ActuallyAdditions/src/main/java/de/ellpeck/actuallyadditions/api/ActuallyAdditionsAPI.java

318 lines
15 KiB
Java

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