From 985ee11aa9dd1f3b487f0c448c3584f6979a2fbf Mon Sep 17 00:00:00 2001 From: quat1024 Date: Tue, 7 Nov 2023 03:15:38 -0500 Subject: [PATCH] update zeta-todo --- zeta-todo/README.md | 56 +++++++++++++++++++++++---------------------- 1 file changed, 29 insertions(+), 27 deletions(-) diff --git a/zeta-todo/README.md b/zeta-todo/README.md index fd46491c21..970029255e 100644 --- a/zeta-todo/README.md +++ b/zeta-todo/README.md @@ -25,7 +25,7 @@ So tl;dr for zeta-fying a module: * create cross-platform versions of any missing `@SubscribeEvent`s in Zeta and subscribe to them with `@PlayEvent`, * remove all other mentions of Forge and add an appropriate indirection layer in Zeta. -Repeat ~~164x~~ 136x. +Repeat ~~164x~~ ~~136x~~ 47x. # The initial Zeta pitch @@ -81,13 +81,12 @@ Just the netcode that was already in Quark/ARL tbh ## Zeta Registry -its literally autoreglib +its literally autoreglib. Except its not # code goals * Cut down on `static` usage * Keep the components of Zeta relatively loosely coupled if at all possible - * I'm still deciding how many fields should go in `Zeta`. Like does the module system belong there (probably). Does the registry belong there (maybe?) # notes from vazkii @@ -99,36 +98,39 @@ Some of these fit nicer as event arguments too, instead of singletons that need Bring to zeta: -* "If the feature exists only to interact with a specific quark feature it stays in quark, otherwise it goes in zeta" -* Piston logic override in zeta? :eyes: -* Recipe crawler -> zeta -* Advancement modification system -* "ig the worldgen shim?" -* "pretty much everything in `block` is viable to pull out" -* some stuff wrt to module loader - anti overlap -* ItemOverrideHandler is used by variant bookshelves/ladders but it's pretty standalone -* ToolInteractionHandler is "literally only used for waxing" but it's important -* QuarkBlock and QuarkItem are really for "disableable/enablable blocks" -* WoodSetHandler is important, but there are some quark uniques in there -* VanillaWoods is used in a few modules, could be moved out since it's useful +- "If the feature exists only to interact with a specific quark feature it stays in quark, otherwise it goes in zeta" +- [x] Piston logic override in zeta? :eyes: +- [ ] Recipe crawler -> zeta +- [ ] Advancement modification system +- [ ] "ig the worldgen shim?" +- [ ] "pretty much everything in `block` is viable to pull out" +- [x] some stuff wrt to module loader - anti overlap +- [ ] ItemOverrideHandler is used by variant bookshelves/ladders but it's pretty standalone +- [ ] ToolInteractionHandler is "literally only used for waxing" but it's important +- [ ] QuarkBlock and QuarkItem are really for "disableable/enablable blocks" +- [ ] WoodSetHandler is important, but there are some quark uniques in there +- [ ] VanillaWoods is used in a few modules, could be moved out since it's useful Keep in quark/reform: -* ContributorRewardHandler (ofc) -* CreativeTabHandler will need rethinking for the new creative tab scheme in 1.19.4 -* EntityAttributeHandler is "essentially just a bridge" -* DyeHandler -> some simple utilities fit in Zeta, others not so much -* capabilities: pain point. Some can be made non-capabilities -* InventoryTransferHandler is quark specific so it can stay -* MiscUtil should probably be dissolved (addToLootTable is very important though -> maybe into a LootTableLoadEvent shim) -* SimilarBlockTypeHandler is for quark shulker box stuff -* UndergroundBiomeHandler is overengineered +- [x] ContributorRewardHandler (ofc) +- [x] CreativeTabHandler will need rethinking for the new creative tab scheme in 1.19.4 + - stub api is in place, CreativeTabHandler is just a bridge to it +- [ ] EntityAttributeHandler is "essentially just a bridge" +- [x] DyeHandler -> some simple utilities fit in Zeta, others not so much +- [x] capabilities: pain point. Some can be made non-capabilities + - tried to abstract over all quark capabilities, still gotta deal with IItemHandler and such tho +- [ ] InventoryTransferHandler is quark specific so it can stay +- [ ] MiscUtil should probably be dissolved + - ~~(addToLootTable is very important though -> maybe into a LootTableLoadEvent shim)~~ Done +- [ ] SimilarBlockTypeHandler is for quark shulker box stuff +- [ ] UndergroundBiomeHandler is overengineered Obsolete things: -* "External config" stuff can be removed and does not work anyway -* RenderLayerHandler might be different -* worldgen can be simplified a bit - just need a way to add a Singular feature to a biome in every step, then everything works itself out +- [x] "External config" stuff can be removed and does not work anyway +- [x] RenderLayerHandler might be different +- [ ] worldgen can be simplified a bit - just need a way to add a Singular feature to a biome in every step, then everything works itself out # can you add a note to the todo about datagen