Add reject_continue to PlaceResult and make SKIP short-circuit in ofChain (#63)

ofChain survival placement had a bug where SKIP (returned when a block
already exists) would not stop the chain, causing fallback alternatives
to replace already valid blocks , for example:
<img width="436" height="477" alt="image"
src="https://github.com/user-attachments/assets/7ff3d6fa-de98-4716-823f-3ad2abab7394"
/>

SKIP now short-circuits the chain, remaining alternatives are skipped
because the position is already valid.
To keep correct behavior for elements without autobuild (which
previously returned SKIP as a "no implementation" signal), a new
REJECT_CONTINUE value is added, which: continues silently like SKIP (no
error, not counted) in the walker and in the chain tries the next
alternative like REJECT
Default survivalPlaceBlock and IStructureElementCheckOnly now return
REJECT_CONTINUE instead of SKIP for unhandled paths.

Tested this with the example above, and fixed the issue:
<img width="435" height="498" alt="image"
src="https://github.com/user-attachments/assets/d92bce4d-b5ad-4051-af79-ffd8c819f9f7"
/>
survival placement also still works:
<img width="1234" height="916" alt="image"
src="https://github.com/user-attachments/assets/632d5556-524d-4dc5-a7f5-75c859cb6b70"
/>

this should ideally merged before
https://github.com/GTNewHorizons/GT5-Unofficial/pull/6922 , to fix this
underlying bug, but if possible not be tagged without the other PR,
which would cause all NEI previews of multis with water to not show any
water anymore

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
This commit is contained in:
Yoshyandgithub-actions[bot] authored and GitHub committed 2026-06-06 18:10:11 +02:00
1 parent 95d1533342
commit 287e8317c9
5 files changed
+37 -27

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@@ -96,7 +96,7 @@ public interface IStructureElement<T> {
"Default implementation of survivalPlaceBlock hit! Things aren't going to work well! IStructureElement class: {}",
getClass().getName());
if (!StructureLibAPI.isBlockTriviallyReplaceable(world, x, y, z, actor)) return PlaceResult.REJECT;
return PlaceResult.SKIP;
return PlaceResult.REJECT_CONTINUE;
}
/**
@@ -206,7 +206,7 @@ public interface IStructureElement<T> {
if (StructureLibAPI.isDebugEnabled()) LOGGER.info(
"Fallback shim code of survivalPlaceBlock hit! Things aren't going to work well! IStructureElement class: {}",
getClass().getName());
return PlaceResult.SKIP;
return PlaceResult.REJECT_CONTINUE;
}
/**
@@ -268,16 +268,21 @@ public interface IStructureElement<T> {
enum PlaceResult {
/**
* This element either exists already, or does not yet have an implementation for survivalPlaceBlock, or some
* other unforeseen situations. TODO this definition doesn't seem right. Should we separate SKIP from EXISTS, or
* SKIP from ERROR?
* The element's check passed, the position is already valid. No placement is needed. In the walker: continue
* iteration (no error, not counted as placed). In ofChain: short-circuits, remaining alternatives are skipped.
*/
SKIP,
/**
* This element's space is occupied by other stuff and require player attention, or player missing required
* resource, or the block cannot be placed due to obscure mechanisms, or some other unforeseen situations.
* The element cannot handle this position (occupied, missing resources, etc.). In the walker: stop iteration
* with error particles. In ofChain: try next alternative.
*/
REJECT,
/**
* This element has no survivalPlaceBlock implementation (default fallback), or otherwise cannot place but is
* not an error condition. In the walker: continue iteration silently (like SKIP). In ofChain: try next
* alternative (like REJECT), so a better-suited element can handle it.
*/
REJECT_CONTINUE,
/**
* Autoplace cannot proceed within this tick. To proceed further would require stopping the placement and wait
* for next round.
@@ -97,47 +97,51 @@ public interface IStructureElementChain<T> extends IStructureElement<T> {
@Override
default PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, IItemSource s,
EntityPlayerMP actor, Consumer<IChatComponent> chatter) {
boolean haveSkip = false;
boolean allContinue = true;
List<IChatComponent> bufferedNoise = new ArrayList<>();
for (IStructureElement<T> fallback : fallbacks()) {
PlaceResult result = fallback.survivalPlaceBlock(t, world, x, y, z, trigger, s, actor, bufferedNoise::add);
switch (result) {
case REJECT_CONTINUE:
break;
case REJECT:
allContinue = false;
break;
case SKIP:
haveSkip = true;
break;
bufferedNoise.forEach(chatter);
return PlaceResult.SKIP;
default:
return result;
}
}
// dump all that noise back into upstream
bufferedNoise.forEach(chatter);
// TODO need reconsider to ensure this is the right course of action
return haveSkip ? PlaceResult.SKIP : PlaceResult.REJECT;
return allContinue ? PlaceResult.REJECT_CONTINUE : PlaceResult.REJECT;
}
@Override
default PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger,
AutoPlaceEnvironment env) {
boolean haveSkip = false;
boolean allContinue = true;
List<IChatComponent> bufferedNoise = new ArrayList<>();
for (IStructureElement<T> fallback : fallbacks()) {
PlaceResult result = fallback
.survivalPlaceBlock(t, world, x, y, z, trigger, env.withChatter(bufferedNoise::add));
switch (result) {
case REJECT_CONTINUE:
break;
case REJECT:
allContinue = false;
break;
case SKIP:
haveSkip = true;
break;
bufferedNoise.forEach(env.getChatter());
return PlaceResult.SKIP;
default:
return result;
}
}
// dump all that noise back into upstream
bufferedNoise.forEach(env.getChatter());
// TODO need reconsider to ensure this is the right course of action
return haveSkip ? PlaceResult.SKIP : PlaceResult.REJECT;
return allContinue ? PlaceResult.REJECT_CONTINUE : PlaceResult.REJECT;
}
}
@@ -27,12 +27,12 @@ public interface IStructureElementCheckOnly<T> extends IStructureElement<T> {
@Override
default PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger, IItemSource s,
EntityPlayerMP actor, Consumer<IChatComponent> chatter) {
return PlaceResult.SKIP;
return PlaceResult.REJECT_CONTINUE;
}
@Override
default PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger,
AutoPlaceEnvironment env) {
return PlaceResult.SKIP;
return PlaceResult.REJECT_CONTINUE;
}
}
@@ -791,7 +791,7 @@ public class StructureUtility {
public PlaceResult survivalPlaceBlock(T t, World world, int x, int y, int z, ItemStack trigger,
AutoPlaceEnvironment env) {
Pair<Block, Integer> hint = getHint(trigger);
if (hint == null) return PlaceResult.REJECT; // TODO or SKIP?
if (hint == null) return PlaceResult.REJECT;
Block block = world.getBlock(x, y, z);
int meta = world.getBlockMetadata(x, y, z);
TIER tier = tierExtractor.convert(block, meta);
@@ -2032,11 +2032,11 @@ public class StructureUtility {
/**
* Enable this structure element only if given predicate returns true.
* <p>
* Return SKIP when survival auto place if given predicate returns false.
* Return REJECT_CONTINUE when survival auto place if given predicate returns false.
*/
public static <T> IStructureElement<T> onlyIf(Predicate<? super T> predicate,
IStructureElement<? super T> downstream) {
return onlyIf(predicate, downstream, PlaceResult.SKIP);
return onlyIf(predicate, downstream, PlaceResult.REJECT_CONTINUE);
}
/**
@@ -2111,10 +2111,10 @@ public class StructureUtility {
* using {@link #isAir()}. It will not attempt to capture any errors though, so next one will not be tried if
* previous one would crash.
* <p>
* (*): For survival auto place, it will * REJECT, if all structure element REJECT * SKIP, if 1 or more structure
* element SKIP and the rest structure element (0 or more) REJECT * any other result, **immediately** upon any
* structure element returns these other results. This behavior is not 100% fixed and might change later on, but we
* will send the notice on a best effort basis.
* (*): For survival auto place, it will: REJECT, if any structure element returns REJECT (and none returned ACCEPT,
* STOP, ACCEPT_STOP, or SKIP); REJECT_CONTINUE, if all structure elements return REJECT_CONTINUE (none returned
* REJECT); SKIP, as soon as any structure element returns SKIP; any other result, immediately upon any structure
* element returning those.
* <p>
* Take care while chaining, as it will try to call every structure element until it returns true. If none does it
* will finally return false.
@@ -43,9 +43,10 @@ class SurvivalBuildStructureWalker<T> implements IStructureWalker<T> {
env.offsetABC[2] = c;
env.setSource(params.getSource());
PlaceResult placeResult = element.survivalPlaceBlock(object, world, x, y, z, trigger, env);
if (placeResult != PlaceResult.SKIP && built == -1) built = 0;
if (placeResult != PlaceResult.SKIP && placeResult != PlaceResult.REJECT_CONTINUE && built == -1) built = 0;
switch (placeResult) {
case SKIP:
case REJECT_CONTINUE:
return true;
case ACCEPT:
if (check) element.check(object, world, x, y, z);