Alchemy arrays should mostly function now (#1202)
Rewrites the crafting recipe portion of alchemy arrays. Currently the rewritten portion is wrapped in the old stuff. Ideally the remaining old stuff will be rewritten as well. Mods who wish to do custom array effects still need to depend on internal classes and I think this is fine.
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10 changed files with 239 additions and 34 deletions
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@ -1,7 +1,10 @@
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package WayofTime.bloodmagic.tile;
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import WayofTime.bloodmagic.api.impl.BloodMagicAPI;
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import WayofTime.bloodmagic.api.impl.recipe.RecipeAlchemyArray;
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import WayofTime.bloodmagic.apibutnotreally.Constants;
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import WayofTime.bloodmagic.apibutnotreally.alchemyCrafting.AlchemyArrayEffect;
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import WayofTime.bloodmagic.apibutnotreally.alchemyCrafting.AlchemyArrayEffectCraftingNew;
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import WayofTime.bloodmagic.apibutnotreally.iface.IAlchemyArray;
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import WayofTime.bloodmagic.apibutnotreally.registry.AlchemyArrayRecipeRegistry;
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import net.minecraft.block.state.IBlockState;
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@ -107,7 +110,18 @@ public class TileAlchemyArray extends TileInventory implements ITickable, IAlche
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}
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}
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} else {
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return false;
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RecipeAlchemyArray recipe = BloodMagicAPI.INSTANCE.getRecipeRegistrar().getAlchemyArray(getStackInSlot(0), getStackInSlot(1));
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if (recipe == null)
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return false;
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AlchemyArrayEffect newEffect = new AlchemyArrayEffectCraftingNew(recipe);
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if (arrayEffect == null) {
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arrayEffect = newEffect;
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key = newEffect.key;
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} else if (!newEffect.key.equals(key)) {
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arrayEffect = newEffect;
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key = newEffect.key;
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}
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}
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if (arrayEffect != null) {
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