Let the Attuned Crafting Interface enable and disable individual recipes - #221
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Let the Attuned Crafting Interface enable and disable individual recipes#221rubensworks wants to merge 5 commits into
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The Attuned Crafting Interface exposes every recipe of its target machine, with no way to leave any of them out. Pointing one at a crafting table therefore hands the network thousands of recipes, and a crafting job may pick one the player never wanted to be automated. This gives the part a gui of its own that lists all recipes of its target, with the output icon and name of each. Clicking a row toggles it, and "Enable all", "Disable all" and "Invert" apply to whatever the search field currently matches, which is what makes a machine with thousands of recipes workable. The settings gui, which used to be the part's main gui, moved behind a button. Disabled recipes are stored as a blacklist of recipe keys on the part state, so an interface that has nothing disabled costs no extra NBT, and a pack update that adds recipes does not silently disable them. A recipe key is the recipe id where there is one, and the full structural serialization otherwise. Keys are never resolved back into recipes for storage, since that throws once a recipe is gone, and an unresolvable key must stay opaque so that a pack update cannot silently re-enable something the player disabled. The part state now exposes the filtered recipes through getRecipes, and the full list through getAllRecipes for the gui. Every toggle updates the filtered list and then tells the network about exactly the recipes that changed, because the network unregisters a crafting interface by iterating over the recipes it exposes: had that set changed silently, the disabled recipes would have leaked into the network's recipe index for good. A game test covers that invariant. Recipes reach the client through the gui data buffer at open time. Ones that come from a built-in recipe are sent by id and resolved from the client's own recipe manager, so a crafting table costs a few tens of kilobytes rather than a full structural dump. Sorting by output name happens client-side, so the order follows the client's language, and toggles are therefore keyed by recipe key rather than by list position. Bulk actions send the server-side indexes of the filtered recipes along with a version of the recipe list, and the server ignores them if it re-read its recipes in the meantime. Both payloads carry a sequence number, without which the value notifier would swallow a repeated identical toggle. This needs the recipe ids that CommonCapabilities 2.11.4 added, so its version is bumped along with it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
Coveralls flagged the previous commit for dropping coverage: the recipe list container was the largest new class and had nothing exercising it, since this repo has no precedent for testing containers at all. Two game tests now drive it the way a player does. The first writes the part's gui data and constructs the container from that buffer, which covers the whole client-sync encoding: recipes sent by id and resolved back through the recipe manager, the disabled keys, the search filter, and the server index that bulk actions are keyed on. The second feeds the container the value-notifier payloads the gui sends, covering single toggles, all three bulk actions, a repeated identical toggle, and the two cases the server refuses: indexes from a stale recipe list and indexes out of range. Opening the container through the part's own menu provider is covered too. The value ids of both payloads are exposed so a test can address them, and the gui-side recipe reader is public for the same reason. The screen itself stays untested, as every other screen in this repo is. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
The recipe list showed five rows at a time, each a full-width row with an icon and a name. On a crafting table that is five recipes out of a thousand, so finding anything meant scrolling or relying entirely on search. The recipes are now a grid of output icons, like the crafting options in Integrated Terminals: 9 columns by 6 rows, 54 at a time instead of 5. The grid uses vanilla slot metrics and lines up with the player inventory below it, so the gui only grows by the one extra row of height. Each cell draws its output icon with its count, a white highlight under the mouse, and a green or red border inset to the cell's inner area, which leaves a gap between neighbouring cells instead of merging their borders. Disabled cells are also dimmed. Both overlays are drawn at a raised z, as the output is rendered as a 3D item and would otherwise cover them. The name no longer fits next to the icon, so it moves into the tooltip, which now also shows the inputs the recipe requires as a grid of ingredient icons rather than as a list of lines. Inputs that differ only in quantity are merged and their quantities summed, so a recipe taking five planks is one slot showing five rather than five slots showing one. Inputs that accept alternatives, such as tag-based ones, cycle through them. This mirrors IntegratedTerminals' crafting option tooltip; its implementation lives behind an IntegratedTerminals-only capability, so the two small classes are reimplemented here against ItemStacks directly. The inputs are only resolved for the recipe actually under the mouse, as doing it for every shown recipe every frame would be far too slow. ScrollingInventoryContainer already supports columns, so the container change is just the column count. Its screen computes the scrollbar's total rows by integer division though, which with nine columns leaves the last partial row unreachable, so that is rounded up here until a CyclopsCore release carries the fix. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
…ttons The green and red border was drawn over the cell's inner area at a raised z, so it crossed the output icon and cut through the stack count in the corner. It now outlines the cell itself rather than its contents, which puts it where the output never reaches, so it can be drawn before the output instead of over it. Only the overlay that greys out a disabled recipe still draws in front, since covering the output is the whole point of it. "Disable all" measured 51 pixels in a 52 pixel button, leaving half a pixel on either side, and "Enable all" only a pixel and a half. Widening them is not an option: three buttons that fit "Disable all" comfortably need more than the 162 pixels the grid is wide. The labels lose their "all" instead, at 33 to 35 pixels for a comfortable eight either side, and what they act on moves into a tooltip — where it can also be stated properly, as the actions apply to whatever the search matches rather than to literally everything. The three are now spread over the full width of the grid rather than bunched at its left. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
The border covered the slot's own grey bevel, so the cells read as blocks of colour rather than as slots. Inset by a pixel it sits just inside that bevel, which stays visible around it. It still draws before the output, so it does not cut through the icon or its count. The cost is that an output which fills its whole 16 by 16 now covers part of the border, which the full-cell placement did not. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01T9xTc8kXNRDppvXktL24aR
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Closes #162, Closes #219
The Attuned Crafting Interface exposes every recipe of its target machine, with no way to leave any of them out. Pointing one at a crafting table hands the network thousands of recipes, and a crafting job may pick one the player never wanted automated.
This gives the part a gui of its own that shows all recipes of its target as a grid of output icons, 9 × 6 = 54 at a time, with a green or red border per recipe. Clicking a cell toggles it; hovering shows the output's tooltip, the recipe id and the inputs it requires. Enable, Disable and Invert apply to whatever the search field currently matches, which is what makes a machine with thousands of recipes workable (
search minecraft: → Disable). The settings gui, which used to be the part's main gui, moved behind a button. Nothing was added to the normal crafting interface, whose recipes are hand-picked already.The grid
Modelled on how Integrated Terminals shows crafting options. Vanilla slot metrics (18px pitch, 16px content) mean the grid lines up with the player inventory below it, so the gui grows by only one row of height over the plain list it replaces. Per cell: the output icon with its count, a white highlight under the mouse, and a green or red state border inset by a pixel so the slot's own grey bevel stays visible around it. The border draws before the output, so it never cuts through the icon or its stack count. Disabled cells additionally get a grey overlay in front of the output, since covering it is the point of that one.
The name no longer fits beside the icon, so it moves into the tooltip. Search already matches name, mod id and recipe id, which is how you find a specific recipe.
The hover tooltip
Inputs are shown as a grid of ingredient icons rather than a list of lines. Inputs differing only in quantity are merged and their quantities summed — a recipe taking five planks is one slot showing five, not five slots showing one — and inputs accepting alternatives (tags) cycle through them. This mirrors IntegratedTerminals' crafting-option tooltip; its implementation sits behind an IT-only capability, so the two small classes are reimplemented here against
ItemStacks directly. Inputs are resolved only for the recipe actually under the mouse, since doing it for every shown recipe every frame would be far too slow.The bulk action buttons carry tooltips too. Their labels are one word because three buttons that fit "Disable all" comfortably need more than the 162px the grid is wide — "Disable all" measured 51px inside a 52px button — so what they act on is stated in the tooltip, where it can also be said accurately: they apply to whatever the search matches, not to literally everything.
How disabled recipes are stored
A blacklist of recipe keys on the part state: an interface with nothing disabled costs no extra NBT, a pack update that adds recipes does not silently disable them, and no migration is needed.
A
RecipeKeyis the recipe id whereIRecipeDefinition#getRecipeIdgives one, and the full structural serialization otherwise. Keys are never resolved back into recipes for storage, sinceRecipeDefinition#fromRecipeIdthrows once a recipe is gone — an unresolvable key has to stay opaque so a pack update cannot silently re-enable something the player disabled.Keeping the network's recipe index honest
getRecipes()now returns the filtered list andgetAllRecipes()the full one. Every toggle updates the filtered list and then tells the network about exactly the recipes that changed, throughadd/removeCraftingInterfaceRecipe.This matters because
CraftingNetwork#removeCraftingInterfaceunregisters an interface by iterating overgetRecipes(). Had that set ever changed without the network being told, the disabled recipes would have leaked into the recipe index permanently.GameTestsAttunedRecipes#testAttunedDisabledRecipeDoesNotLeakOnUnregistercovers that invariant by moving an interface with a disabled recipe to another crafting channel and asserting the channel-independent index matches what the interface exposes.Client sync and toggling
Recipes reach the client through the gui data buffer at open time. Recipes backed by a built-in recipe are sent by id and resolved from the client's own recipe manager, so a crafting table costs tens of kilobytes rather than a full structural dump; only machine-specific recipes, of which there are tens rather than thousands, are transferred structurally.
Sorting by localized output name happens client-side so the order follows the client's language, tiebroken on the recipe id for a stable order across sessions. Because the client's order therefore does not match the server's, toggles are keyed by
RecipeKeyrather than by grid position — which also keeps the gui correct if the server re-reads its recipes while it is open. Bulk actions send the server-side indexes of the filtered recipes plus a version of the recipe list, and the server ignores them if it re-read its recipes in the meantime. Both payloads carry a sequence number, without whichContainerExtended#setValuewould swallow a repeated identical toggle (disable X → enable all → disable X).A CyclopsCore bug this ran into
ContainerScreenScrollingcomputes the scrollbar's total rows withfilteredCount / columns— integer division. Measured on this grid with 985 recipes: that gives 109 rows instead of 110, and scrolling fully to the bottom leaves recipes 981–984 unreachable. Rounded up locally here until a CyclopsCore release carries the fix; upstream PR: CyclopsMC/CyclopsCore#236.Dependency bump
CommonCapabilities
2.9.12→2.11.5. Recipe ids onIRecipeDefinitionarrived in 2.11.4; without them every key would have to be a full structural dump, which neither fits in the part NBT nor in the gui data packet at this scale.Testing
./gradlew test— unit tests forRecipeKeyround-trips (id form, structural form, and the missing-recipe case) and for sort-comparator tiebreak stability../gradlew runGameTestServer— all 56 pass, including 7 new ones:The screen class stays untested, as every other screen in this repo is.
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