more leti fixes
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f9c6de9fec
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223f55d184
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@ -25,13 +25,13 @@ import net.minecraft.world.WorldView;
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public class Connector extends LetiConnectable /*implements LetiBlock, Waterloggable*/ {
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public class Connector extends LetiConnectable /*implements LetiBlock, Waterloggable*/ {
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static final VoxelShape BASE_SHAPE = createCuboidShape( 5d, 5d, 5d, 11d, 11d, 11d);
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final VoxelShape BASE_SHAPE = createCuboidShape( 5d, 5d, 5d, 11d, 11d, 11d);
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static final VoxelShape NORTH_SHAPE = createCuboidShape( 6d, 6d, 0d, 10d, 10d, 5d);
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final VoxelShape NORTH_SHAPE = createCuboidShape( 6d, 6d, 0d, 10d, 10d, 5d);
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static final VoxelShape SOUTH_SHAPE = createCuboidShape( 6d, 6d, 11d, 10d, 10d, 16d);
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final VoxelShape SOUTH_SHAPE = createCuboidShape( 6d, 6d, 11d, 10d, 10d, 16d);
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static final VoxelShape EAST_SHAPE = createCuboidShape(11d, 6d, 6d, 16d, 10d, 10d);
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final VoxelShape EAST_SHAPE = createCuboidShape(11d, 6d, 6d, 16d, 10d, 10d);
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static final VoxelShape WEST_SHAPE = createCuboidShape( 0d, 6d, 6d, 5d, 10d, 10d);
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final VoxelShape WEST_SHAPE = createCuboidShape( 0d, 6d, 6d, 5d, 10d, 10d);
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static final VoxelShape UP_SHAPE = createCuboidShape( 6d, 11d, 6d, 10d, 16d, 10d);
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final VoxelShape UP_SHAPE = createCuboidShape( 6d, 11d, 6d, 10d, 16d, 10d);
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static final VoxelShape DOWN_SHAPE = createCuboidShape( 6d, 0d, 6d, 10d, 5d, 10d);
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final VoxelShape DOWN_SHAPE = createCuboidShape( 6d, 0d, 6d, 10d, 5d, 10d);
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public Connector(net.minecraft.block.AbstractBlock.Settings settings){
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public Connector(net.minecraft.block.AbstractBlock.Settings settings){
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super(settings);
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super(settings);
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@ -47,25 +47,8 @@ public class Connector extends LetiConnectable /*implements LetiBlock, Waterlogg
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super.onBroken(world, pos, state);
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super.onBroken(world, pos, state);
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LetiNetwork.remove(world, pos);
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LetiNetwork.remove(world, pos);
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}
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}
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@Override
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@Override
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public BlockState getStateForNeighborUpdate(
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public boolean output(/*ServerWorld world, BlockPos pos,*/ BlockState state, Direction direction){
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BlockState state,
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return state.get(Properties.POWERED);
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Direction side,
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BlockState neighborState,
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WorldAccess world,
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BlockPos pos,
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BlockPos neighborPos
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){
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// can't be assed to only update one side
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// FIXME probably extremely laggy on medium to big networks
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return state
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.with(Properties.NORTH, LetiNetwork.connects(world.getBlockState(pos.north()), Direction.SOUTH))
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.with(Properties.SOUTH, LetiNetwork.connects(world.getBlockState(pos.south()), Direction.NORTH))
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.with(Properties.EAST , LetiNetwork.connects(world.getBlockState(pos.east() ), Direction.WEST ))
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.with(Properties.WEST , LetiNetwork.connects(world.getBlockState(pos.west() ), Direction.EAST ))
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.with(Properties.UP , LetiNetwork.connects(world.getBlockState(pos.up() ), Direction.DOWN ))
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.with(Properties.DOWN , LetiNetwork.connects(world.getBlockState(pos.down() ), Direction.UP ))
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/*.with(Properties.POWERED, /*powered(world.getBlockState(pos))* /false)*/;
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}
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}
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}
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}
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@ -23,17 +23,17 @@ import net.minecraft.world.World;
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import net.minecraft.world.WorldAccess;
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import net.minecraft.world.WorldAccess;
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import net.minecraft.world.WorldView;
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import net.minecraft.world.WorldView;
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public class LetiConnectable extends Block implements LetiBlock, Waterloggable {
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public abstract class LetiConnectable extends Block implements LetiBlock, Waterloggable {
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static final VoxelShape BASE_SHAPE;
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abstract final VoxelShape BASE_SHAPE;
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static final VoxelShape NORTH_SHAPE;
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abstract final VoxelShape NORTH_SHAPE;
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static final VoxelShape SOUTH_SHAPE;
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abstract final VoxelShape SOUTH_SHAPE;
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static final VoxelShape EAST_SHAPE;
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abstract final VoxelShape EAST_SHAPE;
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static final VoxelShape WEST_SHAPE;
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abstract final VoxelShape WEST_SHAPE;
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static final VoxelShape UP_SHAPE;
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abstract final VoxelShape UP_SHAPE;
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static final VoxelShape DOWN_SHAPE;
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abstract final VoxelShape DOWN_SHAPE;
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public LetiToggle(net.minecraft.block.AbstractBlock.Settings settings){
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public LetiConnectable(net.minecraft.block.AbstractBlock.Settings settings){
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super(settings);
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super(settings);
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this.setDefaultState(
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this.setDefaultState(
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this.stateManager.getDefaultState()
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this.stateManager.getDefaultState()
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@ -123,10 +123,6 @@ public class LetiConnectable extends Block implements LetiBlock, Waterloggable {
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public boolean connects(BlockState state, Direction direction){
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public boolean connects(BlockState state, Direction direction){
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return true;
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return true;
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}
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}
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@Override
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public boolean output(/*ServerWorld world, BlockPos pos,*/ BlockState state, Direction direction){
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return state.get(Properties.POWERED);
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}
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/*@Override
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/*@Override
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BlockState rotate(BlockState state, BlockRotation rotation){
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BlockState rotate(BlockState state, BlockRotation rotation){
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return state;
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return state;
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@ -5,22 +5,26 @@ import java.util.Map.Entry;
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import net.minecraft.state.property.Properties;
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import net.minecraft.state.property.Properties;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.Direction;
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import net.minecraft.world.ServerWorld;
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import net.minecraft.world.World;
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public class LetiNetwork {
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public class LetiNetwork {
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private static final Map<Entry<ServerWorld, BlockPos>, LetiNetwork> networks = Maps.newHashMap();
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private static final Map<Entry<World, BlockPos>, LetiNetwork> networks = Maps.newHashMap();
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private ServerWorld world;
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private World world;
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ArrayList<BlockPos> nodes;
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ArrayList<BlockPos> nodes;
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ArrayList<Entry<BlockPos, Direction>> inputs;
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ArrayList<Entry<BlockPos, Direction>> inputs;
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public LetiNetwork(ServerWorld world, BlockPos pos){
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boolean powered;
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private LetiNetwork(World world){
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this.world = world;
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this.world = world;
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nodes = new ArrayList<>();
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nodes = new ArrayList<>();
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nodes.add(pos);
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inputs = new ArrayList<>();
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inputs = new ArrayList<>();
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// TODO population of inputs is nowhere in the code
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// TODO population of inputs is nowhere in the code
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// NOTE handling outputs probably happens when set(boolean) updates states, but we may want to look into this further
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// NOTE handling outputs probably happens when set(boolean) updates states, but we may want to look into this further
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}
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}
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private LetiNetwork(World world, BlockPos pos){
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this(world);
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add(pos);
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}
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// NOTE that this code assumes correct behaviour of callers and that it does what it's meant to do
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// NOTE that this code assumes correct behaviour of callers and that it does what it's meant to do
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// this is of course not ideal, but as long as it's not messed up in this mod it should be fine...
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// this is of course not ideal, but as long as it's not messed up in this mod it should be fine...
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@ -29,71 +33,86 @@ public class LetiNetwork {
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for(BlockPos pos : nodes){
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for(BlockPos pos : nodes){
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world.setBlockState(pos, world.getBlockState(pos).with(Properties.POWERED, powered));
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world.setBlockState(pos, world.getBlockState(pos).with(Properties.POWERED, powered));
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}
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}
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this.powered = powered;
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}
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}
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// assumes that there is no node here already
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// assumes that there is no node here already
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public static void new(ServerWorld world, BlockPos pos){
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// this name is probably a misnomer, what this code really does is finds a network for a position that isn't already in a network
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public static void new(World world, BlockPos pos){
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if(!(world.getBlockState(pos).getBlock() instanceof Connector))
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if(!(world.getBlockState(pos).getBlock() instanceof Connector))
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throw new IllegalArgumentException("Only connectors may be in a network");
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throw new IllegalArgumentException("Only connectors may be in a network");
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// check adjacent positions for networks, if >1 join them together, if >0 join the network, if 0 create a network
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// check adjacent positions for networks, if >1 join them together, if >0 join the network, if 0 create a network
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LetiNetwork current = null;
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LetiNetwork current = null;
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for(BlockPos np : neighbors(pos)){
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for(BlockPos np : neighbors(pos)){
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Entry<ServerWorld, BlockPos> key = new Entry<>(world, pos);
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Entry<World, BlockPos> key = new Entry<>(world, pos);
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if(networks.containsKey(key)){
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if(networks.containsKey(key)){
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if(current == null){
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if(current == null){
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current = networks.get(key);
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current = networks.get(key);
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current.add(pos);
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current.add(pos);
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}
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}
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else current.mergeWith(networks.get(key));
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else if(!current.equals(networks.get(key))) current.mergeWith(networks.get(key));
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}
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}
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}
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}
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if(current == null){
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if(current == null){
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networks.set(new Entry<ServerWorld, BlockPos>(world, pos), new LetiNetwork(world, pos));
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new LetiNetwork(world, pos);
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}
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}
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}
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}
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public static LetiNetwork at(ServerWorld world, BlockPos pos){
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public static LetiNetwork at(World world, BlockPos pos){
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return networks.get(new Entry<ServerWorld, BlockPos>(world, pos));
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return networks.get(new Entry<World, BlockPos>(world, pos));
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}
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}
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private void add(ServerWorld world, BlockPos pos){
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private void add(BlockPos pos){
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nodes.add(pos);
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nodes.add(pos);
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networks.set(new Entry<ServerWorld, BlockPos>(world, pos), this);
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networks.set(new Entry<World, BlockPos>(world, pos), this);
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}
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}
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private void remove(ServerWorld world, BlockPos pos){
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private static void remove(World world, BlockPos pos){
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nodes.remove(pos);
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nodes.remove(pos);
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networks.remove(new Entry<ServerWorld, BlockPos>(world, pos));
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networks.remove(new Entry<World, BlockPos>(world, pos));
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// FIXME known bug: won't separate networks
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// start at pos, traverse neighbours (and add those searched to an array to prevent loops),
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// start at neighbours of pos, traverse neighbours (and add those searched to an array to prevent loops),
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// check if we found all (equal), report error if too many entries were found
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// check if we found all (equal), report error if too many entries were found
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// if fewer entries were found, traverse through all other directions and replace those to a new network
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// if fewer entries were found, traverse through all other directions and replace those to a new network
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// i was thinking what if these blocks are on different networks but that should never happen
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// this code is a start but recursion...
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/*ArrayList<BlockPos> found;
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int finds = 0;
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for(BlockPos np : neighbors(pos)){
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for(BlockPos np : neighbors(pos)){
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Entry<ServerWorld, BlockPos> key = new Entry<>(world, np);
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if(nodes.contains(np)){
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if(networks.containsKey(key)){
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ArrayList<BlockPos> found = new ArrayList<>();
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LetiNetwork n = networks.get(key);
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ArrayList<BlockPos> next = new ArrayList<>();
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if(!found.contains(key.getValue())){
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while(!next.isEmpty()){
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found.add(key.getValue());
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for(BlockPos nep : neighbors(next.get(0))){
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++finds;
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if(nodes.contains(nep) && !found.contains(next.get(0)))
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recurse(np);
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next.add(nep);
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}
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found.add(next.get(0));
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next.remove(0);
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}
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int finds = found.size();
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int s = nodes.size();
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if(finds > s){
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throw new AssertionError("Found " + finds + " nodes; network has " + s + " nodes");
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}
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if(finds == s){
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break;
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}
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// known issue: this is a lot of unnecessary overwriting
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// if two blocks adjacing the removed block are connected the first network will get wiped out immediately
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LetiNetwork n = new LetiNetwork(world);
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for(BlockPos nep : found){
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n.add(nep);
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}
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}
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}
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}
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}*/
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}
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}
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private void addInput(ServerWorld world, BlockPos pos, Direction direction){
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}
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private void addInput(World world, BlockPos pos, Direction direction){
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inputs.add(new Entry<BlockPos, Direction>(pos, direction));
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inputs.add(new Entry<BlockPos, Direction>(pos, direction));
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}
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}
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private void removeInput(ServerWorld world, BlockPos pos, Direction direction){
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private void removeInput(World world, BlockPos pos, Direction direction){
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inputs.remove(new Entry<BlockPos, Direction>(pos, direction));
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inputs.remove(new Entry<BlockPos, Direction>(pos, direction));
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}
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}
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private void mergeWith(LetiNetwork network){
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private void mergeWith(LetiNetwork network){
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for(BlockPos pos : nodes){
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for(BlockPos pos : nodes){
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Entry<ServerWorld, BlockPos> entry = new Entry<>(world, pos)
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Entry<World, BlockPos> entry = new Entry<>(world, pos)
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network.add(pos);
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network.add(pos);
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networks.set(entry, network);
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networks.set(entry, network);
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}
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}
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@ -146,7 +165,7 @@ public class LetiNetwork {
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public static ArrayList<LetiNetwork> findAdjacentNetworks(){
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public static ArrayList<LetiNetwork> findAdjacentNetworks(){
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ArrayList<LetiNetwork> ret;
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ArrayList<LetiNetwork> ret;
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for(BlockPos np : neighbors(pos)){
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for(BlockPos np : neighbors(pos)){
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Entry<ServerWorld, BlockPos> key = new Entry<>(world, np);
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Entry<World, BlockPos> key = new Entry<>(world, np);
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if(networks.containsKey(key)){
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if(networks.containsKey(key)){
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LetiNetwork n = networks.get(key);
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LetiNetwork n = networks.get(key);
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if(!ret.contains(n)) ret.add(n);
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if(!ret.contains(n)) ret.add(n);
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