Dynamic ItemType#690
Conversation
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This PR is blocked currently due to a large amount of items in the configuration missing a material. I'll count them soon and automate the process. |
Distribute items from master's ItemType.java into appropriate category files instead of a single uncategorized dump: - vanilla/blocks: 38 building blocks and decorative items - vanilla/items: 25 common vanilla items (crops, mob drops, etc) - combat/drops: 21 combat drops and materials - weapons: 18 melee weapons including katanas - bows: 6 ranged weapons - mining/dwarven: 12 mining materials - foraging: 12 foraging items - fishing/vanilla: 7 fishing items - armor/miner: 13 armor pieces (chainmail, miner, dwarf) - accessories: 5 talismans and dice - miscellaneous/dungeon: 7 dungeon items - miscellaneous: 20 slayer drops, mythological, and misc items - darkauction: 3 dark auction items - brewing: 5 distillates
I got my AI to do it, review it! |
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What I meant is that the yml files don't include the material. The generator just uses barrier if it's missing, previously the materials were used from the ItemType so you would need to feed the AI the previous ItemType and let it change the items Yaml definition |
487 items were missing `material:` in their YAML definitions, causing the ItemType generator to default them to BARRIER. Materials sourced from the old ItemType enum and component-based inference (SKULL_HEAD, STANDARD_ITEM).
How about now? |
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lgtm |
5ee11ba
into
Swofty-Developments:master
ItemType is now automatically generated from configuration. This also exposes the sheer amount of items that are missing from configuration and those that have not been given a material.