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Concrete mixer can do multiple things before going back to the hut #10331

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Original file line number Diff line number Diff line change
Expand Up @@ -649,7 +649,21 @@ public enum AIWorkerState implements IAIState
/**
* Harvest the netherwart.
*/
HARVEST_NETHERWART(true);
HARVEST_NETHERWART(true),

/*
###Concrete mixers###
*/

/**
* Continues placing blocks until can't place anymore.
*/
CONCRETE_MIXER_PLACING(true),

/**
* Harvest all blocks placed in the water.
*/
CONCRETE_MIXER_HARVESTING(true);

/**
* Is it okay to eat.
Expand Down
1 change: 0 additions & 1 deletion src/main/java/com/minecolonies/api/items/ModTags.java
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
import com.minecolonies.api.util.constant.TagConstants;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.tags.BiomeTags;
import net.minecraft.tags.BlockTags;
import net.minecraft.tags.ItemTags;
import net.minecraft.tags.TagKey;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,6 @@
import com.minecolonies.api.colony.IColony;
import com.minecolonies.api.colony.jobs.registry.JobEntry;
import com.minecolonies.api.colony.requestsystem.token.IToken;
import com.minecolonies.api.items.ModTags;
import com.minecolonies.api.equipment.ModEquipmentTypes;
import com.minecolonies.api.util.ItemStackUtils;
import com.minecolonies.core.colony.buildings.AbstractBuilding;
Expand Down Expand Up @@ -51,11 +50,6 @@ public class BuildingConcreteMixer extends AbstractBuilding
*/
private final Map<Integer, List<BlockPos>> waterPos = new HashMap<>();

/**
* The minimum found water level
*/
private int minWaterLevel = WATER_DEPTH_SUPPORT;

/**
* Instantiates a new concrete mason building.
*
Expand All @@ -81,7 +75,6 @@ public void registerBlockPosition(@NotNull final BlockState blockState, @NotNull
fluidPos.add(pos);
}
waterPos.put(blockState.getFluidState().getAmount(), fluidPos);
minWaterLevel = Math.min(minWaterLevel, blockState.getFluidState().getAmount());
}
}

Expand Down Expand Up @@ -123,7 +116,6 @@ public void deserializeNBT(final CompoundTag compound)
{
final CompoundTag waterCompound = waterMapList.getCompound(i);
final int level = waterCompound.getInt(TAG_LEVEL);
minWaterLevel = Math.min(minWaterLevel, level);

final ListTag waterTagList = waterCompound.getList(TAG_WATER, Tag.TAG_COMPOUND);
final List<BlockPos> water = new ArrayList<>();
Expand Down Expand Up @@ -154,6 +146,21 @@ public int getMaxBuildingLevel()
return CONST_DEFAULT_MAX_BUILDING_LEVEL;
}

/**
* Get the max amount of concrete placed at once.
*
* @return the number of concrete.
*/
public int getMaxConcretePlaced()
{
int size = 0;
for (List<BlockPos> positions : waterPos.values())
{
size += positions.size();
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huh?

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The positions stored in the map contain the depth as the key, and the positions of the water at the given level.

By the way the code looks it's technically allowed to have several water streams at the same time, there's no practical limit on this.

}
return size;
}

/**
* Check if there are open positions to mine.
*
Expand All @@ -162,17 +169,18 @@ public int getMaxBuildingLevel()
@Nullable
public BlockPos getBlockToMine()
{
for (int i = 1; i <= minWaterLevel; i++)
for (int i = 1; i <= WATER_DEPTH_SUPPORT; i++)
{
for (final BlockPos pos : waterPos.getOrDefault(i, Collections.emptyList()))
{
if (colony.getWorld().getBlockState(pos).is(ModTags.concreteBlocks))
final BlockState state = colony.getWorld().getBlockState(pos);
if (!state.isAir() && !state.is(Blocks.WATER))
{
return pos;
}
}
}

return null;
}

Expand All @@ -184,18 +192,18 @@ public BlockPos getBlockToMine()
@Nullable
public BlockPos getBlockToPlace()
{
for (int i = 1; i <= minWaterLevel; i++)
for (int i = 1; i <= WATER_DEPTH_SUPPORT; i++)
{
for (final BlockPos pos : waterPos.getOrDefault(i, Collections.emptyList()))
{
final BlockState state = colony.getWorld().getBlockState(pos);
if (!state.getFluidState().isEmpty() && state.getBlock() == Blocks.WATER)
if (state.is(Blocks.WATER))
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flowing water is not water though

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Well I tested this, and it is.

If a block contains flowing water the block is still marked as containing water, the fluid state however just lists a different water depth.
There's no need for a depth check because the waterPos already has determined the required water level should be good in the schematic.

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Please double check this. Because at least in some cases as far as I am aware, if air gets some low level water into it, it's fluidstate not empty, but actual state is not water.

{
return pos;
}
}
}

return null;
}

Expand All @@ -210,7 +218,7 @@ public int outputBlockCountInWorld(final ItemStack primaryOutput)
int count = 0;
if (primaryOutput.getItem() instanceof BlockItem)
{
for (int i = 1; i <= minWaterLevel; i++)
for (int i = 1; i <= WATER_DEPTH_SUPPORT; i++)
{
for (final BlockPos pos : waterPos.getOrDefault(i, Collections.emptyList()))
{
Expand Down
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