234 lines
8.9 KiB
Java
234 lines
8.9 KiB
Java
/**
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* Copyright (c) SpaceToad, 2011
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* http://www.mod-buildcraft.com
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*
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* BuildCraft is distributed under the terms of the Minecraft Mod Public
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* License 1.0, or MMPL. Please check the contents of the license located in
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* http://www.mod-buildcraft.com/MMPL-1.0.txt
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*/
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package buildcraft.api.blueprints;
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import buildcraft.api.core.BuildCraftAPI;
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import java.util.ArrayList;
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import java.util.LinkedList;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockContainer;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.tileentity.TileEntity;
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/**
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* This class allow to specify specific behavior for blocks stored in blueprints:
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*
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* - what items needs to be used to create that block - how the block has to be built on the world - how to rotate the block - what extra data to store / load
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* in the blueprint
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*
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* Default implementations of this can be seen in the package buildcraft.api.bptblocks. The class BptBlockUtils provide some additional utilities.
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*
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* Blueprints perform "id translation" in case the block ids between a blueprint and the world installation are different. In order to translate block ids,
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* blocks needs to be uniquely identified. By default, this identification is done by:
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*
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* - the block simple class name - the tile simple class name (if any) - the block name
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*
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* In certain circumstances, the above is not enough (e.g. if several blocks share the same class and the same name, with no tile). In this case, additional
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* data may be provided by children of this class:
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*
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* - mod name - custom signature
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*
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* At blueprint load time, BuildCraft will check that each block id of the blueprint corresponds to the block id in the installation. If not, it will perform a
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* search through the block list, and upon matching signature, it will translate all blocks ids of the blueprint to the installation ones. If no such block id
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* is found, BuildCraft will assume that the block is not installed and will not load the blueprint.
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*/
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@Deprecated
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public class BptBlock {
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public final int blockId;
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public BptBlock(int blockId) {
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this.blockId = blockId;
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BlueprintManager.blockBptProps[blockId] = this;
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}
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/**
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* Returns the requirements needed to build this block. When the requirements are met, they will be removed all at once from the builder, before calling
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* buildBlock.
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*/
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public void addRequirements(BptSlotInfo slot, IBptContext context, LinkedList<ItemStack> requirements) {
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if (slot.blockId != 0) {
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if (slot.storedRequirements.size() != 0) {
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requirements.addAll(slot.storedRequirements);
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} else {
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requirements.add(new ItemStack(slot.blockId, 1, slot.meta));
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}
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}
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}
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/**
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* This is called each time an item matches a reqquirement, that is: (req id == stack id) for damageable items (req id == stack id && req dmg == stack dmg)
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* for other items by default, it will increase damage of damageable items by the amount of damage of the requirement, and remove the intended amount of non
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* damageable item.
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*
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* Client may override this behavior for default items. Note that this subprogram may be called twice with the same parameters, once with a copy of
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* requirements and stack to check if the entire requirements can be fullfilled, and once with the real inventory. Implementer is responsible for updating
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* req (with the remaining requirements if any) and stack (after usage)
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*
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* returns: what was used (similer to req, but created from stack, so that any NBT based differences are drawn from the correct source)
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*/
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public ItemStack useItem(BptSlotInfo slot, IBptContext context, ItemStack req, ItemStack stack) {
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ItemStack result = stack.copy();
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if (stack.isItemStackDamageable()) {
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if (req.getItemDamage() + stack.getItemDamage() <= stack.getMaxDamage()) {
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stack.setItemDamage(req.getItemDamage() + stack.getItemDamage());
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result.setItemDamage(req.getItemDamage());
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req.stackSize = 0;
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}
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if (stack.getItemDamage() >= stack.getMaxDamage()) {
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stack.stackSize = 0;
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}
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} else {
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if (stack.stackSize >= req.stackSize) {
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result.stackSize = req.stackSize;
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stack.stackSize -= req.stackSize;
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req.stackSize = 0;
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} else {
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req.stackSize -= stack.stackSize;
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stack.stackSize = 0;
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}
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}
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if (stack.stackSize == 0 && stack.getItem().getContainerItem() != null) {
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Item container = stack.getItem().getContainerItem();
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stack.itemID = container.itemID;
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stack.stackSize = 1;
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stack.setItemDamage(0);
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}
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return result;
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}
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/**
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* Return true if the block on the world correspond to the block stored in the blueprint at the location given by the slot. By default, this subprogram is
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* permissive and doesn't take into account metadata.
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*
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* Added metadata sensitivity //Krapht
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*/
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public boolean isValid(BptSlotInfo slot, IBptContext context) {
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return slot.blockId == context.world().getBlockId(slot.x, slot.y, slot.z) && slot.meta == context.world().getBlockMetadata(slot.x, slot.y, slot.z);
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}
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/**
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* Perform a 90 degree rotation to the slot.
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*/
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public void rotateLeft(BptSlotInfo slot, IBptContext context) {
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}
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/**
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* Places the block in the world, at the location specified in the slot.
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*/
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public void buildBlock(BptSlotInfo slot, IBptContext context) {
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// Meta needs to be specified twice, depending on the block behavior
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context.world().setBlock(slot.x, slot.y, slot.z, slot.blockId, slot.meta,3);
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context.world().setBlockMetadataWithNotify(slot.x, slot.y, slot.z, slot.meta,3);
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if (Block.blocksList[slot.blockId] instanceof BlockContainer) {
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TileEntity tile = context.world().getBlockTileEntity(slot.x, slot.y, slot.z);
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slot.cpt.setInteger("x", slot.x);
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slot.cpt.setInteger("y", slot.y);
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slot.cpt.setInteger("z", slot.z);
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if (tile != null) {
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tile.readFromNBT(slot.cpt);
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}
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}
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}
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/**
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* Return true if the block should not be placed to the world. Requirements will not be asked on such a block, and building will not be called.
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*/
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public boolean ignoreBuilding(BptSlotInfo slot) {
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return false;
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}
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/**
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* Initializes a slot from the blueprint according to an objet placed on {x, y, z} on the world. This typically means adding entries in slot.cpt. Note that
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* "id" and "meta" will be set automatically, corresponding to the block id and meta.
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*
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* By default, if the block is a BlockContainer, tile information will be to save / load the block.
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*/
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public void initializeFromWorld(BptSlotInfo slot, IBptContext context, int x, int y, int z) {
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if (Block.blocksList[slot.blockId] instanceof BlockContainer) {
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TileEntity tile = context.world().getBlockTileEntity(x, y, z);
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if (tile != null) {
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tile.writeToNBT(slot.cpt);
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}
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}
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if (Block.blocksList[slot.blockId] != null) {
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ArrayList<ItemStack> req = Block.blocksList[slot.blockId].getBlockDropped(context.world(), x, y, z, context.world().getBlockMetadata(x, y, z), 0);
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if (req != null) {
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slot.storedRequirements.addAll(req);
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}
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}
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}
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/**
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* Called on a block when the blueprint has finished to place all the blocks. This may be useful to adjust variable depending on surrounding blocks that may
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* not be there already at initial building.
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*/
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public void postProcessing(BptSlotInfo slot, IBptContext context) {
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}
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/**
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* By default, block class name, block tile name and block name are used to define block signature. Overriding this subprogram may allow to replace some of
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* these with stars, specify the mod that this block kind is coming from or add custom data to the signature.
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*/
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public BlockSignature getSignature(Block block) {
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BlockSignature sig = new BlockSignature();
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if (block.blockID > BuildCraftAPI.LAST_ORIGINAL_BLOCK) {
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sig.blockClassName = block.getClass().getSimpleName();
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if (block instanceof BlockContainer) {
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// TODO: Try to see if we can get a world instance to call with instead of null
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TileEntity tile = ((BlockContainer) block).createNewTileEntity(null);
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if (tile != null) {
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sig.tileClassName = tile.getClass().getSimpleName();
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}
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}
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}
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sig.blockName = block.getUnlocalizedName();
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sig.replaceNullWithStar();
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return sig;
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}
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/**
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* By default, block name, block and tile classes, mod name and custom signature are matched to verify if a blueprint block corresponds to the installation
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* block - except for the default blocks which don't check for classes. For any value, * means match with anything. For compatibilty and evolution reasons,
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* mods may want to write a different policy, allowing to migrate one format to the other.
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*/
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public boolean match(Block block, BlockSignature sig) {
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if (block == null)
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return false;
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BlockSignature inst = BlueprintManager.getBlockSignature(block);
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return starMatch(sig.blockName, inst.blockName) && starMatch(sig.blockClassName, inst.blockClassName)
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&& starMatch(sig.tileClassName, inst.tileClassName) && starMatch(sig.customField, inst.customField) && starMatch(sig.mod, inst.mod);
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}
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private boolean starMatch(String s1, String s2) {
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return s1.equals("*") || s2.equals("*") || s1.equals(s2);
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}
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}
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