Files
Wizardry/src/main/java/electroblob/wizardry/registry/WizardryBlocks.java
T
Philipp Rustemeier b9d240799d Finish changing modid to 'ebwizardry'
- Fix up translations, resource IDs, paths etc.
- Where possible, the modid part in most strings now just reuses Wizardry.MODID
2018-03-16 18:08:47 +01:00

102 lines
5.1 KiB
Java

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