AutoSync: source code formatting

This commit is contained in:
DarkGuardsman 2013-09-05 20:07:09 -04:00
parent 85ac8ae9d5
commit e3da60edf2
11 changed files with 36 additions and 36 deletions

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@ -7,7 +7,7 @@ import dark.core.prefab.helpers.Pair;
/** Tracks a list of all crops that can be auto farmed. Does some guessing on block to avoid having
* each mod register all its crops
*
*
* @author DarkGuardsman */
public class CropAutomationHandler
{

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@ -16,7 +16,7 @@ public class DecayMatterList
/** Used to flag an itemStack as decayable matter for the compost box and later real time world
* decay
*
*
* @param stack - itemID and meta to check against
* @param output - how many buckets of compost are created. Accepts part buckets
* @param time - time in which to decay the matter */
@ -34,7 +34,7 @@ public class DecayMatterList
}
/** Gets the time in ticks that the item will decay into compost matter
*
*
* @param stack
* @return -1 if the list doesn't contain the ID */
public static int getDecayTime(ItemStack stack)
@ -47,7 +47,7 @@ public class DecayMatterList
}
/** Gets the amount of compost matter the itemStack creates on decay
*
*
* @param stack
* @return -1 if the list doesn't contain the ID */
public static float getDecayOuput(ItemStack stack)

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@ -5,9 +5,9 @@ import universalelectricity.core.vector.Vector3;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
/** Special case handling for crops so the farm automatons know to do a few extra steps to care for and harvest
* a crop block
*
/** Special case handling for crops so the farm automatons know to do a few extra steps to care for
* and harvest a crop block
*
* @author DarkGuardsman */
public interface ICropHandler
{
@ -16,12 +16,12 @@ public interface ICropHandler
public void onCareUpdate(EntityFarmDrone drone, World world, Vector3 pos);
/** Called before the drone harvests the crop
*
*
* @return true to keep harvesting */
public boolean preHarvest(EntityFarmDrone drone, World world, Vector3 pos);
/** Called as the crop is being harvest but right before its actually removed from the world
*
*
* @return true to finish harvesting */
public boolean onHarvest(EntityFarmDrone drone, World world, Vector3 pos);

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@ -105,7 +105,7 @@ public class FarmTech extends ModPrefab
blockFarmSoil = new BlockFarmSoil(this.getNextID());
BlockRegistry.addBlockToRegister(new BlockData(blockFarmSoil, ItemBlockHolder.class, "FTFarmSoil"));
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();
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();
DecayMatterList.parseConfigString(compostList);
CONFIGURATION.save();

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@ -14,16 +14,15 @@ import net.minecraft.util.Icon;
import dark.farmtech.FarmTech;
/** Generic block set containing farm blocks: mulch, fertilizer, fertile dirt, mud
*
*
* mulch/fertilizer -> fertileDirt -> mud -> dirt
*
* @mulch is a decor version of fertilizer made from
* wood. decays very slowly when actually used for crops. Design is to be used with small plant for
* decor
*
* @fertilizer enriches the soil and is used to grow crops faster fertilizer can be created
* from anything using several means
*
*
* @mulch is a decor version of fertilizer made from wood. decays very slowly when actually used for
* crops. Design is to be used with small plant for decor
*
* @fertilizer enriches the soil and is used to grow crops faster fertilizer can be created from
* anything using several means
*
* @author darkguardsman */
public class BlockFarmSoil extends Block
{
@ -52,10 +51,12 @@ public class BlockFarmSoil extends Block
switch (meta)
{
//0 = mulch
case 1: return this.fertilizer;
//2 = fertileDirt;
case 3: return this.mud;
//0 = mulch
case 1:
return this.fertilizer;
//2 = fertileDirt;
case 3:
return this.mud;
default:
return this.blockIcon;
}

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@ -13,7 +13,7 @@ import cpw.mods.fml.relauncher.SideOnly;
import dark.farmtech.FarmTech;
/** Bucket containing compost for farming
*
*
* @author DarkGuardsman */
public class ItemFarmBucket extends ItemBucket
{
@ -24,7 +24,7 @@ public class ItemFarmBucket extends ItemBucket
this.setHasSubtypes(true);
this.setContainerItem(Item.bucketEmpty);
this.setUnlocalizedName("farmBucket");
this.func_111206_d(FarmTech.instance.PREFIX+"farmBucket");
this.func_111206_d(FarmTech.instance.PREFIX + "farmBucket");
}
@Override

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@ -12,7 +12,7 @@ import dark.core.prefab.helpers.Pair;
import dark.farmtech.FarmTech;
/** Prefab class for all farm blocks to remove the need for some configuration of the super class
*
*
* @author Darkguardsman */
public abstract class BlockFT extends BlockMachine implements IExtraObjectInfo
{

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@ -7,16 +7,15 @@ import dark.core.interfaces.IInvBox;
import dark.core.prefab.invgui.InvChest;
/** Simple box that turns matter into compost to grow plants with
*
*
* 6 slot input stores output as an float that then need to be converted to a bucket of compost
*
*
* @author DarkGuardsman */
public class TileEntityCompBox extends TileEntityFT
{
/** Allow undead parts to be compost */
public static final boolean undeadCompost = false;
/** Process time left per slot before the item is processed */
int[] processTime = new int[6];
/** Amount of buckets worth of compost that are created */
@ -33,7 +32,7 @@ public class TileEntityCompBox extends TileEntityFT
}
/** Converts one item in the slot into compost
*
*
* @param slot 0-5 */
public void process(int slot)
{
@ -49,7 +48,7 @@ public class TileEntityCompBox extends TileEntityFT
}
/** Tests if the item in the slot is read to be processed
*
*
* @param slot 0-5 */
public boolean canProcess(int slot)
{

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@ -4,7 +4,7 @@ import dark.core.prefab.TileEntityMachine;
import dark.farmtech.FarmTech;
/** Prefab class for all farm blocks to remove the need for some configuration of the super class
*
*
* @author Darkguardsman */
public abstract class TileEntityFT extends TileEntityMachine
{

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@ -11,7 +11,7 @@ import dark.core.prefab.tilenetwork.NetworkTileEntities;
/** Advanced version of the compBox that can link to other boxes and process matter at a higher rate.
* Cost some minor power and will have some mechanical animation of flipping dirt & items
*
*
* @author DarkGuardsman */
public class TileEntityMechCompBox extends TileEntityCompBox implements INetworkEnergyPart
{

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@ -85,11 +85,11 @@ public class EntityFarmDrone extends EntityLiving implements IElectricalStorage
}
/** Adds an item to the drones inventory or drops it on the ground if the drone is full
*
*
* @param location - location were the item was so to drop it there if the drone can't pick it
* up
* @param stack - stack to store or drop
*
*
* @return the itemstack if any of it is left */
public ItemStack pickUpItem(Vector3 location, ItemStack stack, boolean drop)
{
@ -167,7 +167,7 @@ public class EntityFarmDrone extends EntityLiving implements IElectricalStorage
}
/** Used to store data on a drone. Mainly for saving the drone when stored in a tileEntity
*
*
* @author DarkGuardsman */
public static class DroneData
{