mirror of
https://github.com/GTNewHorizons/StructureLib.git
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a8a1547845 | ||
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113e05b7e6 |
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@@ -1,47 +0,0 @@
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# Simple workflow for deploying static content to GitHub Pages
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name: Deploy static content to Pages
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on:
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# Runs on pushes targeting the default branch
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push:
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branches: ["gh-pages"]
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# Allows you to run this workflow manually from the Actions tab
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workflow_dispatch:
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# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
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permissions:
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contents: read
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pages: write
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id-token: write
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# Allow one concurrent deployment
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concurrency:
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group: "pages"
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cancel-in-progress: true
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jobs:
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# Single deploy job since we're just deploying
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deploy:
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environment:
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name: github-pages
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url: ${{ steps.deployment.outputs.page_url }}
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v3
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- name: Setup Pages
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uses: actions/configure-pages@v2
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- name: Generate Index
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shell: bash
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run: |
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find . -name javadoc -type d -print > index.txt
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echo feature/doc >> index.txt
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- name: Upload artifact
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uses: actions/upload-pages-artifact@v1
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with:
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# Upload entire repository
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path: '.'
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- name: Deploy to GitHub Pages
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id: deployment
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uses: actions/deploy-pages@v1
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@@ -20,13 +20,16 @@ jobs:
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outputs:
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result_hash: ${{ steps.deploy.outputs.hash }}
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steps:
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- uses: actions/checkout@v2
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- uses: actions/checkout@v3
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with:
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fetch-depth: 0
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- uses: actions/setup-java@v2
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- uses: actions/setup-java@v3
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with:
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java-version: 8
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java-version: |
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8
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11
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17
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distribution: 'temurin'
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cache: gradle
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@@ -51,7 +54,7 @@ jobs:
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echo Nothing to deploy
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exit 0
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fi
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find . -name javadoc -type d -print | sed 's#^\./\(.*\)/javadoc$#\1#' > index.txt
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find . -name javadoc -type d -print | sed 's#^\./\(.*\)/javadoc$#\1#' | sort --version-sort --reverse > index.txt
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git add index.txt
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git config user.name "${GITHUB_ACTOR}"
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git config user.email "${GITHUB_ACTOR}@users.noreply.github.com"
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@@ -1,4 +1,10 @@
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javadoc {
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javadocTool = javaToolchains.javadocToolFor {
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// Last version with frames, but it also has search
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languageVersion = JavaLanguageVersion.of(11)
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vendor = JvmVendorSpec.ADOPTIUM
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}
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inputs.file "src/main/javadoc/overview.html"
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include "com/gtnewhorizon/structurelib/alignment/**"
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@@ -14,6 +20,7 @@ javadoc {
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overview "src/main/javadoc/overview.html"
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links 'https://docs.oracle.com/javase/8/docs/api/'
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links 'https://skmedix.github.io/ForgeJavaDocs/javadoc/forge/1.7.10-10.13.4.1614/'
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addBooleanOption("-frames", true)
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}
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}
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+25
-34
@@ -8,7 +8,9 @@ import net.minecraft.tileentity.TileEntity;
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import net.minecraft.world.World;
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import com.gtnewhorizon.structurelib.alignment.enumerable.ExtendedFacing;
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import com.gtnewhorizon.structurelib.structure.AutoPlaceEnvironment;
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import com.gtnewhorizon.structurelib.structure.IItemSource;
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import com.gtnewhorizon.structurelib.structure.ISurvivalBuildEnvironment;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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@@ -41,24 +43,35 @@ public interface IMultiblockInfoContainer<T> {
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/**
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* Construct the structure using
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* {@link com.gtnewhorizon.structurelib.structure.IStructureElement#survivalPlaceBlock(Object, World, int, int, int, ItemStack, IItemSource, EntityPlayerMP, java.util.function.Consumer)}
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*
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* {@link com.gtnewhorizon.structurelib.structure.IStructureElement#survivalPlaceBlock(Object, World, int, int, int, ItemStack, AutoPlaceEnvironment)}
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*
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* @return -1 if done, a helping pointer
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*/
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default int survivalConstruct(ItemStack stackSize, int elementBudge, IItemSource source,
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EntityPlayerMP actorProfile, T tileEntity, ExtendedFacing aSide) {
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return -1;
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}
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int survivalConstruct(ItemStack stackSize, int elementBudge, ISurvivalBuildEnvironment env, T tileEntity,
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ExtendedFacing aSide);
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@SideOnly(Side.CLIENT)
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String[] getDescription(ItemStack stackSize);
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/**
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* Override this and return {@link #toConstructable(IMultiblockInfoContainer, Object, ExtendedFacing)} if
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* {@link #survivalConstruct(ItemStack, int, IItemSource, EntityPlayerMP, Object, ExtendedFacing)} isn't a stub
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*/
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default IConstructable toConstructable(T tileEntity, ExtendedFacing aSide) {
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return new IConstructable() {
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default ISurvivalConstructable toConstructable(T tileEntity, ExtendedFacing aSide) {
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return new ISurvivalConstructable() {
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@Override
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public int survivalConstruct(ItemStack stackSize, int elementBudget, ISurvivalBuildEnvironment env) {
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return IMultiblockInfoContainer.this
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.survivalConstruct(stackSize, elementBudget, env, tileEntity, aSide);
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}
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@Override
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public int survivalConstruct(ItemStack stackSize, int elementBudget, IItemSource source,
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EntityPlayerMP actor) {
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return IMultiblockInfoContainer.this.survivalConstruct(
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stackSize,
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elementBudget,
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ISurvivalBuildEnvironment.create(source, actor),
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tileEntity,
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aSide);
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}
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@Override
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public void construct(ItemStack stackSize, boolean hintsOnly) {
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@@ -71,26 +84,4 @@ public interface IMultiblockInfoContainer<T> {
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}
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};
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}
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static <T> ISurvivalConstructable toConstructable(IMultiblockInfoContainer<T> thiz, T tileEntity,
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ExtendedFacing aSide) {
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return new ISurvivalConstructable() {
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@Override
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public int survivalConstruct(ItemStack stackSize, int elementBudget, IItemSource source,
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EntityPlayerMP actor) {
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return thiz.survivalConstruct(stackSize, elementBudget, source, actor, tileEntity, aSide);
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}
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@Override
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public void construct(ItemStack stackSize, boolean hintsOnly) {
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thiz.construct(stackSize, hintsOnly, tileEntity, aSide);
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}
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@Override
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public String[] getStructureDescription(ItemStack stackSize) {
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return thiz.getDescription(stackSize);
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}
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};
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}
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}
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@@ -42,54 +42,54 @@ import cpw.mods.fml.common.registry.GameRegistry;
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/**
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* A brief index of everything contained
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* <h1>Control blocks</h1> A lot of these might seem to make more sense as a default function on
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* <h2>Control blocks</h2> A lot of these might seem to make more sense as a default function on
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* {@link IStructureElement}. However, in that case javac generic will often fail to infer the type for you, so we have
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* to define them as static methods
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* <h1>If block</h1> Provide if block, allowing downstream call only if user specified conditions are meet (i.e.
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* <h2>If block</h2> Provide if block, allowing downstream call only if user specified conditions are meet (i.e.
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* predicate returns true)
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* <ul>
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* <li>{@link #onlyIf(Predicate, IStructureElement)} and its overloads</li>
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* </ul>
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* <h1>Switch block</h1> Provide switch block, allowing to select a downstream element by using a key or index computed
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* <h2>Switch block</h2> Provide switch block, allowing to select a downstream element by using a key or index computed
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* from trigger item and/or context object.
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* <ul>
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* <li>{@link #partitionBy(Function, IStructureElement[])} and its overloads</li>
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* </ul>
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* <h1>Or Chain</h1> Provide a short-circuiting OR chain.
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* <h2>Or Chain</h2> Provide a short-circuiting OR chain.
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* <ul>
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* <li>{@link #ofChain(IStructureElement[])} and its overloads</li>
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* </ul>
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* <h2>Side effect</h2> Provide callbacks on various occasion
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* <h3>Side effect</h3> Provide callbacks on various occasion
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* <ul>
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* <li>{@link #onElementPass(Consumer, IStructureElement)}: Call an callback upon element check success</li>
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* <li>{@link #onElementFail(Consumer, IStructureElement)}: Call an callback upon element check failure</li>
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* </ul>
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*
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* <h1>Other Primitives</h1>
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* <h2>Error statement</h2> Unconditionally return false.
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* <h2>Other Primitives</h2>
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* <h3>Error statement</h3> Unconditionally return false.
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* <ul>
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* <li>{@link #error()}</li>
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* </ul>
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* <h2>Context Object Change</h2> Switch the context object.
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* <h3>Context Object Change</h3> Switch the context object.
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* <ul>
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* <li>{@link #withContext(IStructureElement)}: switch context to the extended context</li>
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* </ul>
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* <h2>Channel Change</h2> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section
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* <h3>Channel Change</h3> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section
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* on overview</a> for more information.
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* <ul>
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* <li>{@link #withChannel(String, IStructureElement)}: switch channel using
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* {@link ChannelDataAccessor#withChannel(ItemStack, String)} when a trigger item is present.</li>
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* </ul>
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* <h2>Spawn hint particle</h2> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint
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* <h3>Spawn hint particle</h3> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint
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* provided by another structure element, or as a fallback to a structure element that is check only.
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* <ul>
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* <li>{@link #ofHint(int)}, {@link #ofHintDeferred(Supplier)} and its overloads</li>
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* </ul>
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*
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* <h1>Actual Element</h1> These elements are elements that can actually do structure check, spawn hint and do auto
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* <h2>Actual Element</h2> These elements are elements that can actually do structure check, spawn hint and do auto
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* place. Elements listed in above 2 sections are not going to be helpful without elements like these. They also serve
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* as a reference implementation for your own custom {@link IStructureElement} implementations.
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* <h2>Simple Block Element</h2> These accept one or more different block types in one location.
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* <h3>Simple Block Element</h3> These accept one or more different block types in one location.
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* <ul>
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* <li>{@link #ofBlock(Block, int, Block, int)}, {@link #ofBlocksFlat(Map, Block, int)},
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* {@link #ofBlocksMap(Map, Block, int)} and their overloads: the most basic form</li>
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@@ -98,7 +98,7 @@ import cpw.mods.fml.common.registry.GameRegistry;
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* <li>{@link #isAir()}, {@link #notAir()}: They are supplied by default under the identifier {@code '-'} and
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* {@code '+'} respectively, but are provided here regardless in case you want to use them as a fallback.</li>
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* </ul>
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* <h2>Complex Block Element</h2> In case your logic on determining which block is accepted is complex, use these.
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* <h3>Complex Block Element</h3> In case your logic on determining which block is accepted is complex, use these.
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* <ul>
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* <li>{@link #ofBlockAdder(IBlockAdder, Block, int)}, {@link #ofBlockAdderHint(IBlockAdder, Block, int)} and their
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* overloads: hands off actual adder logic to an {@link IBlockAdder} you supplied. Save you the boilerplate of querying
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@@ -110,7 +110,7 @@ import cpw.mods.fml.common.registry.GameRegistry;
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* Similar to block adder, but for tile entities.</li>
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* </ul>
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*
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* <h1>Helper Methods</h1> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or
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* <h2>Helper Methods</h2> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or
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* implementation of these.
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* <ul>
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* <li>{@link #survivalPlaceBlock(Block, int, World, int, int, int, IItemSource, EntityPlayer, Consumer)} and its
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@@ -595,7 +595,7 @@ public class StructureUtility {
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* <b>Example:</b>
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* <p>
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* Assume you have 16 tier, each map to one block's 16 different meta. You will usually want something like this
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*
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*
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* <pre>
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* public class Tile extends TileEntity {
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* private static final Block B = getTargetBlock();
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@@ -1,4 +1,4 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<!DOCTYPE html>
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<HTML>
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<HEAD>
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<TITLE>API Overview</TITLE>
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@@ -219,7 +219,7 @@ whereas all these structure elements are designed without considering channels w
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<pre>
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import com.gtnewhorizon.structurelib.structure.IStructureElement;
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public class MyHatchElement<T> implements IStructureElement<T> {
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public class MyHatchElement<T> implements IStructureElement<T> {
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//...
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||||
{@literal @}Override
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public PlaceResult survivalPlaceBlock(
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Reference in new issue
Block a user