package de.ellpeck.naturesaura.api; import com.google.common.collect.BiMap; import com.google.common.collect.HashBiMap; import de.ellpeck.naturesaura.api.aura.chunk.IAuraChunk; import de.ellpeck.naturesaura.api.aura.chunk.IDrainSpotEffect; import de.ellpeck.naturesaura.api.aura.container.IAuraContainer; import de.ellpeck.naturesaura.api.aura.item.IAuraRecharge; import de.ellpeck.naturesaura.api.aura.type.BasicAuraType; import de.ellpeck.naturesaura.api.aura.type.IAuraType; import de.ellpeck.naturesaura.api.internal.StubHooks; import de.ellpeck.naturesaura.api.multiblock.IMultiblock; import de.ellpeck.naturesaura.api.multiblock.Matcher; import de.ellpeck.naturesaura.api.recipes.AltarRecipe; import de.ellpeck.naturesaura.api.recipes.AnimalSpawnerRecipe; import de.ellpeck.naturesaura.api.recipes.OfferingRecipe; import de.ellpeck.naturesaura.api.recipes.TreeRitualRecipe; import net.minecraft.block.BlockFlower; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.BlockPos; import net.minecraft.world.DimensionType; import net.minecraft.world.World; import net.minecraftforge.common.capabilities.Capability; import net.minecraftforge.common.capabilities.CapabilityInject; import java.util.ArrayList; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.function.BiConsumer; import java.util.function.Supplier; /** * 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 { private static IInternalHooks instance = new StubHooks(); public static final String MOD_ID = "naturesaura"; public static final String API_ID = MOD_ID + "api"; public static final String VERSION = "8"; /** * The list of all {@link AltarRecipe} instances which are the recipes used * by the Natural Altar. Newly created recipes can be easily added using * {@link AltarRecipe#register()}. */ public static final Map ALTAR_RECIPES = new HashMap<>(); /** * The list of all {@link TreeRitualRecipe} instances which are the recipes * used in the Ritual of the Forest. Newly created recipes can be easily * added using {@link TreeRitualRecipe#register()}. */ public static final Map TREE_RITUAL_RECIPES = new HashMap<>(); /** * The list of all {@link OfferingRecipe} instances which are the recipes * used by the Offering Table. Newly created recipes can by easily added * using {@link OfferingRecipe#register()}. */ public static final Map OFFERING_RECIPES = new HashMap<>(); /** * The list of all types of blocks that several mechanics in the mod use as * flowers. Right now, this includes the Herbivorous Absorber and the * Offering Table. By default, all {@link BlockFlower} instances and all * blocks specified in the config file are added */ public static final List FLOWERS = new ArrayList<>(); /** * 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 */ public static final BiMap 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 AURA_TYPES = new HashMap<>(); public static final BasicAuraType TYPE_OVERWORLD = new BasicAuraType(new ResourceLocation(MOD_ID, "overworld"), DimensionType.OVERWORLD, 0xbef224, 0).register(); public static final BasicAuraType TYPE_NETHER = new BasicAuraType(new ResourceLocation(MOD_ID, "nether"), DimensionType.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> 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 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 MULTIBLOCKS = new HashMap<>(); /** * A map of all {@link AnimalSpawnerRecipe} objects that are used with the * animal spawner block. To register a recipe, use {@link * AnimalSpawnerRecipe#register()}. */ public static final Map ANIMAL_SPAWNER_RECIPES = new HashMap<>(); /** * The capability for any item or block that stores Aura in the form of an * {@link IAuraContainer} */ @CapabilityInject(IAuraContainer.class) public static Capability 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 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 * helper method {@link IAuraChunk#getAuraChunk(World, BlockPos)}. */ @CapabilityInject(IAuraChunk.class) public static Capability capAuraChunk; /** * This method returns the active {@link IInternalHooks} instance which can * be used to hook into the mod's internal functionalities. This is * instantiated as {@link StubHooks} by default which has no functionality, * but, in the mod's preInit phase, this will be overriden to a proper * implementation. If you want to use this instance, use it after Nature's * Aura's preInit phase. * * @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) { if (instance instanceof StubHooks) 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 */ boolean extractAuraFromPlayer(EntityPlayer 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 */ boolean insertAuraIntoPlayer(EntityPlayer player, int amount, boolean simulate); /** * 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 */ 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); /** * 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 * IBlockState 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); /** * Returns true if there is an effect powder entity active anywhere * around the given position based on the radius it has. To register a * powder with the supplied name, use {@link #EFFECT_POWDERS} * * @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); /** * @see IAuraChunk#getSpotsInArea(World, BlockPos, int, BiConsumer) */ void getAuraSpotsInArea(World world, BlockPos pos, int radius, BiConsumer consumer); /** * @see IAuraChunk#getAuraInArea(World, BlockPos, int) */ int getAuraInArea(World world, BlockPos pos, int radius); /** * @see IAuraChunk#triangulateAuraInArea(World, BlockPos, int) */ int triangulateAuraInArea(World world, BlockPos pos, int radius); /** * @see IAuraChunk#getLowestSpot(World, BlockPos, int, BlockPos) */ BlockPos getLowestAuraDrainSpot(World world, BlockPos pos, int radius, BlockPos defaultSpot); /** * @see IAuraChunk#getHighestSpot(World, BlockPos, int, BlockPos) */ BlockPos getHighestAuraDrainSpot(World world, BlockPos pos, int radius, BlockPos defaultSpot); } }