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author | NotAPenguin <michiel.vandeginste@gmail.com> | 2024-08-03 23:21:44 +0200 |
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committer | GitHub <noreply@github.com> | 2024-08-03 23:21:44 +0200 |
commit | b65ace37de4f585b8089ad413ee877b792da11ca (patch) | |
tree | 2e0445785c5008df15151f729da148fb70dbc21d /src/main/java/gregtech/api/util | |
parent | e180e49fc6305f71b1f1b18141b946f794a7012b (diff) | |
download | GT5-Unofficial-b65ace37de4f585b8089ad413ee877b792da11ca.tar.gz GT5-Unofficial-b65ace37de4f585b8089ad413ee877b792da11ca.tar.bz2 GT5-Unofficial-b65ace37de4f585b8089ad413ee877b792da11ca.zip |
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.java | 154 |
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. |