Commit Graph

1179 Commits

Author SHA1 Message Date
Florian Scandella d635a87f01 Fluid import/export bus fixes.
* use correct side for capability.
* don't to to sleep if there is nothing to extract.
2018-06-22 21:34:33 +02:00
yueh 51481d3e30 Fixes #3556: Only extract insertable fluid amount. (#3558) 2018-06-22 21:30:31 +02:00
Florian Scandella 3056bb6ffb Fixes #3535, Fixes #3486: Fixes crash when either quartz types are disabled and prevent cascading worldgen. 2018-06-20 23:17:48 +02:00
Florian Scandella edc0cef2bb Fixes #3449: Fix CellInventory to not mess with the item definition 2018-06-20 23:13:07 +02:00
Florian Scandella 4bd2797f5e Fixes #3459: Just open the inventory if raytrace misses. 2018-06-20 23:13:41 +02:00
Florian Scandella f37dfd0a24 Fixes #3548: Fix AEBaseTile to respect overridden markDirty implementations. 2018-06-20 23:13:07 +02:00
Florian Scandella 937ea00e9d Fixes #3478: Changes the way xp drops from Certus Ore blocks 2018-06-20 23:03:05 +02:00
fscan b431d5d681 Fixes DriveBakedModel to not crash when SLOT_STATE is null (#3545)
Uses a null object in case the TE is not available for whichever reason.
2018-06-19 23:23:59 +02:00
fscan 0ef854ca4b Fixes interface shift-clicking to generate correct onChangeInventory events (#3544) 2018-06-19 23:23:38 +02:00
yueh 2c6e50d48a Added fluid models (#3543) 2018-06-17 21:17:40 +02:00
Brock dcd94b1cfa Fixes issue with Fluid Channel not being sent changes. (#3504) 2018-06-17 21:16:44 +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 89bebc4385 Fixes #3490: Use cached recipe before reaching out to CraftingManager (#3525) 2018-06-02 11:06:19 +02:00
yueh 987ea8d39d Fixes #3476: Correctly handle an empty top namepress. (#3521)
Also some further changes like avoiding to match a recipe without any
input.
2018-06-02 11:06:04 +02:00
Kyle VanderBeek f4212a86c3 Fixes #3520: Correct order for sort by mod and general code cleanup (#3517)
Comparable/Comparator implementation now use fast Java built-ins for
primitive types rather than hand-coded versions. Also DRY some code
and simplify logic.

This maintains the "biggest stack first" notion of "ascending", but
also fixes the inconsistent/accidental reversal of sort by mod (the
mod name should sort the same direction as the item name).
2018-06-02 11:05:44 +02:00
yueh 3c4a0cae11 Reworked cable connections (#3334)
* Reworked cable connections

Added enums for cable variants and sizes.
Rules for connections between a cable and another cable or grid member
are much more simple without any exceptions for certain combinations.
1/ Connections are rendered as the lowest type between cores.
2/ Each type uses are core for clear separation.
3/ The core will always be on the cable with the higher order.
2018-05-27 21:34:28 +02:00
yueh 2894a7caa0 Replaces all custom number comparisons with java provided ones. (#3434) 2018-05-27 21:33:59 +02:00
yueh 044e639827 Updated Grid API (#3399)
* Updated Grid API

Added Nonull/Nullable/Nonnegative where applicable.
Deprecated unused methods
Changed concrete classes with interfaces (HashMap -> Map)
IGridTickable will no longer accept null as TickingRequest. Do not
implement it, if it should not tick.

* Renamed parameter to match conventions
2018-05-27 21:16:01 +02:00
yueh d7b97fa7b8 Replaced LinkedList with ArrayList or ArrayDeque when applicable. (#3392) 2018-05-27 21:15:50 +02:00
yueh 62435a65f1 IAEStack#fuzzyComparison now compares the same subtypes. (#3384)
To reduce the amount of instanceof checks, it will now compare the same
subtupe.
Comparing an ItemStack and IAEItemStack can simply wrap it before
calling it. Heavy use should already use an IAEStack internal.
Analogue for fluids or other types.
2018-05-27 21:15:42 +02:00
yueh bf4818cf97 Updated Cell Registry safety and docs (#3383)
The Cell registry now ensures that the first handler is our own as other
addons might depend on it.
Updated docs to match the new requirements.
Made internal handler classes final.
2018-05-27 21:15:35 +02:00
Kyle VanderBeek 3e09c49e03 Remove call to neighborChanged() (#3497)
Fixes #3462
2018-05-27 20:46:08 +02:00
yueh 9481c9a7d7 Fixes #3428: Invalidate container when the corresponding TE no longer exists. (#3433) 2018-03-22 13:52:07 +01:00
yueh ccefb47581 Added a config option to disable the CraftingManager fallback. (#3415) 2018-03-08 16:44:48 +01:00
yueh 59af05aeb1 Fixes #3417: Avoid creating ItemStacks when injecting them into a cell. (#3418) 2018-03-08 16:38:00 +01:00
yueh b32834e2b3 Fixes #3411: Limit patterns without substitute to precise operations. (#3413)
This will no longer ignore NBT data when searching for an itemstack,
thus less likely to trigger the CraftingManager fallback.
2018-03-08 16:35:13 +01:00
yueh 6c7cbb7ee1 Added a simple warning to patterns when using CraftingManager fallback. (#3412) 2018-03-08 16:34:48 +01:00
yueh 84c065ff28 Fixes #3394: Use cache to avoid using removed IItemHandler (#3395) 2018-03-04 14:33:45 +01:00
yueh c9b92a81a3 Fixes #3405: Use cached tooltip for search, then copy craftable as zero. (#3406) 2018-03-04 14:33:23 +01:00
yueh eed4776c6f Fixes #3389: Prevent inventory cache from becoming unmatched. (#3390)
Use slightly faster ArrayDeqeue instead of LinkedList.
Check boolean fields before more complex datatypes
2018-02-17 19:10:09 +01:00
Florian Scandella ae352c093e fix typo in AEItemStack#fuzzyComparison 2018-02-10 19:02:32 +01:00
yueh 36d6681eac Rework fuzzy comparison for 99 percent threshold (#3367)
* Rework fuzzy comparison for 99 percent threshold

The current implementation is quite convoluted and can handle 99%
incorrectly when items exceed a certain damage range.

* Use metadata explicitly for comparison

Some item could use metadata to pack damageable and undamageable items
into the same id. Thus could lead to get ItemStack#getItemDamage() to
return bogus values for undamageable items.
2018-02-05 15:20:02 +01:00
yueh 6cffe93970 Fixes #3370: Avoid caching the model for facades locally. (#3371) 2018-02-05 15:19:20 +01:00
yueh b1472c58d0 Fixes #3363: Energy providers/requesters incorrectly removed on simulate (#3364) 2018-01-29 15:30:56 +01:00
yueh 96450a76c7 Fixes #3239: Torches should not be placeable on cranks. (#3359) 2018-01-28 13:47:49 +01:00
yueh da6d8ba9a8 Fixes #3338: Upgrade inventory dupe bug due to ignoring player hand. (#3340) 2018-01-28 12:50:20 +01:00
fscan cbfc88c87f Fix light sync (#3304)
* Sync light opacity changes to client
* While at it, also fix Light P2P
* Use int for opacity, dont store it in NBT
2018-01-14 13:44:12 +01:00
yueh 8c5842aca9 Fixes #3315: Slightly more permissive checks for autocrafting (#3319)
* Fixes #3315: Slightly more permissive checks for autocrafting

Also fixes a bug in the fallback for looking up patterns to only use
ItemStack.EMPTY.
2018-01-14 13:43:31 +01:00
yueh 483049f555 Fixes #3293: Only update light level if the panel-facing block changes. (#3302) 2017-12-31 13:11:26 +01:00
yueh a7a65ae39d Fixes #3296: Prevent invalid TileEntites from updating their block. (#3301)
Updating the blockstate of invalid TEs will cause Forge to restore the
block including the TE leading to invalid TEs sticking around after
being moved.
2017-12-31 13:06:18 +01:00
yueh 45878df17d Fixes #3286: Incorrectly inverted hasSkyLight causes crashes on spatial transfer. (#3299) 2017-12-31 13:06:08 +01:00
yueh 7956872d1d Reworked IO Port to handle StorageChannels better. (#3284)
* Reworked IO Port to handle custom StorageChannels in a better way.
* Added a transferFactor to `IStorageChannel` to allow addons to speedup the IO Port to transfer faster. E.g. 1000 mB fluid as fast as transfering 1 bucket (item) per operation, not just 1 mB. 
* Also some changes to avoid moving fluids being 1000x as energy expensive as items.
2017-12-21 19:12:45 +01:00
yueh e243c8e9a2 Adds a debug generator for ForgeEnergy. (#3259)
* Adds a debug generator for ForgeEnergy.

This adds a simple debug block to test external energy injection via
ForgeEnergy and not rely solely on creative cells.

The energy has two functions. The first is acting as an infinite
ForgEnergy battery, this is unused by AE2 itself as nothing pulls
energy.
The second one is injecting energy every tick into any adjacent block
accepting ForgeEnergy.
The base generation is 8 per tick, but this is increased by the power of
adjacent TileEnergyGenerators.
2017-12-21 17:29:39 +01:00
yueh 641d0d40cc Fixes #3265: Do not strip special chars when extracting recipes. (#3266) 2017-12-21 17:28:31 +01:00
yueh 50fad685b6 Fixes #3282: Stacksizes > 64 prevent applicator from cycling. (#3287) 2017-12-21 17:28:16 +01:00
yueh 1ad49edd76 Fixes #3260: Only match damaged items when selected and set to 99%. (#3261) 2017-12-01 21:14:29 +01:00
yueh 7ceaa4cc3e Fixes #3217: Allow caps to be used as P2P attunements. (#3257)
Adds a more abstract approach to map a cap to a certain type instead of
the hardcoded ForgeEnergy case.
Reorders the check from exact ItemStack > ModId > ForgeEnergy to
ItemStack > Cap > ModId. Thus the mod wildcard will be used last.
Support for ForgeEnergy and FluidHandlerItems by default.
Result for items supporting multiple capabilities is not defined.
2017-12-01 21:14:11 +01:00
yueh b70c86542b Fixes #3255: Cache invalid patterns instead computing them every frame. (#3256) 2017-12-01 21:13:23 +01:00
fscan f0d807f0a2 Rework ContainerInscriber validation (#3238)
* Correctly handle metadata wildcard for inscriber inputs
2017-11-26 15:46:02 +01:00
fscan 3063bd887c Revert DamageableRecipe changes (#3246)
Forge fixed this after all. This is no longer needed.
2017-11-26 15:44:56 +01:00