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

215 lines
9.8 KiB
Java

package de.ellpeck.naturesaura.api;
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.recipes.AltarRecipe;
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 org.apache.commons.lang3.mutable.MutableInt;
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 = "2";
/**
* 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<ResourceLocation, AltarRecipe> 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<ResourceLocation, TreeRitualRecipe> TREE_RITUAL_RECIPES = new HashMap<>();
/**
* The list of all types of flowers that the flower generator can use for
* consumption. By default, all {@link BlockFlower} instances and all blocks
* specified in the config file are added
*/
public static final List<IBlockState> FLOWER_GENERATOR_BLOCKS = 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 Map<IBlockState, IBlockState> BOTANIST_PICKAXE_CONVERSIONS = new HashMap<>();
/**
* 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<>();
public static final IAuraType TYPE_OVERWORLD = new BasicAuraType(new ResourceLocation(MOD_ID, "overworld"), DimensionType.OVERWORLD, 0xbef224).register();
public static final IAuraType TYPE_NETHER = new BasicAuraType(new ResourceLocation(MOD_ID, "nether"), DimensionType.NETHER, 0x871c0c).register();
public static final IAuraType TYPE_END = new BasicAuraType(new ResourceLocation(MOD_ID, "end"), DimensionType.THE_END, 0x302624).register();
public static final IAuraType TYPE_OTHER = new BasicAuraType(new ResourceLocation(MOD_ID, "other"), null, 0x2fa8a0).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<>();
/**
* 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
* helper method {@link IAuraChunk#getAuraChunk(World, BlockPos)}.
*/
@CapabilityInject(IAuraChunk.class)
public static Capability<IAuraChunk> 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);
/**
* 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);
/**
* @see IAuraChunk#getSpotsInArea(World, BlockPos, int, BiConsumer)
*/
void getAuraSpotsInArea(World world, BlockPos pos, int radius, BiConsumer<BlockPos, MutableInt> consumer);
/**
* @see IAuraChunk#getAuraInArea(World, BlockPos, int)
*/
int getAuraInArea(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);
}
}