mirror of
https://github.com/Ellpeck/ActuallyAdditions.git
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317 lines
15 KiB
Java
317 lines
15 KiB
Java
package de.ellpeck.actuallyadditions.api;
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import de.ellpeck.actuallyadditions.api.booklet.IBookletChapter;
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import de.ellpeck.actuallyadditions.api.booklet.IBookletEntry;
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import de.ellpeck.actuallyadditions.api.booklet.IBookletPage;
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import de.ellpeck.actuallyadditions.api.farmer.IFarmerBehavior;
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import de.ellpeck.actuallyadditions.api.internal.IMethodHandler;
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import de.ellpeck.actuallyadditions.api.laser.ILaserRelayConnectionHandler;
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import de.ellpeck.actuallyadditions.api.lens.Lens;
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import de.ellpeck.actuallyadditions.api.lens.LensConversion;
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import de.ellpeck.actuallyadditions.api.recipe.*;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockState;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.crafting.Ingredient;
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import net.minecraftforge.registries.IForgeRegistry;
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import net.minecraftforge.registries.RegistryBuilder;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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public final class ActuallyAdditionsAPI {
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public static final String MOD_ID = "actuallyadditions";
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public static final String API_ID = MOD_ID + "api";
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public static final String API_VERSION = "34";
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public static final IForgeRegistry<Lens> LENS_REGISTRY = new RegistryBuilder<Lens>().disableSync().disableSaving().disableOverrides().create();
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public static final List<CrusherRecipe> CRUSHER_RECIPES = new ArrayList<>();
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public static final List<BallOfFurReturn> BALL_OF_FUR_RETURN_ITEMS = new ArrayList<>();
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public static final List<TreasureChestLoot> TREASURE_CHEST_LOOT = new ArrayList<>();
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public static final List<LensConversionRecipe> RECONSTRUCTOR_LENS_CONVERSION_RECIPES = new ArrayList<>();
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public static final List<EmpowererRecipe> EMPOWERER_RECIPES = new ArrayList<>();
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public static final Map<Item, IColorLensChanger> RECONSTRUCTOR_LENS_COLOR_CHANGERS = new HashMap<>();
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/**
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* Farmer behaviors are sorted when first accessed, this will not be done until after loading, but do not add behaviors at runtime.
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*/
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public static final List<IFarmerBehavior> FARMER_BEHAVIORS = new ArrayList<>();
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public static final List<CoffeeIngredient> COFFEE_MACHINE_INGREDIENTS = new ArrayList<>();
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public static final List<CompostRecipe> COMPOST_RECIPES = new ArrayList<>();
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public static final List<OilGenRecipe> OIL_GENERATOR_RECIPES = new ArrayList<>();
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public static final List<IBookletEntry> BOOKLET_ENTRIES = new ArrayList<>();
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//This is added to automatically, you don't need to add anything to this list
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public static final List<IBookletChapter> ALL_CHAPTERS = new ArrayList<>();
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//This is added to automatically, you don't need to add anything to this list
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public static final List<IBookletPage> BOOKLET_PAGES_WITH_ITEM_OR_FLUID_DATA = new ArrayList<>();
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public static final List<WeightedOre> STONE_ORES = new ArrayList<>();
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public static final List<WeightedOre> NETHERRACK_ORES = new ArrayList<>();
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/**
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* Use this to handle things that aren't based in the API itself
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* DO NOT CHANGE/OVERRIDE THIS!!
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* This is getting initialized in Actually Additions' PreInit phase
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*/
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public static IMethodHandler methodHandler;
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/**
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* Use this to add, remove or get Laser Relay Connections and Networks
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* The network system is built in a way that doesn't need the individual
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* positions to be Laser Relays, it relies only on BlockPos
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* DO NOT CHANGE/OVERRIDE THIS!!
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* This is getting initialized in Actually Additions' PreInit phase
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*/
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public static ILaserRelayConnectionHandler connectionHandler;
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//These are getting initialized in Actually Additions' PreInit phase
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//DO NOT CHANGE/OVERRIDE THESE!!
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public static IBookletEntry entryGettingStarted;
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public static IBookletEntry entryReconstruction;
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public static IBookletEntry entryLaserRelays;
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public static IBookletEntry entryFunctionalNonRF;
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public static IBookletEntry entryFunctionalRF;
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public static IBookletEntry entryGeneratingRF;
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public static IBookletEntry entryItemsNonRF;
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public static IBookletEntry entryItemsRF;
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public static IBookletEntry entryMisc;
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public static IBookletEntry entryUpdatesAndInfos;
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//This is added to automatically, you don't need to add anything to this entry
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public static IBookletEntry entryAllAndSearch;
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public static IBookletEntry entryTrials;
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//These are getting initialized in Actually Additions' PreInit phase
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//DO NOT CHANGE/OVERRIDE THESE!!
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public static LensConversion lensDefaultConversion;
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public static Lens lensDetonation;
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public static Lens lensDeath;
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public static Lens lensEvenMoarDeath;
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public static Lens lensColor;
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public static Lens lensDisruption;
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public static Lens lensDisenchanting;
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public static Lens lensMining;
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/**
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* Adds an ore with a specific weight to the list of ores that the lens of the miner will generate inside of stone.
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* Higher weight means higher occurence.
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*
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* @param oreName The ore's name
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* @param weight The ore's weight
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*/
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public static void addMiningLensStoneOre(String oreName, int weight) {
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STONE_ORES.add(new WeightedOre(oreName, weight));
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}
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/**
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* Adds an ore with a specific weight to the list of ores that the lens of the miner will generate inside of netherrack.
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* Higher weight means higher occurence.
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*
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* @param oreName The ore's name
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* @param weight The ore's weight
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*/
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public static void addMiningLensNetherOre(String oreName, int weight) {
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NETHERRACK_ORES.add(new WeightedOre(oreName, weight));
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}
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/**
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* Adds a Recipe to the Crusher Recipe Registry
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*
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* @param input The input as an ItemStack
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* @param outputOne The first output as an ItemStack
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* @param outputTwo The second output as an ItemStack (can be ItemStack.EMPTY if there should be none)
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* @param outputTwoChance The chance of the second output (0 won't occur at all, 100 will all the time)
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*/
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public static void addCrusherRecipe(ItemStack input, ItemStack outputOne, ItemStack outputTwo, int outputTwoChance) {
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CRUSHER_RECIPES.add(new CrusherRecipe(Ingredient.fromStacks(input), outputOne, outputTwo.isEmpty() ? ItemStack.EMPTY : outputTwo, outputTwoChance));
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}
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/**
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* Adds a Recipe to the Crusher Recipe Registry
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*
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* @param input The input as an Ingredient
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* @param outputOne The first output as an ItemStack
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* @param outputTwo The second output as an ItemStack (can be ItemStack.EMPTY if there should be none)
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* @param outputTwoChance The chance of the second output (0 won't occur at all, 100 will all the time)
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*/
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public static void addCrusherRecipe(Ingredient input, ItemStack outputOne, ItemStack outputTwo, int outputTwoChance) {
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CRUSHER_RECIPES.add(new CrusherRecipe(input, outputOne, outputTwo.isEmpty() ? ItemStack.EMPTY : outputTwo, outputTwoChance));
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}
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/**
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* Adds multiple Recipes to the Crusher Recipe Registry
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* Use this if you want to add OreDictionary recipes easier
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*
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* @param inputs The inputs as an ItemStack List, stacksizes are ignored
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* @param outputOnes The first outputs as an ItemStack List, stacksizes are ignored
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* @param outputOneAmounts The amount of the first output, will be equal for all entries in the list
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* @param outputTwos The second outputs as a List (can be null or empty if there should be none)
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* @param outputTwoAmounts The amount of the second output, will be equal for all entries in the list
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* @param outputTwoChance The chance of the second output (0 won't occur at all, 100 will all the time)
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*/
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public static boolean addCrusherRecipes(List<ItemStack> inputs, List<ItemStack> outputOnes, int outputOneAmounts, List<ItemStack> outputTwos, int outputTwoAmounts, int outputTwoChance) {
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return methodHandler.addCrusherRecipes(inputs, outputOnes, outputOneAmounts, outputTwos, outputTwoAmounts, outputTwoChance);
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}
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//Same thing as above, but with ItemStack outputs.
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@Deprecated //Use Ingredient
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public static boolean addCrusherRecipes(List<ItemStack> inputs, ItemStack outputOne, int outputOneAmount, ItemStack outputTwo, int outputTwoAmount, int outputTwoChance) {
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return methodHandler.addCrusherRecipes(inputs, outputOne, outputOneAmount, outputTwo, outputTwoAmount, outputTwoChance);
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}
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/**
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* Adds a Recipe to the Oil generator
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*
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* @param fluidName The name of the fluid to be consumed
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* @param genAmount The amount of energy generated per operation
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*/
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public static void addOilGenRecipe(String fluidName, int genAmount) {
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addOilGenRecipe(fluidName, genAmount, 100);
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}
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/**
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* Adds a Recipe to the Oil generator
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*
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* @param fluidName The name of the fluid to be consumed
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* @param genAmount The amount of energy generated per operation
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*/
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public static void addOilGenRecipe(String fluidName, int genAmount, int genTime) {
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OIL_GENERATOR_RECIPES.add(new OilGenRecipe(fluidName, genAmount, genTime));
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}
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/**
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* Adds a new conversion recipe to the compost.
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*
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* @param input The itemstack to be input into the compost
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* @param inputDisplay The block to display when there is input in the compost
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* @param output The itemstack to be output from the compost once conversion finishes
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* @param outputDisplay The block to display when there is output in the compost
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*/
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@Deprecated
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public static void addCompostRecipe(ItemStack input, Block inputDisplay, ItemStack output, Block outputDisplay) {
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COMPOST_RECIPES.add(new CompostRecipe(input, inputDisplay, output, outputDisplay));
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}
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/**
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* Adds a new conversion recipe to the compost.
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*
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* @param input The ingredient to be input into the compost
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* @param inputDisplay The state to display when there is input in the compost
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* @param output The itemstack to be output from the compost once conversion finishes
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* @param outputDisplay The state to display when there is output in the compost
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*/
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public static void addCompostRecipe(Ingredient input, BlockState inputDisplay, ItemStack output, BlockState outputDisplay) {
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COMPOST_RECIPES.add(new CompostRecipe(input, inputDisplay, output, outputDisplay));
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}
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/**
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* Adds an item to the list of possible items to be returned when right-clicking a Ball Of Fur
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*
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* @param stack The ItemStack to be returned
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* @param chance The chance (this is from WeightedRandom.Item)
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*/
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public static void addBallOfFurReturnItem(ItemStack stack, int chance) {
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BALL_OF_FUR_RETURN_ITEMS.add(new BallOfFurReturn(stack, chance));
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}
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/**
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* Adds an item to the list of possible items to be returned when opening a Treasure Chest
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*
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* @param stack The ItemStack to be returned, the stacksize is ignored
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* @param chance The chance (this is from WeightedRandom.Item)
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* @param minAmount The minimum stacksize of the returned stack
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* @param maxAmount The maximum stacksize of the returned stack
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*/
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public static void addTreasureChestLoot(ItemStack stack, int chance, int minAmount, int maxAmount) {
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TREASURE_CHEST_LOOT.add(new TreasureChestLoot(stack, chance, minAmount, maxAmount));
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}
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@Deprecated
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public static void addEmpowererRecipe(ItemStack input, ItemStack output, ItemStack modifier1, ItemStack modifier2, ItemStack modifier3, ItemStack modifier4, int energyPerStand, int time, float[] particleColor) {
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EMPOWERER_RECIPES.add(new EmpowererRecipe(input, output, modifier1, modifier2, modifier3, modifier4, energyPerStand, time, particleColor));
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}
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public static void addEmpowererRecipe(Ingredient input, ItemStack output, Ingredient modifier1, Ingredient modifier2, Ingredient modifier3, Ingredient modifier4, int energyPerStand, int time, float[] particleColor) {
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EMPOWERER_RECIPES.add(new EmpowererRecipe(input, output, modifier1, modifier2, modifier3, modifier4, energyPerStand, time, particleColor));
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}
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/**
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* Adds a recipe to the Atomic Reconstructor conversion lenses
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* StackSizes can only be 1 and greater ones will be ignored
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*
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* @param input The input as an ItemStack
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* @param output The output as an ItemStack
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* @param energyUse The amount of RF used per conversion
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* @param type The type of lens used for the conversion. To use the default type, use method below.
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* Note how this always has to be the same instance of the lens type that the item also has for it to work!
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*/
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@Deprecated
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public static void addReconstructorLensConversionRecipe(ItemStack input, ItemStack output, int energyUse, LensConversion type) {
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RECONSTRUCTOR_LENS_CONVERSION_RECIPES.add(new LensConversionRecipe(input, output, energyUse, type));
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}
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@Deprecated
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public static void addReconstructorLensConversionRecipe(ItemStack input, ItemStack output, int energyUse) {
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addReconstructorLensConversionRecipe(input, output, energyUse, lensDefaultConversion);
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}
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/**
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* Adds a recipe to the Atomic Reconstructor conversion lenses
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* StackSizes can only be 1 and greater ones will be ignored
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*
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* @param input The input as an ItemStack
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* @param output The output as an ItemStack
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* @param energyUse The amount of RF used per conversion
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* @param type The type of lens used for the conversion. To use the default type, use method below.
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* Note how this always has to be the same instance of the lens type that the item also has for it to work!
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*/
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public static void addReconstructorLensConversionRecipe(Ingredient input, ItemStack output, int energyUse, LensConversion type) {
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RECONSTRUCTOR_LENS_CONVERSION_RECIPES.add(new LensConversionRecipe(input, output, energyUse, type));
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}
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public static void addReconstructorLensConversionRecipe(Ingredient input, ItemStack output, int energyUse) {
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addReconstructorLensConversionRecipe(input, output, energyUse, lensDefaultConversion);
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}
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/**
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* Adds an item and the way it is modified to the Atomic Reconstructor's color lens.
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* This also works for blocks, but they have to be in their item form.
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* The way it is modified is an instance of IColorLensChanger. When modifying the item,
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* its modifyItem() method will be called with a stack containing the item.
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*
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* @param item The item (or block's item) to add
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* @param changer The change mechanism
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*/
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public static void addReconstructorLensColorChangeItem(Item item, IColorLensChanger changer) {
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RECONSTRUCTOR_LENS_COLOR_CHANGERS.put(item, changer);
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}
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/**
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* Adds an ingredient to the Coffee Machine ingredient list
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*
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* @param ingredient The ingredient to add
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*/
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public static void addCoffeeMachineIngredient(CoffeeIngredient ingredient) {
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COFFEE_MACHINE_INGREDIENTS.add(ingredient);
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}
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/**
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* Adds a booklet entry to the list of entries
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*
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* @param entry The entry to add
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*/
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public static void addBookletEntry(IBookletEntry entry) {
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BOOKLET_ENTRIES.add(entry);
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}
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/**
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* Adds a new farmer behavior to the Farmer
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*
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* @param behavior The behavior to add
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*/
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public static void addFarmerBehavior(IFarmerBehavior behavior) {
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FARMER_BEHAVIORS.add(behavior);
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}
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}
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