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Make track deploying advancement work in schematics
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parent
041e06b0b7
commit
a56a214091
1 changed files with 8 additions and 4 deletions
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@ -73,7 +73,7 @@ public class DeployerMovementBehaviour implements MovementBehaviour {
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return;
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activate(context, pos, player, mode);
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checkForPlacementAdvancement(context, player);
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checkForTrackPlacementAdvancement(context, player);
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tryDisposeOfExcess(context);
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context.stall = player.blockBreakingProgress != null;
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}
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@ -81,6 +81,8 @@ public class DeployerMovementBehaviour implements MovementBehaviour {
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public void activate(MovementContext context, BlockPos pos, DeployerFakePlayer player, Mode mode) {
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Level world = context.world;
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player.placedTracks = false;
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FilterItemStack filter = context.getFilterFromBE();
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if (AllItems.SCHEMATIC.isIn(filter.item())) {
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activateAsSchematicPrinter(context, pos, player, world, filter.item());
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@ -104,12 +106,11 @@ public class DeployerMovementBehaviour implements MovementBehaviour {
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player.setYRot(AbstractContraptionEntity.yawFromVector(facingVec));
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player.setXRot(xRot);
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player.placedTracks = false;
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DeployerHandler.activate(player, vec, pos, facingVec, mode);
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}
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protected void checkForPlacementAdvancement(MovementContext context, DeployerFakePlayer player) {
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protected void checkForTrackPlacementAdvancement(MovementContext context, DeployerFakePlayer player) {
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if ((context.contraption instanceof MountedContraption || context.contraption instanceof CarriageContraption)
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&& player.placedTracks && context.blockEntityData != null && context.blockEntityData.contains("Owner"))
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AllAdvancements.SELF_DEPLOYING.awardTo(context.world.getPlayerByUUID(context.blockEntityData.getUUID("Owner")));
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@ -160,8 +161,11 @@ public class DeployerMovementBehaviour implements MovementBehaviour {
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CompoundTag data = BlockHelper.prepareBlockEntityData(blockState, schematicWorld.getBlockEntity(pos));
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BlockSnapshot blocksnapshot = BlockSnapshot.create(world.dimension(), world, pos);
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BlockHelper.placeSchematicBlock(world, blockState, pos, contextStack, data);
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if (ForgeEventFactory.onBlockPlace(player, blocksnapshot, Direction.UP))
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blocksnapshot.restore(true, false);
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else if (AllBlocks.TRACK.has(blockState))
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player.placedTracks = true;
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}
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@Override
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