NaturesAura/src/main/java/de/ellpeck/naturesaura/api/NaturesAuraAPI.java

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package de.ellpeck.naturesaura.api;
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import com.google.common.collect.BiMap;
import com.google.common.collect.HashBiMap;
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import de.ellpeck.naturesaura.api.aura.chunk.IAuraChunk;
import de.ellpeck.naturesaura.api.aura.chunk.IDrainSpotEffect;
import de.ellpeck.naturesaura.api.aura.container.IAuraContainer;
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import de.ellpeck.naturesaura.api.aura.item.IAuraRecharge;
import de.ellpeck.naturesaura.api.aura.type.BasicAuraType;
import de.ellpeck.naturesaura.api.aura.type.IAuraType;
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import de.ellpeck.naturesaura.api.misc.IWorldData;
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import de.ellpeck.naturesaura.api.misc.WeightedOre;
import de.ellpeck.naturesaura.api.multiblock.IMultiblock;
import de.ellpeck.naturesaura.api.multiblock.Matcher;
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import net.minecraft.block.BlockState;
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import net.minecraft.entity.EntityType;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.Tuple;
import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.World;
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import net.minecraft.world.dimension.DimensionType;
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import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.capabilities.CapabilityInject;
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import java.util.ArrayList;
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import java.util.HashMap;
import java.util.List;
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import java.util.Map;
import java.util.function.BiConsumer;
import java.util.function.Supplier;
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/**
* The main class of the Nature's Aura API. This is where you can find recipe
* lists and the {@link IInternalHooks} instance, which can be used to hook into
* internal mod functions not exposed to the API.
*/
public final class NaturesAuraAPI {
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public static final String MOD_ID = "naturesaura";
public static final String API_ID = MOD_ID + "api";
public static final String VERSION = "9";
/**
* A map of all of the block states that the Botanist's Pickaxe can convert
* into their mossy variations. Contains mossy brick and mossy cobblestone
* by default, along with all blocks specified in the config file
*/
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public static final BiMap<BlockState, BlockState> BOTANIST_PICKAXE_CONVERSIONS = HashBiMap.create();
/**
* A map of all {@link IAuraType} instances which are types of Aura present
* in different types of worlds. {@link BasicAuraType} instances can be
* easily registered using {@link BasicAuraType#register()}.
*/
public static final Map<ResourceLocation, IAuraType> AURA_TYPES = new HashMap<>();
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public static final BasicAuraType TYPE_OVERWORLD = new BasicAuraType(new ResourceLocation(MOD_ID, "overworld"), DimensionType.OVERWORLD, 0x89cc37, 0).register();
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public static final BasicAuraType TYPE_NETHER = new BasicAuraType(new ResourceLocation(MOD_ID, "nether"), DimensionType.THE_NETHER, 0x871c0c, 0).register();
public static final BasicAuraType TYPE_END = new BasicAuraType(new ResourceLocation(MOD_ID, "end"), DimensionType.THE_END, 0x302624, 0).register();
public static final BasicAuraType TYPE_OTHER = new BasicAuraType(new ResourceLocation(MOD_ID, "other"), null, 0x2fa8a0, Integer.MIN_VALUE).register();
/**
* A map of all {@link IDrainSpotEffect} suppliers which are effects that
* happen passively at every spot that Aura has been drained from in the
* world. These effects include things like vegetational increase and
* natural decay. To register your own drain spot effects, just add a
* supplier for them to this map and they will automatically be executed
* once a second for every drain spot currently loaded.
*/
public static final Map<ResourceLocation, Supplier<IDrainSpotEffect>> DRAIN_SPOT_EFFECTS = new HashMap<>();
/**
* A map of all effect powder type. The integer the effect is registered to
* is the color that the powder and its effect should have. To check if a
* powder is active in any given area, use {@link IInternalHooks#isEffectPowderActive(World,
* BlockPos, ResourceLocation)}
*/
public static final Map<ResourceLocation, Integer> EFFECT_POWDERS = new HashMap<>();
/**
* A map of all {@link IMultiblock} objects which are multiblock structures
* that can easily be looped through and checked, and also easily created
* using the multiblock maker debug tool.
*/
public static final Map<ResourceLocation, IMultiblock> MULTIBLOCKS = new HashMap<>();
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/**
* A list of all {@link WeightedOre} objects that represent ores that can
* spawn inside of stone blocks in the overworld
*/
public static final List<WeightedOre> OVERWORLD_ORES = new ArrayList<>();
/**
* A list of all {@link WeightedOre} objects that represent ores that can
* spawn inside of netherrack blocks in the nether
*/
public static final List<WeightedOre> NETHER_ORES = new ArrayList<>();
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/**
* A map of all of the entities' registry names to the amounts of aura they
* each generate in the projectile generator
*/
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public static final Map<EntityType, Integer> PROJECTILE_GENERATIONS = new HashMap<>();
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/**
* The capability for any item or block that stores Aura in the form of an
* {@link IAuraContainer}
*/
@CapabilityInject(IAuraContainer.class)
public static Capability<IAuraContainer> capAuraContainer;
/**
* The capability for any item that can be recharged from an Aura storage
* container like the Aura Cache in the form of {@link IAuraRecharge} by a
* player holding it in their hand
*/
@CapabilityInject(IAuraRecharge.class)
public static Capability<IAuraRecharge> capAuraRecharge;
/**
* The capability that any chunk in a world has to store Aura in it. As this
* is only applicable to chunks and all chunks in the world automatically
* get assigned this capability, using it directly is not necessary for
* addon developers. To retrieve this capability from any chunk, use the
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* helper method {@link IAuraChunk#getAuraChunk(IWorld, BlockPos)}.
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*/
@CapabilityInject(IAuraChunk.class)
public static Capability<IAuraChunk> capAuraChunk;
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/**
* The capability that any world has to store Nature's Aura specific data in
* it. To retrieve this capability from any world, use the helper methods
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* {@link IWorldData#getWorldData(World)} or {@link IWorldData#getOverworldData(World)}.
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*/
@CapabilityInject(IWorldData.class)
public static Capability<IWorldData> capWorldData;
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private static IInternalHooks instance;
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/**
* This method returns the active {@link IInternalHooks} instance which can
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* be used to hook into the mod's internal functionalities.This will be
* overriden to a proper implementation. If you want to use this instance,
* use it after Nature's Aura's preInit phase.
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*
* @return The active {@link IInternalHooks} instance
*/
public static IInternalHooks instance() {
return instance;
}
/**
* This is an internal function. Do not use.
*/
public static void setInstance(IInternalHooks inst) {
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if (instance == null)
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instance = inst;
else
throw new IllegalStateException();
}
/**
* @see #instance()
*/
public interface IInternalHooks {
/**
* Helper method to extract aura from an {@link IAuraContainer} in the
* supplied player's inventory or baubles slots. The method returns true
* if the aura could be extracted. Note that, if the player is in
* creative mode, this method will always return true and no extraction
* will take place.
*
* @param player The player
* @param amount The amount to extract
* @param simulate If the extraction should be simulated
* @return If the extraction was successful
*/
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boolean extractAuraFromPlayer(PlayerEntity player, int amount, boolean simulate);
/**
* Helper method to insert aura into an {@link IAuraContainer} in the
* supplied player's inventory or baubles slots. The method returns true
* if the aura could be inserted.
*
* @param player The player
* @param amount The amount to insert
* @param simulate If the insertion should be simulated
* @return If the insertion was successful
*/
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boolean insertAuraIntoPlayer(PlayerEntity player, int amount, boolean simulate);
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/**
* This method can be used to spawn the magic particle effect used by
* Nature's Aura. It will not have an effect on the client side, so if
* you want to send it from the server side, you need to create your own
* packet.
*
* @param posX The x position
* @param posY The y position
* @param posZ The z position
* @param motionX The x motion
* @param motionY The y motion
* @param motionZ The z motion
* @param color The color the particle should have, in hex
* @param scale The scale of the particle
* @param maxAge The max age before the particle should die
* @param gravity The amount of gravity the particle should have, can
* be 0
* @param collision If the particle should collide with blocks
* @param fade If the particle should slowly fade out or suddenly
* disappear
*/
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void spawnMagicParticle(double posX, double posY, double posZ, double motionX, double motionY, double motionZ, int color, float scale, int maxAge, float gravity, boolean collision, boolean fade);
/**
* This method can be used to spawn the magic particle effect used by
* Nature's Aura. The particle will be created to spawn at the start
* position and move towards the end position, dying when it reaches it.
* It will not have an effect on the client side, so if you want to send
* it from the server side, you need to create your own packet.
*
* @param startX The start x
* @param startY The start y
* @param startZ The start z
* @param endX The end x
* @param endY The end y
* @param endZ The end z
* @param speed The speed at which the particle should go
* @param color The color of the particle
* @param scale The scale of the particle
*/
void spawnParticleStream(float startX, float startY, float startZ, float endX, float endY, float endZ, float speed, int color, float scale);
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/**
* Sets wether Nature's Aura particles that are spawned will be rendered
* with depth test enabled or not. Default value is true, please reset
* after changing.
*
* @param depth Wether depth test should be enabled or not
*/
void setParticleDepth(boolean depth);
/**
* Sets the range that Nature's Aura particles that are spawned will
* have to have from the player at most to actually be spawned. Default
* value is 32, please reset after changing.
*
* @param range The range that particle spawning should have
*/
void setParticleSpawnRange(int range);
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void setParticleCulling(boolean cull);
/**
* This method is used to create a custom multiblock from within the
* API. The multiblock will automatically be registered both to Nature's
* Aura's multiblock registry and Patchouli's multiblock registry.
*
* @param name The name the multiblock should have
* @param pattern The pattern that the multiblock should have, where
* each character is mapped to a raw matcher
* @param rawMatchers Each char matcher in the form of the char followed
* by a matcher, either in the form of a Block, an
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* BlockState or a {@link Matcher}, similar to the
* old way that crafting recipes work.
* @return the multiblock instance
*/
IMultiblock createMultiblock(ResourceLocation name, String[][] pattern, Object... rawMatchers);
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/**
* Get all of the active effect powders in the given area and consume
* the position and the range that they have. To register a powder with
* the supplied name, use {@link #EFFECT_POWDERS}
*
* @param world The world
* @param area The area to find powders in
* @param name The registry name of the powder
* @return A list of powders' positions and ranges
*/
List<Tuple<Vec3d, Integer>> getActiveEffectPowders(World world, AxisAlignedBB area, ResourceLocation name);
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/**
* Returns true if there is an effect powder entity active anywhere
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* around the given position based on the radius it has. This is a
* shorthand function of {@link #getActiveEffectPowders(World,
* AxisAlignedBB, ResourceLocation)} that returns true if the list is
* non-empty
*
* @param world The world
* @param pos The center position
* @param name The registry name of the powder
* @return If the effect is currently inhibited by any inhibitors
*/
boolean isEffectPowderActive(World world, BlockPos pos, ResourceLocation name);
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/**
* @see IAuraChunk#getSpotsInArea(IWorld, BlockPos, int, BiConsumer)
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*/
void getAuraSpotsInArea(World world, BlockPos pos, int radius, BiConsumer<BlockPos, Integer> consumer);
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/**
* @see IAuraChunk#getSpotAmountInArea(IWorld, BlockPos, int)
*/
int getSpotAmountInArea(World world, BlockPos pos, int radius);
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/**
* @see IAuraChunk#getAuraInArea(IWorld, BlockPos, int)
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*/
int getAuraInArea(World world, BlockPos pos, int radius);
/**
* @see IAuraChunk#triangulateAuraInArea(IWorld, BlockPos, int)
*/
int triangulateAuraInArea(World world, BlockPos pos, int radius);
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/**
* @see IAuraChunk#getLowestSpot(IWorld, BlockPos, int, BlockPos)
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*/
BlockPos getLowestAuraDrainSpot(World world, BlockPos pos, int radius, BlockPos defaultSpot);
/**
* @see IAuraChunk#getHighestSpot(IWorld, BlockPos, int, BlockPos)
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*/
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BlockPos getHighestAuraDrainSpot(World world, BlockPos pos, int radius, BlockPos defaultSpot);
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}
}