|
42 | 42 |
|
43 | 43 | /** |
44 | 44 | * A brief index of everything contained |
45 | | - * <h1>Control blocks</h1> A lot of these might seem to make more sense as a default function on |
| 45 | + * <h2>Control blocks</h2> A lot of these might seem to make more sense as a default function on |
46 | 46 | * {@link IStructureElement}. However, in that case javac generic will often fail to infer the type for you, so we have |
47 | 47 | * to define them as static methods |
48 | | - * <h1>If block</h1> Provide if block, allowing downstream call only if user specified conditions are meet (i.e. |
| 48 | + * <h2>If block</h2> Provide if block, allowing downstream call only if user specified conditions are meet (i.e. |
49 | 49 | * predicate returns true) |
50 | 50 | * <ul> |
51 | 51 | * <li>{@link #onlyIf(Predicate, IStructureElement)} and its overloads</li> |
52 | 52 | * </ul> |
53 | | - * <h1>Switch block</h1> Provide switch block, allowing to select a downstream element by using a key or index computed |
| 53 | + * <h2>Switch block</h2> Provide switch block, allowing to select a downstream element by using a key or index computed |
54 | 54 | * from trigger item and/or context object. |
55 | 55 | * <ul> |
56 | 56 | * <li>{@link #partitionBy(Function, IStructureElement[])} and its overloads</li> |
57 | 57 | * </ul> |
58 | | - * <h1>Or Chain</h1> Provide a short-circuiting OR chain. |
| 58 | + * <h2>Or Chain</h2> Provide a short-circuiting OR chain. |
59 | 59 | * <ul> |
60 | 60 | * <li>{@link #ofChain(IStructureElement[])} and its overloads</li> |
61 | 61 | * </ul> |
62 | | - * <h2>Side effect</h2> Provide callbacks on various occasion |
| 62 | + * <h3>Side effect</h3> Provide callbacks on various occasion |
63 | 63 | * <ul> |
64 | 64 | * <li>{@link #onElementPass(Consumer, IStructureElement)}: Call an callback upon element check success</li> |
65 | 65 | * <li>{@link #onElementFail(Consumer, IStructureElement)}: Call an callback upon element check failure</li> |
66 | 66 | * </ul> |
67 | 67 | * |
68 | | - * <h1>Other Primitives</h1> |
69 | | - * <h2>Error statement</h2> Unconditionally return false. |
| 68 | + * <h2>Other Primitives</h2> |
| 69 | + * <h3>Error statement</h3> Unconditionally return false. |
70 | 70 | * <ul> |
71 | 71 | * <li>{@link #error()}</li> |
72 | 72 | * </ul> |
73 | | - * <h2>Context Object Change</h2> Switch the context object. |
| 73 | + * <h3>Context Object Change</h3> Switch the context object. |
74 | 74 | * <ul> |
75 | 75 | * <li>{@link #withContext(IStructureElement)}: switch context to the extended context</li> |
76 | 76 | * </ul> |
77 | | - * <h2>Channel Change</h2> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section |
| 77 | + * <h3>Channel Change</h3> Change the channel. See <a href="{@docRoot}/overview-summary.html#channels">Channels section |
78 | 78 | * on overview</a> for more information. |
79 | 79 | * <ul> |
80 | 80 | * <li>{@link #withChannel(String, IStructureElement)}: switch channel using |
81 | 81 | * {@link ChannelDataAccessor#withChannel(ItemStack, String)} when a trigger item is present.</li> |
82 | 82 | * </ul> |
83 | | - * <h2>Spawn hint particle</h2> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint |
| 83 | + * <h3>Spawn hint particle</h3> Just spawn a hint. Do nothing otherwise. Useful when you want to override the hint |
84 | 84 | * provided by another structure element, or as a fallback to a structure element that is check only. |
85 | 85 | * <ul> |
86 | 86 | * <li>{@link #ofHint(int)}, {@link #ofHintDeferred(Supplier)} and its overloads</li> |
87 | 87 | * </ul> |
88 | 88 | * |
89 | | - * <h1>Actual Element</h1> These elements are elements that can actually do structure check, spawn hint and do auto |
| 89 | + * <h2>Actual Element</h2> These elements are elements that can actually do structure check, spawn hint and do auto |
90 | 90 | * place. Elements listed in above 2 sections are not going to be helpful without elements like these. They also serve |
91 | 91 | * as a reference implementation for your own custom {@link IStructureElement} implementations. |
92 | | - * <h2>Simple Block Element</h2> These accept one or more different block types in one location. |
| 92 | + * <h3>Simple Block Element</h3> These accept one or more different block types in one location. |
93 | 93 | * <ul> |
94 | 94 | * <li>{@link #ofBlock(Block, int, Block, int)}, {@link #ofBlocksFlat(Map, Block, int)}, |
95 | 95 | * {@link #ofBlocksMap(Map, Block, int)} and their overloads: the most basic form</li> |
|
98 | 98 | * <li>{@link #isAir()}, {@link #notAir()}: They are supplied by default under the identifier {@code '-'} and |
99 | 99 | * {@code '+'} respectively, but are provided here regardless in case you want to use them as a fallback.</li> |
100 | 100 | * </ul> |
101 | | - * <h2>Complex Block Element</h2> In case your logic on determining which block is accepted is complex, use these. |
| 101 | + * <h3>Complex Block Element</h3> In case your logic on determining which block is accepted is complex, use these. |
102 | 102 | * <ul> |
103 | 103 | * <li>{@link #ofBlockAdder(IBlockAdder, Block, int)}, {@link #ofBlockAdderHint(IBlockAdder, Block, int)} and their |
104 | 104 | * overloads: hands off actual adder logic to an {@link IBlockAdder} you supplied. Save you the boilerplate of querying |
|
110 | 110 | * Similar to block adder, but for tile entities.</li> |
111 | 111 | * </ul> |
112 | 112 | * |
113 | | - * <h1>Helper Methods</h1> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or |
| 113 | + * <h2>Helper Methods</h2> These don't construct a {@link IStructureElement}, but is helpful to the instantiation or |
114 | 114 | * implementation of these. |
115 | 115 | * <ul> |
116 | 116 | * <li>{@link #survivalPlaceBlock(Block, int, World, int, int, int, IItemSource, EntityPlayer, Consumer)} and its |
@@ -595,7 +595,7 @@ public static <T, TIER> IStructureElementCheckOnly<T> ofBlocksTiered(ITierConver |
595 | 595 | * <b>Example:</b> |
596 | 596 | * <p> |
597 | 597 | * Assume you have 16 tier, each map to one block's 16 different meta. You will usually want something like this |
598 | | - * |
| 598 | + * |
599 | 599 | * <pre> |
600 | 600 | * public class Tile extends TileEntity { |
601 | 601 | * private static final Block B = getTargetBlock(); |
|
0 commit comments