mirror of
https://github.com/Ellpeck/NaturesAura.git
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215 lines
9.8 KiB
Java
215 lines
9.8 KiB
Java
package de.ellpeck.naturesaura.api;
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import de.ellpeck.naturesaura.api.aura.chunk.IAuraChunk;
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import de.ellpeck.naturesaura.api.aura.chunk.IDrainSpotEffect;
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import de.ellpeck.naturesaura.api.aura.container.IAuraContainer;
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import de.ellpeck.naturesaura.api.aura.item.IAuraRecharge;
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import de.ellpeck.naturesaura.api.aura.type.BasicAuraType;
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import de.ellpeck.naturesaura.api.aura.type.IAuraType;
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import de.ellpeck.naturesaura.api.internal.StubHooks;
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import de.ellpeck.naturesaura.api.recipes.AltarRecipe;
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import de.ellpeck.naturesaura.api.recipes.TreeRitualRecipe;
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import net.minecraft.block.BlockFlower;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.DimensionType;
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import net.minecraft.world.World;
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import net.minecraftforge.common.capabilities.Capability;
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import net.minecraftforge.common.capabilities.CapabilityInject;
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import org.apache.commons.lang3.mutable.MutableInt;
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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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import java.util.function.BiConsumer;
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import java.util.function.Supplier;
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/**
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* The main class of the Nature's Aura API. This is where you can find recipe
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* lists and the {@link IInternalHooks} instance, which can be used to hook into
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* internal mod functions not exposed to the API.
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*/
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public final class NaturesAuraAPI {
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private static IInternalHooks instance = new StubHooks();
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public static final String MOD_ID = "naturesaura";
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public static final String API_ID = MOD_ID + "api";
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public static final String VERSION = "2";
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/**
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* The list of all {@link AltarRecipe} instances which are the recipes used
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* by the Natural Altar. Newly created recipes can be easily added using
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* {@link AltarRecipe#register()}.
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*/
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public static final Map<ResourceLocation, AltarRecipe> ALTAR_RECIPES = new HashMap<>();
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/**
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* The list of all {@link TreeRitualRecipe} instances which are the recipes
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* used in the Ritual of the Forest. Newly created recipes can be easily
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* added using {@link TreeRitualRecipe#register()}.
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*/
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public static final Map<ResourceLocation, TreeRitualRecipe> TREE_RITUAL_RECIPES = new HashMap<>();
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/**
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* The list of all types of flowers that the flower generator can use for
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* consumption. By default, all {@link BlockFlower} instances and all blocks
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* specified in the config file are added
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*/
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public static final List<IBlockState> FLOWER_GENERATOR_BLOCKS = new ArrayList<>();
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/**
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* A map of all of the block states that the Botanist's Pickaxe can convert
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* into their mossy variations. Contains mossy brick and mossy cobblestone
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* by default, along with all blocks specified in the config file
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*/
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public static final Map<IBlockState, IBlockState> BOTANIST_PICKAXE_CONVERSIONS = new HashMap<>();
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/**
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* A map of all {@link IAuraType} instances which are types of Aura present
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* in different types of worlds. {@link BasicAuraType} instances can be
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* easily registered using {@link BasicAuraType#register()}.
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*/
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public static final Map<ResourceLocation, IAuraType> AURA_TYPES = new HashMap<>();
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public static final IAuraType TYPE_OVERWORLD = new BasicAuraType(new ResourceLocation(MOD_ID, "overworld"), DimensionType.OVERWORLD, 0xbef224).register();
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public static final IAuraType TYPE_NETHER = new BasicAuraType(new ResourceLocation(MOD_ID, "nether"), DimensionType.NETHER, 0x871c0c).register();
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public static final IAuraType TYPE_END = new BasicAuraType(new ResourceLocation(MOD_ID, "end"), DimensionType.THE_END, 0x302624).register();
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public static final IAuraType TYPE_OTHER = new BasicAuraType(new ResourceLocation(MOD_ID, "other"), null, 0x2fa8a0).register();
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/**
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* A map of all {@link IDrainSpotEffect} suppliers which are effects that
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* happen passively at every spot that Aura has been drained from in the
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* world. These effects include things like vegetational increase and
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* natural decay. To register your own drain spot effects, just add a
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* supplier for them to this map and they will automatically be executed
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* once a second for every drain spot currently loaded.
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*/
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public static final Map<ResourceLocation, Supplier<IDrainSpotEffect>> DRAIN_SPOT_EFFECTS = new HashMap<>();
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/**
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* The capability for any item or block that stores Aura in the form of an
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* {@link IAuraContainer}
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*/
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@CapabilityInject(IAuraContainer.class)
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public static Capability<IAuraContainer> capAuraContainer;
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/**
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* The capability for any item that can be recharged from an Aura storage
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* container like the Aura Cache in the form of {@link IAuraRecharge} by a
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* player holding it in their hand
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*/
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@CapabilityInject(IAuraRecharge.class)
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public static Capability<IAuraRecharge> capAuraRecharge;
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/**
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* The capability that any chunk in a world has to store Aura in it. As this
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* is only applicable to chunks and all chunks in the world automatically
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* get assigned this capability, using it directly is not necessary for
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* addon developers. To retrieve this capability from any chunk, use the
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* helper method {@link IAuraChunk#getAuraChunk(World, BlockPos)}.
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*/
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@CapabilityInject(IAuraChunk.class)
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public static Capability<IAuraChunk> capAuraChunk;
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/**
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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 is
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* instantiated as {@link StubHooks} by default which has no functionality,
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* but, in the mod's preInit phase, this will be overriden to a proper
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* implementation. If you want to use this instance, use it after Nature's
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* Aura's preInit phase.
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*
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* @return The active {@link IInternalHooks} instance
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*/
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public static IInternalHooks instance() {
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return instance;
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}
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/**
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* This is an internal function. Do not use.
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*/
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public static void setInstance(IInternalHooks inst) {
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if (instance instanceof StubHooks)
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instance = inst;
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else
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throw new IllegalStateException();
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}
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/**
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* @see #instance()
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*/
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public interface IInternalHooks {
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/**
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* Helper method to extract aura from an {@link IAuraContainer} in the
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* supplied player's inventory or baubles slots. The method returns true
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* if the aura could be extracted. Note that, if the player is in
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* creative mode, this method will always return true and no extraction
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* will take place.
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*
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* @param player The player
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* @param amount The amount to extract
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* @param simulate If the extraction should be simulated
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* @return If the extraction was successful
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*/
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boolean extractAuraFromPlayer(EntityPlayer player, int amount, boolean simulate);
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/**
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* This method can be used to spawn the magic particle effect used by
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* Nature's Aura. It will not have an effect on the client side, so if
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* you want to send it from the server side, you need to create your own
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* packet.
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*
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* @param posX The x position
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* @param posY The y position
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* @param posZ The z position
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* @param motionX The x motion
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* @param motionY The y motion
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* @param motionZ The z motion
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* @param color The color the particle should have, in hex
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* @param scale The scale of the particle
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* @param maxAge The max age before the particle should die
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* @param gravity The amount of gravity the particle should have, can
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* be 0
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* @param collision If the particle should collide with blocks
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* @param fade If the particle should slowly fade out or suddenly
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* disappear
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*/
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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);
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/**
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* This method can be used to spawn the magic particle effect used by
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* Nature's Aura. The particle will be created to spawn at the start
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* position and move towards the end position, dying when it reaches it.
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* It will not have an effect on the client side, so if you want to send
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* it from the server side, you need to create your own packet.
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*
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* @param startX The start x
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* @param startY The start y
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* @param startZ The start z
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* @param endX The end x
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* @param endY The end y
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* @param endZ The end z
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* @param speed The speed at which the particle should go
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* @param color The color of the particle
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* @param scale The scale of the particle
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*/
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void spawnParticleStream(float startX, float startY, float startZ, float endX, float endY, float endZ, float speed, int color, float scale);
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/**
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* @see IAuraChunk#getSpotsInArea(World, BlockPos, int, BiConsumer)
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*/
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void getAuraSpotsInArea(World world, BlockPos pos, int radius, BiConsumer<BlockPos, MutableInt> consumer);
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/**
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* @see IAuraChunk#getAuraInArea(World, BlockPos, int)
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*/
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int getAuraInArea(World world, BlockPos pos, int radius);
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/**
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* @see IAuraChunk#getLowestSpot(World, BlockPos, int, BlockPos)
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*/
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BlockPos getLowestAuraDrainSpot(World world, BlockPos pos, int radius, BlockPos defaultSpot);
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/**
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* @see IAuraChunk#getHighestSpot(World, 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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}
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}
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