Mindustry
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Annoying Typo
Platform: Windows
Build: 140.4
Issue: Typo found while me making a mod: Block.solidifies <-> Block.solidifes
Steps to reproduce: Install the mod making dependencies("mindustry dev kit")
Look at Block.solidifes
Issue file location:
C:\Users\******\.gradle\caches\modules-2\files-2.1\com.github.Anuken.MindustryJitpack\core\v140.1\cc06dd69a88e1d3295a71718a907dec6728d51b6\core-v140.1-sources.jar
package mindustry.world
file Block.java
Link(s) to mod(s) used: N/A, outside of game
Save file: N/A, outside of game
(Crash) logs: N/A
Place an X (no spaces) between the brackets to confirm that you have read the line below.
- [X] I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.
- [X] I have searched the closed and open issues to make sure that this problem has not already been reported.
Attached: Issue file:
package mindustry.world;
import arc.*;
import arc.audio.*;
import arc.func.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.graphics.g2d.TextureAtlas.*;
import arc.math.*;
import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.struct.EnumSet;
import arc.struct.*;
import arc.util.*;
import arc.util.pooling.*;
import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.ctype.*;
import mindustry.entities.*;
import mindustry.entities.units.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.graphics.MultiPacker.*;
import mindustry.logic.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.power.*;
import mindustry.world.consumers.*;
import mindustry.entities.bullet.*;
import mindustry.world.meta.*;
import java.lang.reflect.*;
import java.util.*;
import static mindustry.Vars.*;
public class Block extends UnlockableContent implements Senseable{
/** If true, buildings have an ItemModule. */
public boolean hasItems;
/** If true, buildings have a LiquidModule. */
public boolean hasLiquids;
/** If true, buildings have a PowerModule. */
public boolean hasPower;
/** Flag for determining whether this block outputs liquid somewhere; used for connections. */
public boolean outputsLiquid = false;
/** Used by certain power blocks (nodes) to flag as non-consuming of power. True by default, even if this block has no power. */
public boolean consumesPower = true;
/** If true, this block is a generator that can produce power. */
public boolean outputsPower = false;
/** If true, this block can conduct power like a cable. */
public boolean conductivePower = false;
/** If true, this block can output payloads; affects blending. */
public boolean outputsPayload = false;
/** If true, payloads will attempt to move into this block. */
public boolean acceptsPayload = false;
/** Visual flag use for blending of certain transportation blocks. */
public boolean acceptsItems = false;
/** If true, all item capacities of this block are separate instead of pooled as one number. */
public boolean separateItemCapacity = false;
/** maximum items this block can carry (usually, this is per-type of item) */
public int itemCapacity = 10;
/** maximum total liquids this block can carry if hasLiquids = true */
public float liquidCapacity = 10f;
/** higher numbers increase liquid output speed; TODO remove and replace with better liquids system */
public float liquidPressure = 1f;
/** If true, this block outputs to its facing direction, when applicable.
* Used for blending calculations. */
public boolean outputFacing = true;
/** if true, this block does not accept input from the sides (used for armored conveyors) */
public boolean noSideBlend = false;
/** whether to display flow rate */
public boolean displayFlow = true;
/** whether this block is visible in the editor */
public boolean inEditor = true;
/** the last configuration value applied to this block. */
public @Nullable Object lastConfig;
/** whether to save the last config and apply it to newly placed blocks */
public boolean saveConfig = false;
/** whether to allow copying the config through middle click */
public boolean copyConfig = true;
/** if true, double-tapping this configurable block clears configuration. */
public boolean clearOnDoubleTap = false;
/** whether this block has a tile entity that updates */
public boolean update;
/** whether this block has health and can be destroyed */
public boolean destructible;
/** whether unloaders work on this block */
public boolean unloadable = true;
/** if true, this block acts a duct and will connect to armored ducts from the side. */
public boolean isDuct = false;
/** whether units can resupply by taking items from this block */
public boolean allowResupply = false;
/** whether this is solid */
public boolean solid;
/** whether this block CAN be solid. */
public boolean solidifes;
/** if true, this counts as a non-solid block to this team. */
public boolean teamPassable;
/** if true, this block cannot be hit by bullets unless explicitly targeted. */
public boolean underBullets;
/** whether this is rotatable */
public boolean rotate;
/** if rotate is true and this is false, the region won't rotate when drawing */
public boolean rotateDraw = true;
/** if true, schematic flips with this block are inverted. */
public boolean invertFlip = false;
/** number of different variant regions to use */
public int variants = 0;
/** whether to draw a rotation arrow - this does not apply to lines of blocks */
public boolean drawArrow = true;
/** whether to draw the team corner by default */
public boolean drawTeamOverlay = true;
/** for static blocks only: if true, tile data() is saved in world data. */
public boolean saveData;
/** whether you can break this with rightclick */
public boolean breakable;
/** whether to add this block to brokenblocks */
public boolean rebuildable = true;
/** if true, this logic-related block can only be used with privileged processors (or is one itself) */
public boolean privileged = false;
/** whether this block can only be placed on water */
public boolean requiresWater = false;
/** whether this block can be placed on any liquids, anywhere */
public boolean placeableLiquid = false;
/** whether this block can be placed directly by the player via PlacementFragment */
public boolean placeablePlayer = true;
/** whether this floor can be placed on. */
public boolean placeableOn = true;
/** whether this block has insulating properties. */
public boolean insulated = false;
/** whether the sprite is a full square. */
public boolean squareSprite = true;
/** whether this block absorbs laser attacks. */
public boolean absorbLasers = false;
/** if false, the status is never drawn */
public boolean enableDrawStatus = true;
/** whether to draw disabled status */
public boolean drawDisabled = true;
/** whether to automatically reset enabled status after a logic block has not interacted for a while. */
public boolean autoResetEnabled = true;
/** if true, the block stops updating when disabled */
public boolean noUpdateDisabled = false;
/** if true, this block updates when it's a payload in a unit. */
public boolean updateInUnits = true;
/** if true, this block updates in payloads in units regardless of the experimental game rule */
public boolean alwaysUpdateInUnits = false;
/** Whether to use this block's color in the minimap. Only used for overlays. */
public boolean useColor = true;
/** item that drops from this block, used for drills */
public @Nullable Item itemDrop = null;
/** if true, this block cannot be mined by players. useful for annoying things like sand. */
public boolean playerUnmineable = false;
/** Array of affinities to certain things. */
public Attributes attributes = new Attributes();
/** Health per square tile that this block occupies; essentially, this is multiplied by size * size. Overridden if health is > 0. If <0, the default is 40. */
public float scaledHealth = -1;
/** building health; -1 to use scaledHealth */
public int health = -1;
/** damage absorption, similar to unit armor */
public float armor = 0f;
/** base block explosiveness */
public float baseExplosiveness = 0f;
/** bullet that this block spawns when destroyed */
public @Nullable BulletType destroyBullet = null;
/** liquid used for lighting */
public @Nullable Liquid lightLiquid;
/** whether cracks are drawn when this block is damaged */
public boolean drawCracks = true;
/** whether rubble is created when this block is destroyed */
public boolean createRubble = true;
/** whether this block can be placed on edges of liquids. */
public boolean floating = false;
/** multiblock size */
public int size = 1;
/** multiblock offset */
public float offset = 0f;
/** offset for iteration (internal use only) */
public int sizeOffset = 0;
/** Clipping size of this block. Should be as large as the block will draw. */
public float clipSize = -1f;
/** When placeRangeCheck is enabled, this is the range checked for enemy blocks. */
public float placeOverlapRange = 50f;
/** Multiplier of damage dealt to this block by tanks. Does not apply to crawlers. */
public float crushDamageMultiplier = 1f;
/** Max of timers used. */
public int timers = 0;
/** Cache layer. Only used for 'cached' rendering. */
public CacheLayer cacheLayer = CacheLayer.normal;
/** Special flag; if false, floor will be drawn under this block even if it is cached. */
public boolean fillsTile = true;
/** If true, this block can be covered by darkness / fog even if synthetic. */
public boolean forceDark = false;
/** whether this block can be replaced in all cases */
public boolean alwaysReplace = false;
/** if false, this block can never be replaced. */
public boolean replaceable = true;
/** The block group. Unless {@link #canReplace} is overridden, blocks in the same group can replace each other. */
public BlockGroup group = BlockGroup.none;
/** List of block flags. Used for AI indexing. */
public EnumSet<BlockFlag> flags = EnumSet.of();
/** Targeting priority of this block, as seen by enemies. */
public float priority = TargetPriority.base;
/** How much this block affects the unit cap by.
* The block flags must contain unitModifier in order for this to work. */
public int unitCapModifier = 0;
/** Whether the block can be tapped and selected to configure. */
public boolean configurable;
/** If true, this building can be selected like a unit when commanding. */
public boolean commandable;
/** If true, the building inventory can be shown with the config. */
public boolean allowConfigInventory = true;
/** Defines how large selection menus, such as that of sorters, should be. */
public int selectionRows = 5, selectionColumns = 4;
/** If true, this block can be configured by logic. */
public boolean logicConfigurable = false;
/** Whether this block consumes touchDown events when tapped. */
public boolean consumesTap;
/** Whether to draw the glow of the liquid for this block, if it has one. */
public boolean drawLiquidLight = true;
/** Environmental flags that are *all* required for this block to function. 0 = any environment */
public int envRequired = 0;
/** The environment flags that this block can function in. If the env matches any of these, it will be enabled. */
public int envEnabled = Env.terrestrial;
/** The environment flags that this block *cannot* function in. If the env matches any of these, it will be *disabled*. */
public int envDisabled = 0;
/** Whether to periodically sync this block across the network. */
public boolean sync;
/** Whether this block uses conveyor-type placement mode. */
public boolean conveyorPlacement;
/** If false, diagonal placement (ctrl) for this block is not allowed. */
public boolean allowDiagonal = true;
/** Whether to swap the diagonal placement modes. */
public boolean swapDiagonalPlacement;
/** Build queue priority in schematics. */
public int schematicPriority = 0;
/**
* The color of this block when displayed on the minimap or map preview.
* Do not set manually! This is overridden when loading for most blocks.
*/
public Color mapColor = new Color(0, 0, 0, 1);
/** Whether this block has a minimap color. */
public boolean hasColor = false;
/** Whether units target this block. */
public boolean targetable = true;
/** If true, this block attacks and is considered a turret in the indexer. Building must implement Ranged. */
public boolean attacks = false;
/** If true, this block is mending-related and can be suppressed with special units/missiles. */
public boolean suppressable = false;
/** Whether the overdrive core has any effect on this block. */
public boolean canOverdrive = true;
/** Outlined icon color.*/
public Color outlineColor = Color.valueOf("404049");
/** Whether any icon region has an outline added. */
public boolean outlineIcon = false;
/** Outline icon radius. */
public int outlineRadius = 4;
/** Which of the icon regions gets the outline added. Uses last icon if <= 0. */
public int outlinedIcon = -1;
/** Whether this block has a shadow under it. */
public boolean hasShadow = true;
/** If true, a custom shadow (name-shadow) is drawn under this block. */
public boolean customShadow = false;
/** Should the sound made when this block is built change in pitch. */
public boolean placePitchChange = true;
/** Should the sound made when this block is deconstructed change in pitch. */
public boolean breakPitchChange = true;
/** Sound made when this block is built. */
public Sound placeSound = Sounds.place;
/** Sound made when this block is deconstructed. */
public Sound breakSound = Sounds.breaks;
/** Sounds made when this block is destroyed.*/
public Sound destroySound = Sounds.boom;
/** How reflective this block is. */
public float albedo = 0f;
/** Environmental passive light color. */
public Color lightColor = Color.white.cpy();
/**
* Whether this environmental block passively emits light.
* Does not change behavior for non-environmental blocks, but still updates clipSize. */
public boolean emitLight = false;
/** Radius of the light emitted by this block. */
public float lightRadius = 60f;
/** How much fog this block uncovers, in tiles. Cannot be dynamic. <= 0 to disable. */
public int fogRadius = -1;
/** The sound that this block makes while active. One sound loop. Do not overuse. */
public Sound loopSound = Sounds.none;
/** Active sound base volume. */
public float loopSoundVolume = 0.5f;
/** The sound that this block makes while idle. Uses one sound loop for all blocks. */
public Sound ambientSound = Sounds.none;
/** Idle sound base volume. */
public float ambientSoundVolume = 0.05f;
/** Cost of constructing this block. */
public ItemStack[] requirements = {};
/** Category in place menu. */
public Category category = Category.distribution;
/** Time to build this block in ticks; do not modify directly! */
public float buildCost = 20f;
/** Whether this block is visible and can currently be built. */
public BuildVisibility buildVisibility = BuildVisibility.hidden;
/** Multiplier for speed of building this block. */
public float buildCostMultiplier = 1f;
/** Build completion at which deconstruction finishes. */
public float deconstructThreshold = 0f;
/** If true, this block deconstructs immediately. Instant deconstruction implies no resource refund. */
public boolean instantDeconstruct = false;
/** Effect for breaking the block. Passes size as rotation. */
public Effect breakEffect = Fx.breakBlock;
/** Effect for destroying the block. */
public Effect destroyEffect = Fx.dynamicExplosion;
/** Multiplier for cost of research in tech tree. */
public float researchCostMultiplier = 1;
/** Cost multipliers per-item. */
public ObjectFloatMap<Item> researchCostMultipliers = new ObjectFloatMap<>();
/** Override for research cost. Uses multipliers above and building requirements if not set. */
public @Nullable ItemStack[] researchCost;
/** Whether this block has instant transfer.*/
public boolean instantTransfer = false;
/** Whether you can rotate this block after it is placed. */
public boolean quickRotate = true;
/** Main subclass. Non-anonymous. */
public @Nullable Class<?> subclass;
/** Scroll position for certain blocks. */
public float selectScroll;
/** Building that is created for this block. Initialized in init() via reflection. Set manually if modded. */
public Prov<Building> buildType = null;
/** Configuration handlers by type. */
public ObjectMap<Class<?>, Cons2> configurations = new ObjectMap<>();
/** Consumption filters. */
public boolean[] itemFilter = {}, liquidFilter = {};
/** Array of consumers used by this block. Only populated after init(). */
public Consume[] consumers = {}, optionalConsumers = {}, nonOptionalConsumers = {}, updateConsumers = {};
/** Set to true if this block has any consumers in its array. */
public boolean hasConsumers;
/** The single power consumer, if applicable. */
public @Nullable ConsumePower consPower;
/** Map of bars by name. */
protected OrderedMap<String, Func<Building, Bar>> barMap = new OrderedMap<>();
/** List for building up consumption before init(). */
protected Seq<Consume> consumeBuilder = new Seq<>();
protected TextureRegion[] generatedIcons;
protected TextureRegion[] editorVariantRegions;
/** Regions indexes from icons() that are rotated. If either of these is not -1, other regions won't be rotated in ConstructBlocks. */
public int regionRotated1 = -1, regionRotated2 = -1;
public TextureRegion region, editorIcon;
public @Load("@-shadow") TextureRegion customShadowRegion;
public @Load("@-team") TextureRegion teamRegion;
public TextureRegion[] teamRegions, variantRegions, variantShadowRegions;
protected static final Seq<Tile> tempTiles = new Seq<>();
protected static final Seq<Building> tempBuilds = new Seq<>();
/** Dump timer ID.*/
protected final int timerDump = timers++;
/** How often to try dumping items in ticks, e.g. 5 = 12 times/sec*/
protected final int dumpTime = 5;
public Block(String name){
super(name);
initBuilding();
selectionSize = 28f;
}
public void drawBase(Tile tile){
//delegates to entity unless it is null
if(tile.build != null){
tile.build.draw();
}else{
Draw.rect(
variants == 0 ? region :
variantRegions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, variantRegions.length - 1))],
tile.drawx(), tile.drawy());
}
}
public void drawShadow(Tile tile){
Draw.color(0f, 0f, 0f, BlockRenderer.shadowColor.a);
Draw.rect(
variants == 0 ? customShadowRegion :
variantShadowRegions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, variantShadowRegions.length - 1))],
tile.drawx(), tile.drawy(), tile.build == null ? 0f : tile.build.drawrot());
Draw.color();
}
public float percentSolid(int x, int y){
Tile tile = world.tile(x, y);
if(tile == null) return 0;
return tile.getLinkedTilesAs(this, tempTiles)
.sumf(other -> !other.floor().isLiquid ? 1f : 0f) / size / size;
}
public void drawEnvironmentLight(Tile tile){
Drawf.light(tile.worldx(), tile.worldy(), lightRadius, lightColor, lightColor.a);
}
/** Drawn when you are placing a block. */
public void drawPlace(int x, int y, int rotation, boolean valid){
drawPotentialLinks(x, y);
drawOverlay(x * tilesize + offset, y * tilesize + offset, rotation);
}
public void drawPotentialLinks(int x, int y){
if((consumesPower || outputsPower) && hasPower){
Tile tile = world.tile(x, y);
if(tile != null){
PowerNode.getNodeLinks(tile, this, player.team(), other -> {
PowerNode node = (PowerNode)other.block;
Draw.color(node.laserColor1, Renderer.laserOpacity * 0.5f);
node.drawLaser(x * tilesize + offset, y * tilesize + offset, other.x, other.y, size, other.block.size);
Drawf.square(other.x, other.y, other.block.size * tilesize / 2f + 2f, Pal.place);
});
}
}
}
public float drawPlaceText(String text, int x, int y, boolean valid){
if(renderer.pixelator.enabled()) return 0;
Color color = valid ? Pal.accent : Pal.remove;
Font font = Fonts.outline;
GlyphLayout layout = Pools.obtain(GlyphLayout.class, GlyphLayout::new);
boolean ints = font.usesIntegerPositions();
font.setUseIntegerPositions(false);
font.getData().setScale(1f / 4f / Scl.scl(1f));
layout.setText(font, text);
float width = layout.width;
font.setColor(color);
float dx = x * tilesize + offset, dy = y * tilesize + offset + size * tilesize / 2f + 3;
font.draw(text, dx, dy + layout.height + 1, Align.center);
dy -= 1f;
Lines.stroke(2f, Color.darkGray);
Lines.line(dx - layout.width / 2f - 2f, dy, dx + layout.width / 2f + 1.5f, dy);
Lines.stroke(1f, color);
Lines.line(dx - layout.width / 2f - 2f, dy, dx + layout.width / 2f + 1.5f, dy);
font.setUseIntegerPositions(ints);
font.setColor(Color.white);
font.getData().setScale(1f);
Draw.reset();
Pools.free(layout);
return width;
}
/** Drawn when placing and when hovering over. */
public void drawOverlay(float x, float y, int rotation){
}
public float sumAttribute(@Nullable Attribute attr, int x, int y){
if(attr == null) return 0;
Tile tile = world.tile(x, y);
if(tile == null) return 0;
return tile.getLinkedTilesAs(this, tempTiles)
.sumf(other -> !floating && other.floor().isDeep() ? 0 : other.floor().attributes.get(attr));
}
public TextureRegion getDisplayIcon(Tile tile){
return tile.build == null ? uiIcon : tile.build.getDisplayIcon();
}
public String getDisplayName(Tile tile){
return tile.build == null ? localizedName : tile.build.getDisplayName();
}
/** @return a custom minimap color for this or 0 to use default colors. */
public int minimapColor(Tile tile){
return 0;
}
public boolean outputsItems(){
return hasItems;
}
/** @return whether this block can be placed on the specified tile. */
public boolean canPlaceOn(Tile tile, Team team, int rotation){
return true;
}
/** @return whether this block can be broken on the specified tile. */
public boolean canBreak(Tile tile){
return true;
}
public boolean rotatedOutput(int x, int y){
return rotate;
}
public boolean synthetic(){
return update || destructible;
}
public boolean checkForceDark(Tile tile){
return forceDark;
}
@Override
public void setStats(){
super.setStats();
stats.add(Stat.size, "@x@", size, size);
if(synthetic()){
stats.add(Stat.health, health, StatUnit.none);
if(armor > 0){
stats.add(Stat.armor, armor, StatUnit.none);
}
}
if(canBeBuilt() && requirements.length > 0){
stats.add(Stat.buildTime, buildCost / 60, StatUnit.seconds);
stats.add(Stat.buildCost, StatValues.items(false, requirements));
}
if(instantTransfer){
stats.add(Stat.maxConsecutive, 2, StatUnit.none);
}
for(var c : consumers){
c.display(stats);
}
//Note: Power stats are added by the consumers.
if(hasLiquids) stats.add(Stat.liquidCapacity, liquidCapacity, StatUnit.liquidUnits);
if(hasItems && itemCapacity > 0) stats.add(Stat.itemCapacity, itemCapacity, StatUnit.items);
}
public <T extends Building> void addBar(String name, Func<T, Bar> sup){
barMap.put(name, (Func<Building, Bar>)sup);
}
public void removeBar(String name){
barMap.remove(name);
}
public Iterable<Func<Building, Bar>> listBars(){
return barMap.values();
}
public void addLiquidBar(Liquid liq){
addBar("liquid-" + liq.name, entity -> !liq.unlockedNow() ? null : new Bar(
() -> liq.localizedName,
liq::barColor,
() -> entity.liquids.get(liq) / liquidCapacity
));
}
/** Adds a liquid bar that dynamically displays a liquid type. */
public <T extends Building> void addLiquidBar(Func<T, Liquid> current){
addBar("liquid", entity -> new Bar(
() -> current.get((T)entity) == null || entity.liquids.get(current.get((T)entity)) <= 0.001f ? Core.bundle.get("bar.liquid") : current.get((T)entity).localizedName,
() -> current.get((T)entity) == null ? Color.clear : current.get((T)entity).barColor(),
() -> current.get((T)entity) == null ? 0f : entity.liquids.get(current.get((T)entity)) / liquidCapacity)
);
}
public void setBars(){
addBar("health", entity -> new Bar("stat.health", Pal.health, entity::healthf).blink(Color.white));
if(consPower != null){
boolean buffered = consPower.buffered;
float capacity = consPower.capacity;
addBar("power", entity -> new Bar(
() -> buffered ? Core.bundle.format("bar.poweramount", Float.isNaN(entity.power.status * capacity) ? "<ERROR>" : UI.formatAmount((int)(entity.power.status * capacity))) :
Core.bundle.get("bar.power"),
() -> Pal.powerBar,
() -> Mathf.zero(consPower.requestedPower(entity)) && entity.power.graph.getPowerProduced() + entity.power.graph.getBatteryStored() > 0f ? 1f : entity.power.status)
);
}
if(hasItems && configurable){
addBar("items", entity -> new Bar(
() -> Core.bundle.format("bar.items", entity.items.total()),
() -> Pal.items,
() -> (float)entity.items.total() / itemCapacity)
);
}
if(unitCapModifier != 0){
stats.add(Stat.maxUnits, (unitCapModifier < 0 ? "-" : "+") + Math.abs(unitCapModifier));
}
//liquids added last
if(hasLiquids){
//TODO liquids need to be handled VERY carefully. there are several potential possibilities:
//1. no consumption or output (conduit/tank)
// - display current(), 1 bar
//2. static set of inputs and outputs
// - create bars for each input/output, straightforward
//3. TODO dynamic input/output combo???
// - confusion
boolean added = false;
//TODO handle in consumer
//add bars for *specific* consumed liquids
for(var consl : consumers){
if(consl instanceof ConsumeLiquid liq){
added = true;
addLiquidBar(liq.liquid);
}else if(consl instanceof ConsumeLiquids multi){
added = true;
for(var stack : multi.liquids){
addLiquidBar(stack.liquid);
}
}
}
//nothing was added, so it's safe to add a dynamic liquid bar (probably?)
if(!added){
addLiquidBar(build -> build.liquids.current());
}
}
}
public boolean consumesItem(Item item){
return itemFilter[item.id];
}
public boolean consumesLiquid(Liquid liq){
return liquidFilter[liq.id];
}
public boolean canReplace(Block other){
if(other.alwaysReplace) return true;
if(other.privileged) return false;
return other.replaceable && (other != this || (rotate && quickRotate)) && this.group != BlockGroup.none && other.group == this.group &&
(size == other.size || (size >= other.size && ((subclass != null && subclass == other.subclass) || group.anyReplace)));
}
/** @return a possible replacement for this block when placed in a line by the player. */
public Block getReplacement(BuildPlan req, Seq<BuildPlan> plans){
return this;
}
/** Mutates the given list of points used during line placement. */
public void changePlacementPath(Seq<Point2> points, int rotation, boolean diagonalOn){
changePlacementPath(points, rotation);
}
/** Mutates the given list of points used during line placement. */
public void changePlacementPath(Seq<Point2> points, int rotation){
}
/** Mutates the given list of plans used during line placement. */
public void handlePlacementLine(Seq<BuildPlan> plans){
}
public boolean configSenseable(){
return configurations.containsKey(Item.class) || configurations.containsKey(Liquid.class);
}
public Object nextConfig(){
if(saveConfig && lastConfig != null){
return lastConfig;
}
return null;
}
/** Called when a new build plan is created in the player's queue. Blocks can maintain a reference to this plan and add configs to it later. */
public void onNewPlan(BuildPlan plan){
}
public void drawPlan(BuildPlan plan, Eachable<BuildPlan> list, boolean valid){
drawPlan(plan, list, valid, 1f);
}
public void drawPlan(BuildPlan plan, Eachable<BuildPlan> list, boolean valid, float alpha){
Draw.reset();
Draw.mixcol(!valid ? Pal.breakInvalid : Color.white, (!valid ? 0.4f : 0.24f) + Mathf.absin(Time.globalTime, 6f, 0.28f));
Draw.alpha(alpha);
float prevScale = Draw.scl;
Draw.scl *= plan.animScale;
drawPlanRegion(plan, list);
Draw.scl = prevScale;
Draw.reset();
}
public void drawPlanRegion(BuildPlan plan, Eachable<BuildPlan> list){
drawDefaultPlanRegion(plan, list);
}
/** this is a different method so subclasses can call it even after overriding the base */
public void drawDefaultPlanRegion(BuildPlan plan, Eachable<BuildPlan> list){
TextureRegion reg = getPlanRegion(plan, list);
Draw.rect(reg, plan.drawx(), plan.drawy(), !rotate || !rotateDraw ? 0 : plan.rotation * 90);
if(plan.worldContext && player != null && teamRegion != null && teamRegion.found()){
if(teamRegions[player.team().id] == teamRegion) Draw.color(player.team().color);
Draw.rect(teamRegions[player.team().id], plan.drawx(), plan.drawy());
Draw.color();
}
drawPlanConfig(plan, list);
}
public TextureRegion getPlanRegion(BuildPlan plan, Eachable<BuildPlan> list){
return fullIcon;
}
public void drawPlanConfig(BuildPlan plan, Eachable<BuildPlan> list){
}
public void drawPlanConfigCenter(BuildPlan plan, Object content, String region, boolean cross){
if(content == null){
if(cross){
Draw.rect("cross", plan.drawx(), plan.drawy());
}
return;
}
Color color = content instanceof Item i ? i.color : content instanceof Liquid l ? l.color : null;
if(color == null) return;
Draw.color(color);
Draw.rect(region, plan.drawx(), plan.drawy());
Draw.color();
}
public void drawPlanConfigCenter(BuildPlan plan, Object content, String region){
drawPlanConfigCenter(plan, content, region, false);
}
public void drawPlanConfigTop(BuildPlan plan, Eachable<BuildPlan> list){
}
/** Transforms the internal position of this config using the specified function, and return the result. */
public Object pointConfig(Object config, Cons<Point2> transformer){
return config;
}
/** Configure when a null value is passed.*/
public <E extends Building> void configClear(Cons<E> cons){
configurations.put(void.class, (tile, value) -> cons.get((E)tile));
}
/** Listen for a config by class type. */
public <T, E extends Building> void config(Class<T> type, Cons2<E, T> config){
configurations.put(type, config);
}
public boolean isAccessible(){
return (hasItems && itemCapacity > 0);
}
/** sets {@param out} to the index-th side outside of this block, using the given rotation. */
public void nearbySide(int x, int y, int rotation, int index, Point2 out){
int cornerX = x - (size-1)/2, cornerY = y - (size-1)/2, s = size;
switch(rotation){
case 0 -> out.set(cornerX + s, cornerY + index);
case 1 -> out.set(cornerX + index, cornerY + s);
case 2 -> out.set(cornerX - 1, cornerY + index);
case 3 -> out.set(cornerX + index, cornerY - 1);
}
}
public Point2[] getEdges(){
return Edges.getEdges(size);
}
public Point2[] getInsideEdges(){
return Edges.getInsideEdges(size);
}
/** Iterate through ever grid position taken up by this block. */
public void iterateTaken(int x, int y, Intc2 placer){
if(isMultiblock()){
int offsetx = -(size - 1) / 2;
int offsety = -(size - 1) / 2;
for(int dx = 0; dx < size; dx++){
for(int dy = 0; dy < size; dy++){
placer.get(dx + offsetx + x, dy + offsety + y);
}
}
}else{
placer.get(x, y);
}
}
/** Never use outside of the editor! */
public TextureRegion editorIcon(){
return editorIcon == null ? (editorIcon = Core.atlas.find(name + "-icon-editor")) : editorIcon;
}
/** Never use outside of the editor! */
public TextureRegion[] editorVariantRegions(){
if(editorVariantRegions == null){
variantRegions();
editorVariantRegions = new TextureRegion[variantRegions.length];
for(int i = 0; i < variantRegions.length; i++){
AtlasRegion region = (AtlasRegion)variantRegions[i];
editorVariantRegions[i] = Core.atlas.find("editor-" + region.name);
}
}
return editorVariantRegions;
}
/** @return special icons to outline and save with an -outline variant. Vanilla only. */
public TextureRegion[] makeIconRegions(){
return new TextureRegion[0];
}
protected TextureRegion[] icons(){
//use team region in vanilla team blocks
TextureRegion r = variants > 0 ? Core.atlas.find(name + "1") : region;
return teamRegion.found() && minfo.mod == null ? new TextureRegion[]{r, teamRegions[Team.sharded.id]} : new TextureRegion[]{r};
}
public void getRegionsToOutline(Seq<TextureRegion> out){
}
public TextureRegion[] getGeneratedIcons(){
return generatedIcons == null ? (generatedIcons = icons()) : generatedIcons;
}
public void resetGeneratedIcons(){
generatedIcons = null;
}
public TextureRegion[] variantRegions(){
return variantRegions == null ? (variantRegions = new TextureRegion[]{fullIcon}) : variantRegions;
}
public boolean hasBuilding(){
return destructible || update;
}
public final Building newBuilding(){
return buildType.get();
}
public void updateClipRadius(float size){
clipSize = Math.max(clipSize, size * tilesize + size * 2f);
}
public Rect bounds(int x, int y, Rect rect){
return rect.setSize(size * tilesize).setCenter(x * tilesize + offset, y * tilesize + offset);
}
public boolean isMultiblock(){
return size > 1;
}
public boolean isVisible(){
return !isHidden() && (state.rules.editor || (!state.rules.hideBannedBlocks || !state.rules.isBanned(this)));
}
public boolean isVisibleOn(Planet planet){
return !Structs.contains(requirements, i -> planet.hiddenItems.contains(i.item));
}
public boolean isPlaceable(){
return isVisible() && (!state.rules.isBanned(this) || state.rules.editor) && supportsEnv(state.rules.env);
}
/** @return whether this block supports a specific environment. */
public boolean supportsEnv(int env){
return (envEnabled & env) != 0 && (envDisabled & env) == 0 && (envRequired == 0 || (envRequired & env) == envRequired);
}
/** Called when building of this block begins. */
public void placeBegan(Tile tile, Block previous){
}
/** Called right before building of this block begins. */
public void beforePlaceBegan(Tile tile, Block previous){
}
public boolean isFloor(){
return this instanceof Floor;
}
public boolean isOverlay(){
return this instanceof OverlayFloor;
}
public Floor asFloor(){
return (Floor)this;
}
public boolean isAir(){
return id == 0;
}
public boolean canBeBuilt(){
return buildVisibility != BuildVisibility.hidden && buildVisibility != BuildVisibility.debugOnly;
}
public boolean environmentBuildable(){
return (state.rules.hiddenBuildItems.isEmpty() || !Structs.contains(requirements, i -> state.rules.hiddenBuildItems.contains(i.item)));
}
public boolean isStatic(){
return cacheLayer == CacheLayer.walls;
}
public <T extends Consume> T findConsumer(Boolf<Consume> filter){
return consumers.length == 0 ? (T)consumeBuilder.find(filter) : (T)Structs.find(consumers, filter);
}
public void removeConsumer(Consume cons){
if(consumers.length > 0){
throw new IllegalStateException("You can only remove consumers before init(). After init(), all consumers have already been initialized.");
}
consumeBuilder.remove(cons);
}
public ConsumeLiquid consumeLiquid(Liquid liquid, float amount){
return consume(new ConsumeLiquid(liquid, amount));
}
public ConsumeLiquids consumeLiquids(LiquidStack... stacks){
return consume(new ConsumeLiquids(stacks));
}
/**
* Creates a consumer which directly uses power without buffering it.
* @param powerPerTick The amount of power which is required each tick for 100% efficiency.
* @return the created consumer object.
*/
public ConsumePower consumePower(float powerPerTick){
return consume(new ConsumePower(powerPerTick, 0.0f, false));
}
/** Creates a consumer which only consumes power when the condition is met. */
public <T extends Building> ConsumePower consumePowerCond(float usage, Boolf<T> cons){
return consume(new ConsumePowerCondition(usage, (Boolf<Building>)cons));
}
/** Creates a consumer that consumes a dynamic amount of power. */
public <T extends Building> ConsumePower consumePowerDynamic(Floatf<T> usage){
return consume(new ConsumePowerDynamic((Floatf<Building>)usage));
}
/**
* Creates a consumer which stores power.
* @param powerCapacity The maximum capacity in power units.
*/
public ConsumePower consumePowerBuffered(float powerCapacity){
return consume(new ConsumePower(0f, powerCapacity, true));
}
public ConsumeItems consumeItem(Item item){
return consumeItem(item, 1);
}
public ConsumeItems consumeItem(Item item, int amount){
return consume(new ConsumeItems(new ItemStack[]{new ItemStack(item, amount)}));
}
public ConsumeItems consumeItems(ItemStack... items){
return consume(new ConsumeItems(items));
}
public ConsumeCoolant consumeCoolant(float amount){
return consume(new ConsumeCoolant(amount));
}
public <T extends Consume> T consume(T consume){
if(consume instanceof ConsumePower){
//there can only be one power consumer
consumeBuilder.removeAll(b -> b instanceof ConsumePower);
consPower = (ConsumePower)consume;
}
consumeBuilder.add(consume);
return consume;
}
public void setupRequirements(Category cat, ItemStack[] stacks){
requirements(cat, stacks);
}
public void setupRequirements(Category cat, BuildVisibility visible, ItemStack[] stacks){
requirements(cat, visible, stacks);
}
public void requirements(Category cat, ItemStack[] stacks, boolean unlocked){
requirements(cat, BuildVisibility.shown, stacks);
this.alwaysUnlocked = unlocked;
}
public void requirements(Category cat, ItemStack[] stacks){
requirements(cat, BuildVisibility.shown, stacks);
}
/** Sets up requirements. Use only this method to set up requirements. */
public void requirements(Category cat, BuildVisibility visible, ItemStack[] stacks){
this.category = cat;
this.requirements = stacks;
this.buildVisibility = visible;
Arrays.sort(requirements, Structs.comparingInt(i -> i.item.id));
}
protected void initBuilding(){
//attempt to find the first declared class and use it as the entity type
try{
Class<?> current = getClass();
if(current.isAnonymousClass()){
current = current.getSuperclass();
}
subclass = current;
while(buildType == null && Block.class.isAssignableFrom(current)){
//first class that is subclass of Building
Class<?> type = Structs.find(current.getDeclaredClasses(), t -> Building.class.isAssignableFrom(t) && !t.isInterface());
if(type != null){
//these are inner classes, so they have an implicit parameter generated
Constructor<? extends Building> cons = (Constructor<? extends Building>)type.getDeclaredConstructor(type.getDeclaringClass());
buildType = () -> {
try{
return cons.newInstance(this);
}catch(Exception e){
throw new RuntimeException(e);
}
};
}
//scan through every superclass looking for it
current = current.getSuperclass();
}
}catch(Throwable ignored){
}
if(buildType == null){
//assign default value
buildType = Building::create;
}
}
@Override
public ItemStack[] researchRequirements(){
if(researchCost != null) return researchCost;
if(researchCostMultiplier <= 0f) return ItemStack.empty;
ItemStack[] out = new ItemStack[requirements.length];
for(int i = 0; i < out.length; i++){
int quantity = Mathf.round(60 * researchCostMultiplier + Mathf.pow(requirements[i].amount, 1.11f) * 20 * researchCostMultiplier * researchCostMultipliers.get(requirements[i].item, 1f), 10);
out[i] = new ItemStack(requirements[i].item, UI.roundAmount(quantity));
}
return out;
}
@Override
public void getDependencies(Cons<UnlockableContent> cons){
//just requires items
for(ItemStack stack : requirements){
cons.get(stack.item);
}
//also requires inputs
for(var c : consumeBuilder){
if(c.optional) continue;
if(c instanceof ConsumeItems i){
for(ItemStack stack : i.items){
cons.get(stack.item);
}
}
//TODO: requiring liquid dependencies is usually a bad idea, because there is no reason to pump/produce something until you actually need it.
/*else if(c instanceof ConsumeLiquid i){
cons.get(i.liquid);
}else if(c instanceof ConsumeLiquids i){
for(var stack : i.liquids){
cons.get(stack.liquid);
}
}*/
}
}
@Override
public ContentType getContentType(){
return ContentType.block;
}
@Override
public boolean logicVisible(){
return buildVisibility != BuildVisibility.hidden;
}
/** Called after all blocks are created. */
@Override
@CallSuper
public void init(){
//disable standard shadow
if(customShadow){
hasShadow = false;
}
if(fogRadius > 0){
flags = flags.with(BlockFlag.hasFogRadius);
}
//initialize default health based on size
if(health == -1){
boolean round = false;
if(scaledHealth < 0){
scaledHealth = 40;
float scaling = 1f;
for(var stack : requirements){
scaling += stack.item.healthScaling;
}
scaledHealth *= scaling;
round = true;
}
health = round ?
Mathf.round(size * size * scaledHealth, 5) :
(int)(size * size * scaledHealth);
}
clipSize = Math.max(clipSize, size * tilesize);
if(emitLight){
clipSize = Math.max(clipSize, lightRadius * 2f);
}
if(group == BlockGroup.transportation || category == Category.distribution){
acceptsItems = true;
}
offset = ((size + 1) % 2) * tilesize / 2f;
sizeOffset = -((size - 1) / 2);
if(requirements.length > 0){
buildCost = 0f;
for(ItemStack stack : requirements){
buildCost += stack.amount * stack.item.cost;
}
}
buildCost *= buildCostMultiplier;
consumers = consumeBuilder.toArray(Consume.class);
optionalConsumers = consumeBuilder.select(consume -> consume.optional && !consume.ignore()).toArray(Consume.class);
nonOptionalConsumers = consumeBuilder.select(consume -> !consume.optional && !consume.ignore()).toArray(Consume.class);
updateConsumers = consumeBuilder.select(consume -> consume.update && !consume.ignore()).toArray(Consume.class);
hasConsumers = consumers.length > 0;
itemFilter = new boolean[content.items().size];
liquidFilter = new boolean[content.liquids().size];
for(Consume cons : consumers){
cons.apply(this);
}
setBars();
stats.useCategories = true;
//TODO check for double power consumption
if(!logicConfigurable){
configurations.each((key, val) -> {
if(UnlockableContent.class.isAssignableFrom(key)){
logicConfigurable = true;
}
});
}
if(!outputsPower && consPower != null && consPower.buffered){
Log.warn("Consumer using buffered power: @. Disabling buffered power.", name);
consPower.buffered = false;
}
if(buildVisibility == BuildVisibility.sandboxOnly){
hideDetails = false;
}
}
@Override
public void load(){
super.load();
region = Core.atlas.find(name);
ContentRegions.loadRegions(this);
//load specific team regions
teamRegions = new TextureRegion[Team.all.length];
for(Team team : Team.all){
teamRegions[team.id] = teamRegion.found() && team.hasPalette ? Core.atlas.find(name + "-team-" + team.name, teamRegion) : teamRegion;
}
if(variants != 0){
variantRegions = new TextureRegion[variants];
for(int i = 0; i < variants; i++){
variantRegions[i] = Core.atlas.find(name + (i + 1));
}
region = variantRegions[0];
if(customShadow){
variantShadowRegions = new TextureRegion[variants];
for(int i = 0; i < variants; i++){
variantShadowRegions[i] = Core.atlas.find(name + "-shadow" + (i + 1));
}
}
}
}
@Override
public boolean isHidden(){
return !buildVisibility.visible() && !state.rules.revealedBlocks.contains(this);
}
@Override
public void createIcons(MultiPacker packer){
super.createIcons(packer);
if(!synthetic()){
PixmapRegion image = Core.atlas.getPixmap(fullIcon);
mapColor.set(image.get(image.width/2, image.height/2));
}
if(variants > 0){
for(int i = 0; i < variants; i++){
String rname = name + (i + 1);
packer.add(PageType.editor, "editor-" + rname, Core.atlas.getPixmap(rname));
}
}
//generate paletted team regions
if(teamRegion != null && teamRegion.found()){
for(Team team : Team.all){
//if there's an override, don't generate anything
if(team.hasPalette && !Core.atlas.has(name + "-team-" + team.name)){
var base = Core.atlas.getPixmap(teamRegion);
Pixmap out = new Pixmap(base.width, base.height);
for(int x = 0; x < base.width; x++){
for(int y = 0; y < base.height; y++){
int color = base.get(x, y);
int index = switch(color){
case 0xffffffff -> 0;
case 0xdcc6c6ff, 0xdbc5c5ff -> 1;
case 0x9d7f7fff, 0x9e8080ff -> 2;
default -> -1;
};
out.setRaw(x, y, index == -1 ? base.get(x, y) : team.palettei[index]);
}
}
Drawf.checkBleed(out);
packer.add(PageType.main, name + "-team-" + team.name, out);
}
}
teamRegions = new TextureRegion[Team.all.length];
for(Team team : Team.all){
teamRegions[team.id] = teamRegion.found() && team.hasPalette ? Core.atlas.find(name + "-team-" + team.name, teamRegion) : teamRegion;
}
}
Pixmap last = null;
var gen = icons();
if(outlineIcon){
AtlasRegion atlasRegion = (AtlasRegion)gen[outlinedIcon >= 0 ? Math.min(outlinedIcon, gen.length - 1) : gen.length -1];
PixmapRegion region = Core.atlas.getPixmap(atlasRegion);
Pixmap out = last = Pixmaps.outline(region, outlineColor, outlineRadius);
Drawf.checkBleed(out);
packer.add(PageType.main, atlasRegion.name, out);
}
var toOutline = new Seq<TextureRegion>();
getRegionsToOutline(toOutline);
for(var region : toOutline){
if(region instanceof AtlasRegion atlas){
String regionName = atlas.name;
Pixmap outlined = Pixmaps.outline(Core.atlas.getPixmap(region), outlineColor, outlineRadius);
Drawf.checkBleed(outlined);
packer.add(PageType.main, regionName + "-outline", outlined);
}
}
PixmapRegion editorBase;
if(gen.length > 1){
Pixmap base = Core.atlas.getPixmap(gen[0]).crop();
for(int i = 1; i < gen.length; i++){
if(i == gen.length - 1 && last != null){
base.draw(last, 0, 0, true);
}else{
base.draw(Core.atlas.getPixmap(gen[i]), true);
}
}
packer.add(PageType.main, "block-" + name + "-full", base);
editorBase = new PixmapRegion(base);
}else{
editorBase = gen[0] == null ? Core.atlas.getPixmap(fullIcon) : Core.atlas.getPixmap(gen[0]);
}
packer.add(PageType.editor, name + "-icon-editor", editorBase);
}
public void flipRotation(BuildPlan req, boolean x){
if((x == (req.rotation % 2 == 0)) != invertFlip){
req.rotation = Mathf.mod(req.rotation + 2, 4);
}
}
@Override
public double sense(LAccess sensor){
return switch(sensor){
case color -> mapColor.toDoubleBits();
case health, maxHealth -> health;
case size -> size * tilesize;
case itemCapacity -> itemCapacity;
case liquidCapacity -> liquidCapacity;
case powerCapacity -> consPower != null && consPower.buffered ? consPower.capacity : 0f;
default -> Double.NaN;
};
}
@Override
public double sense(Content content){
return Double.NaN;
}
@Override
public Object senseObject(LAccess sensor){
if(sensor == LAccess.name) return name;
return noSensed;
}
}
Changing the name of this variable would break any mod that uses it
fair point, maybe deprecate this variable and add a migration notice...?
Perhaps but that would still break whatever functionality mods used this variable for...
add getSolidifies and setSolidifies methods that use the old variables. Then make modders migrate. and if they don't, their mod still works.
I'm not going to change this.