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authorNotAPenguin <michiel.vandeginste@gmail.com>2024-08-03 23:21:44 +0200
committerGitHub <noreply@github.com>2024-08-03 23:21:44 +0200
commitb65ace37de4f585b8089ad413ee877b792da11ca (patch)
tree2e0445785c5008df15151f729da148fb70dbc21d /src/main/java/gregtech/api/util
parente180e49fc6305f71b1f1b18141b946f794a7012b (diff)
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Waterline rework (#2577)
* Add barebones PurificationPlant class * Make simple 3x3 structure to form purification plant * Add base purification unit class and dummy sifter unit MTE * Make sifter unit form * Fix accidental wildcard import * Implement basic linking of units to controller using data stick * Make linking more robust, save bidirectional links, add scanner output * add linking range, error message and unregister old controller when re-linking * Add link status of purification units to waila body * Disable maintenance issues on purification plant units * spotless * Check structure of linked purification units in main controller * Remove all star imports * Small refactor to avoid updating status from main controller * spotless * Attempt to document current code * Convert some comments to javadoc * Implement basic processing cycle, sync it with linked purification units * Make water purification plant drain power * Calculate power drain from active units and remove controller power drain * spotless * Add very barebones recipemap * Fix recipemap name in lang file * spotless * Fix purification unit recipemap name * spotless * more sane amount of max fluid outputs * add some item outputs to sifter unit * Very simple recipe processing, may be buggy * spotless * Implement recipe failure * Implement void protection for purification units * spotless * buff item output odds slightly * Add WIP grade 1 structure * spotless * Store base success chance in recipe metadata and display it in NEI * Fill sifter plant with water * Add comment * Allow construction sifter unit in survival * Implement water boost * Fix water boost allowing output chance to go over 100% * Implement failed recipes outputting lower tier water * Fix typo * Fix deformed purification unit still drawing power * Slightly refactor recipe check so base class can read result * Create empty ModularUI container for purification plant * The great gui struggle part 1 * More gui struggles, we have a button now * Adjust button text and size * gui wars: the rise of the sync * gui wars: a new hope * fix the sync * is pengu old enough to know exceeder? * Fix being able to link the same unit multiple times * Sync status string to client * Sign sifter with my name * Show status somewhat properly * Adjust sifter base chance and structure * Fully implement sifter unit * More tooltip refactoring * Add structure info to sifter tooltip. * nitpicking tooltips * Adding sound to Purification Plant Main Unit. * fix star imports * Add basic coagulator unit, add recipemap for it * Write coagulator tooltip * comma nitpicking * more tooltip work * small refactor to purification plant controller * start work on custom recipemap frontend * Fully implement coagulator * Update structure requirements in tooltips * Move controller text in structure tooltips to be consistent * fix NPE on world load * Add base ph adjustment unit MTE * Add info to main controller and energy hatch check * Fixing tooltip of Main Controller & Energy/Exotic Hatch check. * Create full pH adjustment structure * disallow any voiding on purification unit * Small custom RecipeMap frontend for ph adjustment * Generate random initial pH value * Implement inserting NaOH and HCl to adjust pH * Add easter egg * Implement pH sensor hatch * Properly consume HCl and round pH value to 2 digits * Write ph adjustment unit tooltip * Tooltip nitpicking * Try to fix some structurelib hints * More trying to fix hints * Add industrial strength concrete casing block * Add water loop sound to the game * Document random initial pH in tooltip * Add glass material base * Fix spotless formatting in Textures docs because I cannot take it anymore * Add glass texture * Try adding transparent glass * Transparent glass working * Create pH resistant glass and update pH structure to use it * Create full structure for main purification plant * Create custom water purification casing block * Properly balance ferrous wastewater reprocessing and reduce input by a factor 10 * Add pH factor to NEI tooltip and fix coagulator structure * Structure tooltip for Purification Plant base * Add GT_Block_Glass2 and properly set maxMeta * Add Tinted Industrial Glass blocks * Fix BlockCasing9 not showing custom tooltip * Register tinted glass as EV glass * Add sterile water plant casing and revert tooltip change * Mention required water in sifter tooltip * Add more textures and casings * Add more textures, sounds and add structure info for pH adjustment * Rename sifter unit to clarifier * Rename coagulation unit to flocculation unit * Add activated carbon line * Fix unintended activated carbon recipe * Add activated carbon filter * Add polyaluminium chloride + solution * Add new custom textures by @BlueHero233 * Wip recipe page with new background for flocculation * Fix flocculation background image mostly * Finally aligned the slots * angery mumbles * Finish flocculation recipe page * All the recipe pages! * Add new reworked textures * Fix ph adjustment being t3 instead of t4 * Fix invisible casing * apply chembalance to polyaluminium chloride properly * Fix ferrous wastewater -> flocculation waste liquid * Move flocculation to grade 3 * create ozonation unit with placeholder blocks * add new blocks for ozonation with placeholder textures * Add water to ozonation structure * Create ozone gas material * Add ozone recipe * Add textures for ozone unit * Add sound loop for ozonation * fix * implement ozonation mechanics * Finalize ozonation tooltip * Create dummy plasma heater multi * Update textures for plasma heater * Add grade 5 recipemap * Add hatches to plasma heater multi * Add basic plasma heating unit variables * Implement plasma heating unit mechanics * Add plasma heater tooltip * Add structure info to plasma heater tooltip * fix ozonation tooltip, add frontend * Fix positioning on ozonation tooltip and fix plasma heater crash * Add UV treatment MTE and structure without textures * Revert accidental addition of debug dependencies * Add initial version of uv unit textures * update naquadria casing, add water color gradient * Some minor cleanup and added docs * Create lens housing bus * Add lens bus to UV treatment unit * Add lens indicator hatch * Merge GT_MetaGeneratedItem_03.java * Add lens indicator hatch * Add the lens cycle, uv treatment recipe map and fix eut of flocculation recipe * Implement lens swapping mechanic * Clean up first lens swap * Fix uv recipemap lang and move lens cycle to recipe * Write uv treatment tooltip * Add sounds for uv and plasma steps * Create empty degasifier class * Create temporary debug structure for degasifier * set temp casing index for degasifier * create degasifier control hatch * create slightly less temporary but still temporary structure for degasifier * Start impl of degasifier * fix fluid consumption and nbt loading of degasifier * Degasifier implementation should work now * Rename and reformat some things and start work on degasser tooltiop * give last bit much lower chance of being on to avoid cheesing * Finish degasifier tooltip * Integrate some deleno lore * hopefully fix all moved casing meta ids after merge * Create finalized degasser structure * Integrate more deleno lore * Add even more lore * Create placeholder particle catalysts and fetch particle items from gt++ * Fix wrong casing and recipemap localization * Create parallel config menu * refactor purification recipecheck slightly * implement parallel amount on water i/o and power * add tooltip info about parallel config * fix text * update block names in structure tooltips * create structure tooltip for degasser * create textureless quark catalyst items * add the purple glass * fix lore typos * fix some casing indices * remove concrete floor from water plant and reword tooltip * fix main plant structure and add placeholder structure for t8 step * fix structurecheck for main plant and add random catalyst generation for t8 * implement basic mechanics for particle extractor (wip) * Create plasma heater frontend * implement final mechanics and bugfixes for particle extractor * add recipes for re-aligning quark catalysts * add simple recipes for catalyst alignment * initial replacement of purified water in engraver recipes * add purified water to all wafer cutting recipes * fix purified water amounts * buff quark cyclotron recipe again * extract t8 unit casings into their own icons * Write initial tooltip for t8 module * add purified water to mask recipes * Add recipe comparator to show low tier purified water recipes first * add min casing check to waterline multis * buff ozone production * update t8 structure * make purified water optional again for naq wafers * Fix blockrenderer for purification plant * fix nei previews * fix nei * really fix nei this time * add t8 lore * fix hatch recipe locking blocking automation on some steps * try to solve weirdness with grade 3 recipe * fix issues with recipecheck * fix missing null check * make ph sensor use a strict inequality check * fix min casings on t5 * significantly nerf purified water usage for beamline masks * disable void protection for waterline * small adjustments to t6 unit * more small adjustments to t6 unit to prevent easy automation cheese * fix degasser redstone output and missing return statement * remove water QFT catalyst recipes --------- Co-authored-by: Tianyou Mei <meitianyou94@gmail.com> Co-authored-by: OlliedeLeeuw <ollie.riemersma@xs4all.nl> Co-authored-by: Ollie_de_Leeuw <154506304+OlliedeLeeuw@users.noreply.github.com> Co-authored-by: Martin Robertz <dream-master@gmx.net>
Diffstat (limited to 'src/main/java/gregtech/api/util')
-rw-r--r--src/main/java/gregtech/api/util/GT_RecipeConstants.java154
1 files changed, 154 insertions, 0 deletions
diff --git a/src/main/java/gregtech/api/util/GT_RecipeConstants.java b/src/main/java/gregtech/api/util/GT_RecipeConstants.java
index 0828112fc7..592881f039 100644
--- a/src/main/java/gregtech/api/util/GT_RecipeConstants.java
+++ b/src/main/java/gregtech/api/util/GT_RecipeConstants.java
@@ -13,6 +13,10 @@ import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fluids.FluidStack;
+import com.elisis.gtnhlanth.common.item.MaskList;
+import com.elisis.gtnhlanth.common.item.PhotolithographicMask;
+import com.elisis.gtnhlanth.common.register.LanthItemList;
+
import cpw.mods.fml.common.registry.GameRegistry;
import gregtech.api.enums.ItemList;
import gregtech.api.enums.Materials;
@@ -21,6 +25,8 @@ import gregtech.api.recipe.RecipeCategories;
import gregtech.api.recipe.RecipeMaps;
import gregtech.api.recipe.RecipeMetadataKey;
import gregtech.api.recipe.metadata.SimpleRecipeMetadataKey;
+import gregtech.common.items.GT_MetaGenerated_Item_03;
+import gregtech.common.items.ID_MetaItem_03;
// this class is intended to be import-static-ed on every recipe script
// so take care to not put unrelated stuff here!
@@ -232,6 +238,154 @@ public class GT_RecipeConstants {
});
/**
+ * Adds an engraver recipe that might use purified water. Still added to the regular recipemap if it ends up not
+ * needing it.
+ */
+ public static final IRecipeMap WaferEngravingRecipes = IRecipeMap.newRecipeMap(builder -> {
+ // spotless:off
+ enum Wafer{
+ Naquadah,
+ Europium,
+ Americium,
+ // Beamline masks
+ MaskT1,
+ MaskT2,
+ MaskT3,
+ }
+ // spotless:on
+ // Find the wafer used
+ Wafer wafer = null;
+ PhotolithographicMask t1Item = (PhotolithographicMask) LanthItemList.maskMap.get(MaskList.BLANK1);
+ PhotolithographicMask t2Item = (PhotolithographicMask) LanthItemList.maskMap.get(MaskList.BLANK2);
+ PhotolithographicMask t3Item = (PhotolithographicMask) LanthItemList.maskMap.get(MaskList.BLANK3);
+ for (ItemStack input : builder.getItemInputsBasic()) {
+ if (input.getItem() instanceof GT_MetaGenerated_Item_03) {
+ int meta = input.getItemDamage() - 32000;
+ // Check if this input item is indicating a wafer recipe we want to modify
+ if (meta == ID_MetaItem_03.Circuit_Silicon_Wafer3.ID) wafer = Wafer.Naquadah;
+ else if (meta == ID_MetaItem_03.Circuit_Silicon_Wafer4.ID) wafer = Wafer.Europium;
+ else if (meta == ID_MetaItem_03.Circuit_Silicon_Wafer5.ID) wafer = Wafer.Americium;
+ }
+
+ // Now look for beamline masks
+ if (input.getItem() instanceof PhotolithographicMask mask) {
+ String spectrum = mask.getDescSpectrum();
+ if (spectrum.equals(t1Item.getDescSpectrum())) wafer = Wafer.MaskT1;
+ else if (spectrum.equals(t2Item.getDescSpectrum())) wafer = Wafer.MaskT2;
+ else if (spectrum.equals(t3Item.getDescSpectrum())) wafer = Wafer.MaskT3;
+ }
+
+ // Found a wafer, stop checking inputs
+ if (wafer != null) break;
+ }
+
+ int recipeTime = builder.duration;
+ // Bonus for using purified water of a higher tier than necessary
+ int halfBoostedRecipeTime = (int) (recipeTime * 0.75);
+ int boostedRecipeTime = (int) (recipeTime * 0.5);
+
+ // If this recipe does not use a wafer, exit without modifying it.
+ if (wafer == null) return builder.addTo(RecipeMaps.laserEngraverRecipes);
+ switch (wafer) {
+ case Naquadah -> {
+ ArrayList<ItemStack> items = new ArrayList<>(Arrays.asList(builder.getItemInputsBasic()));
+ items.add(GT_Utility.getIntegratedCircuit(1));
+ ItemStack[] inputItemsWithC1 = items.toArray(new ItemStack[] {});
+
+ ArrayList<ItemStack> items2 = new ArrayList<>(Arrays.asList(builder.getItemInputsBasic()));
+ items2.add(GT_Utility.getIntegratedCircuit(2));
+ ItemStack[] itemsWithC2 = items2.toArray(new ItemStack[] {});
+ // Naquadah wafers can use grade 1-2 purified water for a bonus
+ return GT_Utility.concat(
+ builder.copy()
+ .itemInputs(inputItemsWithC1)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .itemInputs(itemsWithC2)
+ .fluidInputs(Materials.Grade1PurifiedWater.getFluid(100L))
+ .duration(halfBoostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .itemInputs(itemsWithC2)
+ .fluidInputs(Materials.Grade2PurifiedWater.getFluid(100L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ case Europium -> {
+ // Require purified water for europium wafers, at least grade 3
+ return GT_Utility.concat(
+ builder.copy()
+ .fluidInputs(Materials.Grade3PurifiedWater.getFluid(100L))
+ .duration(recipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade4PurifiedWater.getFluid(100L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ case Americium -> {
+ // Require purified water for americium wafers, at least grade 5
+ return GT_Utility.concat(
+ builder.copy()
+ .fluidInputs(Materials.Grade5PurifiedWater.getFluid(100L))
+ .duration(recipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade6PurifiedWater.getFluid(100L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ // Masks require much more purified water because they can make many wafers at once
+ case MaskT1 -> {
+ // T1 masks require grade 1, 2 or 3 purified water
+ return GT_Utility.concat(
+ builder.copy()
+ .fluidInputs(Materials.Grade1PurifiedWater.getFluid(32000L))
+ .duration(recipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade2PurifiedWater.getFluid(32000L))
+ .duration(halfBoostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade3PurifiedWater.getFluid(32000L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ case MaskT2 -> {
+ // T2 masks require grade 4 or 5 purified water
+ return GT_Utility.concat(
+ builder.copy()
+ .fluidInputs(Materials.Grade4PurifiedWater.getFluid(32000L))
+ .duration(recipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade5PurifiedWater.getFluid(32000L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ case MaskT3 -> {
+ // T3 masks require grade 6, 7 or 8 purified water
+ return GT_Utility.concat(
+ builder.copy()
+ .fluidInputs(Materials.Grade6PurifiedWater.getFluid(32000L))
+ .duration(recipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade7PurifiedWater.getFluid(32000L))
+ .duration(halfBoostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes),
+ builder.copy()
+ .fluidInputs(Materials.Grade8PurifiedWater.getFluid(32000L))
+ .duration(boostedRecipeTime)
+ .addTo(RecipeMaps.laserEngraverRecipes));
+ }
+ }
+
+ throw new RuntimeException("Unreachable code reached in Laser Engraver Recipe Transformer");
+ });
+
+ /**
* The one and only :tm: assline recipe adder.
* Uses {@link #RESEARCH_ITEM} metadata as research item, and {@link #RESEARCH_TIME} metadata as research time, unit
* in ticks.