AutoSync: source code formatting
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11 changed files with 36 additions and 36 deletions
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@ -7,7 +7,7 @@ import dark.core.prefab.helpers.Pair;
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/** Tracks a list of all crops that can be auto farmed. Does some guessing on block to avoid having
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* each mod register all its crops
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*
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*
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* @author DarkGuardsman */
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public class CropAutomationHandler
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{
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@ -16,7 +16,7 @@ public class DecayMatterList
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/** Used to flag an itemStack as decayable matter for the compost box and later real time world
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* decay
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*
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*
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* @param stack - itemID and meta to check against
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* @param output - how many buckets of compost are created. Accepts part buckets
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* @param time - time in which to decay the matter */
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@ -34,7 +34,7 @@ public class DecayMatterList
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}
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/** Gets the time in ticks that the item will decay into compost matter
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*
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*
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* @param stack
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* @return -1 if the list doesn't contain the ID */
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public static int getDecayTime(ItemStack stack)
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@ -47,7 +47,7 @@ public class DecayMatterList
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}
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/** Gets the amount of compost matter the itemStack creates on decay
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*
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*
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* @param stack
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* @return -1 if the list doesn't contain the ID */
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public static float getDecayOuput(ItemStack stack)
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@ -5,9 +5,9 @@ import universalelectricity.core.vector.Vector3;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.World;
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/** Special case handling for crops so the farm automatons know to do a few extra steps to care for and harvest
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* a crop block
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*
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/** Special case handling for crops so the farm automatons know to do a few extra steps to care for
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* and harvest a crop block
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*
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* @author DarkGuardsman */
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public interface ICropHandler
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{
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@ -16,12 +16,12 @@ public interface ICropHandler
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public void onCareUpdate(EntityFarmDrone drone, World world, Vector3 pos);
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/** Called before the drone harvests the crop
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*
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*
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* @return true to keep harvesting */
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public boolean preHarvest(EntityFarmDrone drone, World world, Vector3 pos);
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/** Called as the crop is being harvest but right before its actually removed from the world
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*
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*
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* @return true to finish harvesting */
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public boolean onHarvest(EntityFarmDrone drone, World world, Vector3 pos);
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@ -105,7 +105,7 @@ public class FarmTech extends ModPrefab
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blockFarmSoil = new BlockFarmSoil(this.getNextID());
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BlockRegistry.addBlockToRegister(new BlockData(blockFarmSoil, ItemBlockHolder.class, "FTFarmSoil"));
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String compostList = CONFIGURATION.get("DecayMatter", "List", "5::8000:1","Items or blocks beyond the built in ones that can be turned into compost. Entries go BlockID:Meta:Time:Amount").getString();
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String compostList = CONFIGURATION.get("DecayMatter", "List", "5::8000:1", "Items or blocks beyond the built in ones that can be turned into compost. Entries go BlockID:Meta:Time:Amount").getString();
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DecayMatterList.parseConfigString(compostList);
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CONFIGURATION.save();
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@ -14,16 +14,15 @@ import net.minecraft.util.Icon;
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import dark.farmtech.FarmTech;
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/** Generic block set containing farm blocks: mulch, fertilizer, fertile dirt, mud
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*
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*
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* mulch/fertilizer -> fertileDirt -> mud -> dirt
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*
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* @mulch is a decor version of fertilizer made from
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* wood. decays very slowly when actually used for crops. Design is to be used with small plant for
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* decor
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*
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* @fertilizer enriches the soil and is used to grow crops faster fertilizer can be created
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* from anything using several means
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*
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*
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* @mulch is a decor version of fertilizer made from wood. decays very slowly when actually used for
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* crops. Design is to be used with small plant for decor
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*
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* @fertilizer enriches the soil and is used to grow crops faster fertilizer can be created from
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* anything using several means
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*
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* @author darkguardsman */
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public class BlockFarmSoil extends Block
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{
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@ -52,10 +51,12 @@ public class BlockFarmSoil extends Block
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switch (meta)
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{
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//0 = mulch
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case 1: return this.fertilizer;
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//2 = fertileDirt;
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case 3: return this.mud;
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//0 = mulch
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case 1:
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return this.fertilizer;
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//2 = fertileDirt;
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case 3:
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return this.mud;
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default:
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return this.blockIcon;
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}
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@ -13,7 +13,7 @@ import cpw.mods.fml.relauncher.SideOnly;
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import dark.farmtech.FarmTech;
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/** Bucket containing compost for farming
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*
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*
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* @author DarkGuardsman */
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public class ItemFarmBucket extends ItemBucket
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{
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@ -24,7 +24,7 @@ public class ItemFarmBucket extends ItemBucket
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this.setHasSubtypes(true);
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this.setContainerItem(Item.bucketEmpty);
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this.setUnlocalizedName("farmBucket");
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this.func_111206_d(FarmTech.instance.PREFIX+"farmBucket");
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this.func_111206_d(FarmTech.instance.PREFIX + "farmBucket");
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}
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@Override
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@ -12,7 +12,7 @@ import dark.core.prefab.helpers.Pair;
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import dark.farmtech.FarmTech;
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/** Prefab class for all farm blocks to remove the need for some configuration of the super class
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*
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*
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* @author Darkguardsman */
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public abstract class BlockFT extends BlockMachine implements IExtraObjectInfo
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{
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@ -7,16 +7,15 @@ import dark.core.interfaces.IInvBox;
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import dark.core.prefab.invgui.InvChest;
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/** Simple box that turns matter into compost to grow plants with
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*
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*
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* 6 slot input stores output as an float that then need to be converted to a bucket of compost
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*
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*
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* @author DarkGuardsman */
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public class TileEntityCompBox extends TileEntityFT
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{
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/** Allow undead parts to be compost */
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public static final boolean undeadCompost = false;
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/** Process time left per slot before the item is processed */
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int[] processTime = new int[6];
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/** Amount of buckets worth of compost that are created */
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@ -33,7 +32,7 @@ public class TileEntityCompBox extends TileEntityFT
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}
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/** Converts one item in the slot into compost
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*
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*
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* @param slot 0-5 */
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public void process(int slot)
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{
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@ -49,7 +48,7 @@ public class TileEntityCompBox extends TileEntityFT
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}
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/** Tests if the item in the slot is read to be processed
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*
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*
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* @param slot 0-5 */
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public boolean canProcess(int slot)
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{
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@ -4,7 +4,7 @@ import dark.core.prefab.TileEntityMachine;
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import dark.farmtech.FarmTech;
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/** Prefab class for all farm blocks to remove the need for some configuration of the super class
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*
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*
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* @author Darkguardsman */
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public abstract class TileEntityFT extends TileEntityMachine
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{
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@ -11,7 +11,7 @@ import dark.core.prefab.tilenetwork.NetworkTileEntities;
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/** Advanced version of the compBox that can link to other boxes and process matter at a higher rate.
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* Cost some minor power and will have some mechanical animation of flipping dirt & items
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*
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*
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* @author DarkGuardsman */
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public class TileEntityMechCompBox extends TileEntityCompBox implements INetworkEnergyPart
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{
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@ -85,11 +85,11 @@ public class EntityFarmDrone extends EntityLiving implements IElectricalStorage
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}
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/** Adds an item to the drones inventory or drops it on the ground if the drone is full
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*
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*
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* @param location - location were the item was so to drop it there if the drone can't pick it
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* up
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* @param stack - stack to store or drop
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*
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*
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* @return the itemstack if any of it is left */
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public ItemStack pickUpItem(Vector3 location, ItemStack stack, boolean drop)
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{
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@ -167,7 +167,7 @@ public class EntityFarmDrone extends EntityLiving implements IElectricalStorage
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}
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/** Used to store data on a drone. Mainly for saving the drone when stored in a tileEntity
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*
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*
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* @author DarkGuardsman */
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public static class DroneData
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{
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