ForgePatch/src/main/java/net/minecraftforge/fml/common/event/FMLMissingMappingsEvent.java

219 lines
6.9 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.fml.common.event;
import java.util.List;
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.common.ModContainer;
import net.minecraftforge.fml.common.registry.GameData;
import net.minecraftforge.fml.common.registry.GameRegistry;
import com.google.common.collect.ImmutableList;
import com.google.common.collect.ListMultimap;
/**
* This event is fired if a world is loaded that has block and item mappings referring the mod that are not
* in existence.
* These can be remapped to other existing objects, or simply discarded.
* Use get() and getAll() to process this event.
*
* @see net.minecraftforge.fml.common.Mod.EventHandler for how to subscribe to this event
* @author cpw
* @author Player
*
*/
public class FMLMissingMappingsEvent extends FMLEvent {
/**
* Actions you can take with this missing mapping.
* <ul>
* <li>{@link #IGNORE} means this missing mapping will be ignored.
* <li>{@link #WARN} means this missing mapping will generate a warning.
* <li>{@link #FAIL} means this missing mapping will prevent the world from loading.
* </ul>
* @author cpw
*
*/
public enum Action {
/**
* Take the default action
*/
DEFAULT,
/**
* Ignore this missing mapping. This means the mapping will be abandoned
*/
IGNORE,
/**
* Generate a warning but allow loading to continue
*/
WARN,
/**
* Fail to load
*/
FAIL,
/**
* Remap this name to a new name (add a migration mapping)
*/
REMAP,
/**
* Allow a block to exist without itemblock anymore
*/
BLOCKONLY
}
public static class MissingMapping {
public final GameRegistry.Type type;
public final String name;
public final int id;
public final ResourceLocation resourceLocation;
private Action action = Action.DEFAULT;
private Object target;
public MissingMapping(GameRegistry.Type type, ResourceLocation name, int id)
{
this.type = type;
this.name = name.toString();
this.id = id;
this.resourceLocation = name;
}
/**
* Ignore the missing item.
*/
public void ignore()
{
action = Action.IGNORE;
}
/**
* Warn the user about the missing item.
*/
public void warn()
{
action = Action.WARN;
}
/**
* Prevent the world from loading due to the missing item.
*/
public void fail()
{
action = Action.FAIL;
}
/**
* Remap the missing item to the specified Block.
*
* Use this if you have renamed a Block, don't forget to handle the ItemBlock.
* Existing references using the old name will point to the new one.
*
* @param target Block to remap to.
*/
public void remap(Block target)
{
if (type != GameRegistry.Type.BLOCK) throw new IllegalArgumentException("Can't remap an item to a block.");
if (target == null) throw new NullPointerException("remap target is null");
if (GameData.getBlockRegistry().getId(target) < 0) throw new IllegalArgumentException(String.format("The specified block %s hasn't been registered at startup.", target));
action = Action.REMAP;
this.target = target;
}
/**
* Remap the missing item to the specified Item.
*
* Use this if you have renamed an Item.
* Existing references using the old name will point to the new one.
*
* @param target Item to remap to.
*/
public void remap(Item target)
{
if (type != GameRegistry.Type.ITEM) throw new IllegalArgumentException("Can't remap a block to an item.");
if (target == null) throw new NullPointerException("remap target is null");
if (GameData.getItemRegistry().getId(target) < 0) throw new IllegalArgumentException(String.format("The specified item %s hasn't been registered at startup.", target));
action = Action.REMAP;
this.target = target;
}
public void skipItemBlock()
{
if (type != GameRegistry.Type.ITEM) throw new IllegalArgumentException("Cannot skip an item that is a block");
if (GameData.getBlockRegistry().getRaw(id) == null) throw new IllegalArgumentException("Cannot skip an ItemBlock that doesn't have a Block");
action = Action.BLOCKONLY;
}
// internal
public Action getAction()
{
return this.action;
}
public Object getTarget()
{
return target;
}
}
private ListMultimap<String,MissingMapping> missing;
private ModContainer activeContainer;
public FMLMissingMappingsEvent(ListMultimap<String,MissingMapping> missingMappings)
{
this.missing = missingMappings;
}
@Override
public void applyModContainer(ModContainer activeContainer)
{
super.applyModContainer(activeContainer);
this.activeContainer = activeContainer;
}
/**
* Get the list of missing mappings for the active mod.
*
* Process the list entries by calling ignore(), warn(), fail() or remap() on each entry.
*
* @return list of missing mappings
*/
public List<MissingMapping> get()
{
return ImmutableList.copyOf(missing.get(activeContainer.getModId()));
}
/**
* Get the list of missing mappings for all mods.
*
* Only use this if you need to handle mod id changes, e.g. if you renamed your mod or
* split/merge into/from multiple mods.
*
* Process the list entries by calling ignore(), warn(), fail() or remap() on each entry you
* want to handle.
*
* @return list of missing mappings
*/
public List<MissingMapping> getAll()
{
return ImmutableList.copyOf(missing.values());
}
}