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ofChain survival placement had a bug where SKIP (returned when a block already exists) would not stop the chain, causing fallback alternatives to replace already valid blocks , for example: <img width="436" height="477" alt="image" src="https://github.com/user-attachments/assets/7ff3d6fa-de98-4716-823f-3ad2abab7394" /> SKIP now short-circuits the chain, remaining alternatives are skipped because the position is already valid. To keep correct behavior for elements without autobuild (which previously returned SKIP as a "no implementation" signal), a new REJECT_CONTINUE value is added, which: continues silently like SKIP (no error, not counted) in the walker and in the chain tries the next alternative like REJECT Default survivalPlaceBlock and IStructureElementCheckOnly now return REJECT_CONTINUE instead of SKIP for unhandled paths. Tested this with the example above, and fixed the issue: <img width="435" height="498" alt="image" src="https://github.com/user-attachments/assets/d92bce4d-b5ad-4051-af79-ffd8c819f9f7" /> survival placement also still works: <img width="1234" height="916" alt="image" src="https://github.com/user-attachments/assets/632d5556-524d-4dc5-a7f5-75c859cb6b70" /> this should ideally merged before https://github.com/GTNewHorizons/GT5-Unofficial/pull/6922 , to fix this underlying bug, but if possible not be tagged without the other PR, which would cause all NEI previews of multis with water to not show any water anymore --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
72 lines
2.5 KiB
Java
72 lines
2.5 KiB
Java
package com.gtnewhorizon.structurelib.structure;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.World;
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import com.gtnewhorizon.structurelib.StructureLibAPI;
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import com.gtnewhorizon.structurelib.alignment.enumerable.ExtendedFacing;
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import com.gtnewhorizon.structurelib.structure.IStructureElement.PlaceResult;
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class SurvivalBuildStructureWalker<T> implements IStructureWalker<T> {
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final T object;
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final ItemStack trigger;
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private final int elementBudget;
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private final ISurvivalBuildEnvironment params;
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private final boolean check;
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private int built = -1;
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private final AutoPlaceEnvironment env;
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public SurvivalBuildStructureWalker(T object, ItemStack trigger, int elementBudget,
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ISurvivalBuildEnvironment params, IStructureDefinition<?> definition, String piece, ExtendedFacing facing,
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int[] baseOffsetABC, boolean check) {
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this.object = object;
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this.trigger = trigger;
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this.elementBudget = elementBudget;
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this.params = params;
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this.check = check;
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env = new AutoPlaceEnvironment(
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params.getActor(),
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params.getActor()::addChatComponentMessage,
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definition,
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piece,
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facing,
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baseOffsetABC);
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}
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@Override
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public boolean visit(IStructureElement<T> element, World world, int x, int y, int z, int a, int b, int c) {
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env.offsetABC[0] = a;
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env.offsetABC[1] = b;
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env.offsetABC[2] = c;
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env.setSource(params.getSource());
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PlaceResult placeResult = element.survivalPlaceBlock(object, world, x, y, z, trigger, env);
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if (placeResult != PlaceResult.SKIP && placeResult != PlaceResult.REJECT_CONTINUE && built == -1) built = 0;
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switch (placeResult) {
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case SKIP:
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case REJECT_CONTINUE:
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return true;
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case ACCEPT:
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if (check) element.check(object, world, x, y, z);
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return ++built < elementBudget;
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case REJECT:
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StructureLibAPI.markHintParticleError(params.getActor(), world, x, y, z);
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return false;
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case ACCEPT_STOP:
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if (check) element.check(object, world, x, y, z);
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built += 1;
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// intentional fallthrough
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case STOP:
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return false;
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default:
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throw new NullPointerException();
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}
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}
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public int getBuilt() {
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return built;
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}
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}
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