b9d240799d
- Fix up translations, resource IDs, paths etc. - Where possible, the modid part in most strings now just reuses Wizardry.MODID
102 lines
5.1 KiB
Java
102 lines
5.1 KiB
Java
package electroblob.wizardry.registry;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.block.BlockArcaneWorkbench;
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import electroblob.wizardry.block.BlockCrystalFlower;
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import electroblob.wizardry.block.BlockCrystalOre;
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import electroblob.wizardry.block.BlockMagicLight;
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import electroblob.wizardry.block.BlockSnare;
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import electroblob.wizardry.block.BlockSpectral;
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import electroblob.wizardry.block.BlockStatue;
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import electroblob.wizardry.block.BlockTransportationStone;
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import electroblob.wizardry.block.BlockVanishingCobweb;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.registries.IForgeRegistry;
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/**
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* Class responsible for defining, storing and registering all of wizardry's blocks.
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*
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@Mod.EventBusSubscriber
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public final class WizardryBlocks {
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// I get registry events, they make sense - even I doubted myself with when to do various things in the load
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// process,
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// so I can see why the folks at Forge wanted to save us having to think about it.
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// What I do not understand is why you would use @ObjectHolder for your own blocks and items. What's the point in
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// making your code longer and more complicated, when you can just define the blocks as constants and register them
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// later?
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// Found a very nice way of registering things using arrays, which might make @ObjectHolder actually useful.
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// http://www.minecraftforge.net/forum/topic/49497-1112-is-using-registryevent-this-way-ok/
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// Anything set to use the material 'air' will not render, even with a TESR!
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// setSoundType should be public, but in this particular version it isn't... which is a bit of a pain.
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public static final Block arcane_workbench = new BlockArcaneWorkbench().setHardness(1.0F)
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.setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Block crystal_ore = new BlockCrystalOre(Material.ROCK).setHardness(3.0F)
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.setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Block petrified_stone = new BlockStatue(Material.ROCK).setHardness(1.5F).setResistance(10.0F);
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public static final Block ice_statue = new BlockStatue(Material.ICE).setHardness(0.5F).setLightOpacity(3);
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public static final Block magic_light = new BlockMagicLight(Material.CIRCUITS);
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public static final Block crystal_flower = new BlockCrystalFlower(Material.PLANTS).setHardness(0.0F)
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.setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Block snare = new BlockSnare(Material.PLANTS).setHardness(0.0F);
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public static final Block transportation_stone = new BlockTransportationStone(Material.ROCK).setHardness(0.0F)
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.setLightLevel(0.5f).setLightOpacity(0).setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Block spectral_block = new BlockSpectral(Material.GLASS).setLightLevel(0.7f).setLightOpacity(0)
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.setBlockUnbreakable().setResistance(6000000.0F);
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public static final Block crystal_block = new Block(Material.IRON).setHardness(5.0F).setResistance(10.0F)
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.setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Block meteor = new Block(Material.ROCK).setLightLevel(1);
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public static final Block vanishing_cobweb = new BlockVanishingCobweb(Material.WEB).setLightOpacity(1)
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.setHardness(4.0F);
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static{
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// This is here because Block#setHarvestLevel isn't chainable.
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crystal_block.setHarvestLevel("pickaxe", 2);
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}
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/**
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* Sets both the registry and unlocalised names of the given block, then registers it with the given registry. Use
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* this instead of {@link Block#setRegistryName(String)} and {@link Block#setUnlocalizedName(String)} during
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* construction, for convenience and consistency.
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*
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* @param registry The registry to register the given block to.
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* @param item The block to register.
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* @param name The name of the block, without the mod ID or the .name stuff. The registry name will be
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* {@code ebwizardry:[name]}. The unlocalised name will be {@code tile.ebwizardry:[name].name}.
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*/
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public static void registerBlock(IForgeRegistry<Block> registry, Block block, String name){
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block.setRegistryName(Wizardry.MODID, name);
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block.setUnlocalizedName(block.getRegistryName().toString());
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registry.register(block);
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}
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@SubscribeEvent
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public static void register(RegistryEvent.Register<Block> event){
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IForgeRegistry<Block> registry = event.getRegistry();
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registerBlock(registry, arcane_workbench, "arcane_workbench");
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registerBlock(registry, crystal_ore, "crystal_ore");
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registerBlock(registry, petrified_stone, "petrified_stone");
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registerBlock(registry, ice_statue, "ice_statue");
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registerBlock(registry, magic_light, "magic_light");
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registerBlock(registry, crystal_flower, "crystal_flower");
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registerBlock(registry, snare, "snare");
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registerBlock(registry, transportation_stone, "transportation_stone");
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registerBlock(registry, spectral_block, "spectral_block");
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registerBlock(registry, crystal_block, "crystal_block");
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registerBlock(registry, meteor, "meteor");
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registerBlock(registry, vanishing_cobweb, "vanishing_cobweb");
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}
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} |