU P2P layers.

* Removed internalBattery due to being too complex

* Creative Energy Cell is not a chargeable item
2017-08-17 17:35:34 +02:00
yueh e39855b48f Use qualified method and field access 2017-08-11 21:43:47 +02:00
yueh 27ad2c2b96 Code format 2017-08-11 21:41:51 +02:00
Gunther De Wachter 6aa810d62a Re-add a missing piece of IC2 integration code.
This should fix a bunch of IC2 spam in the console and allow items to be charged in IC2 blocks.
2017-08-07 10:15:26 +02:00
tyra 8d5cc916e0 Adds improved tooltip to invalid encodedPattern (#2992)
* Adds improved tooltip to invalid encodedPattern

This also fixes that encodedPattern might be shown as valid,
even though one or more input or output item is missing.
2017-08-04 21:17:35 +02:00
fscan 52d28fabe3 Use IItemHandler instead of IInventory internally (#2971)
* Use IItemHandler instead of IInventory internally
2017-07-28 22:04:32 +02:00
yueh a4c468b9cf Updated caps to be manually disabled via config
Moved the cap injection to a method, allows them to be configurable.
This is not possible for Forge Energy as it is injected before even the
configuration are lodaed, thus violating their own capability contract
to use the method injection to explicitly make it configurable.

Updated the ratio key for forge energy to "ForgeEnergy" without a space
2017-07-22 13:29:14 +02:00
yueh 15582fd1df Always use qualified access for fields and methods 2017-07-20 21:27:22 +02:00