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Locking Cells and Adding Sticky Cards to Digital Singularities (#532)
* Added locking behavior to drives and chests when right clicked with wirecutters * Spotless * Added check for when the player is holding less than 10 sticky cards * Spotless * Added some fixes to avoid unintentionally partitioning other types of extreme cells, as well as random bug fixes, including removing tooltip for artificial universe storage cells * Spotless * Made updates to code style, various other changes - Renamed lockCells and applyStickyToCells methods to be more context-rich - Made lockDigitalSingularityCells method in both TileDrive and TileChest return a boolean based on the success of the operation - Made applyStickyToDigitalSingularityCells post a new MENetworkCellArrayUpdate event to the grid - Cleaned up code in both TileDrive and TileChest as well as outsourced common code to static methods in TileDrive - Cleaned up onItemUseFirst method in ItemMultiMaterial class to be more concise - Outsourced player inventory updates to ItemMultiMaterial class - Updated ItemStack creation for Sticky Card item stack to use AEApi enum - Updated en_US.lang - Updated for loops in TileDrive to not use enhanced for loops - Removed unnecessary inventory size check for cell upgrades - Updated cellInventory.getStoredItemTypes() check to be in line with the other getTotalTypes check * Spotless * More updates via PR review Checked if GT integration is enabled in both BlockChest and BlockDrive Unified ItemMultiMaterial#onItemUseFirst to use interface + inherited method and not class methods Added ItemExtremeStorageCell#checkInvalidForLockingAndStickyCarding to reduce code duplication of the if check in all of the added methods Added cache invalidation to force cell recalculation on adding sticky cards to cells --------- Co-authored-by: tth05 <[email protected]>
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