public interface IApiHandler
RockBottomAPI.getApiHandler().| Modifier and Type | Method and Description |
|---|---|
java.util.List<ItemInstance> |
construct(AbstractEntityPlayer player,
Inventory inputInventory,
Inventory outputInventory,
PlayerCompendiumRecipe recipe,
TileEntity machine,
int amount,
java.util.List<IUseInfo> inputs,
java.util.function.Function<java.util.List<ItemInstance>,java.util.List<ItemInstance>> outputGetter,
float skillReward)
This is a utility method that you can call for custom construction of
items via the compendium, if you, for example, create a custom, more
complex,
ICompendiumRecipe class, or if you create a machine that
should automatically construct something. |
java.util.logging.Logger |
createLogger(java.lang.String name)
Creates a
Logger with the specified name that will output to the
main logger and also written to the log file. |
int |
generateBasicHeight(IWorld world,
TileLayer layer,
int x,
INoiseGen noiseGen,
int minHeight,
int maxHeight,
int maxMountainHeight) |
void |
generateBiomeGen(IWorld world,
IChunk chunk,
BiomeGen gen,
java.util.Map<Biome,INoiseGen> biomeNoiseGens) |
Biome |
getBiome(IWorld world,
int x,
int y,
int height,
java.util.Map<BiomeLevel,java.lang.Integer> totalWeights,
com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel,
java.util.Random biomeRandom,
int blobSize,
long[] layerSeeds,
INoiseGen levelHeightNoise,
int levelTransition,
int biomeTransition) |
int |
getColorByLight(int light,
TileLayer layer)
Gets a color in the world based on a light value between 0 and
Constants.MAX_LIGHT. |
BiomeLevel |
getSmoothedLevelForPos(IWorld world,
int x,
int y,
int height,
int levelTransition,
com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel,
INoiseGen levelHeightNoise) |
void |
initBiomeGen(IWorld world,
int seedScramble,
int blobSize,
long[] layerSeeds,
com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel,
java.util.Map<BiomeLevel,java.lang.Integer> totalWeights,
BiomeGen gen) |
int[] |
interpolateLight(IWorld world,
int x,
int y)
Interpolates the light at a position in the world.
|
int[] |
interpolateWorldColor(int[] interpolatedLight,
TileLayer layer)
Interpolates the four colors of the corners of a position in the world
based on the
TileLayer and the interpolated light from interpolateLight(IWorld, int, int). |
INoiseGen |
makeSimplexNoise(long seed)
Returns a new
INoiseGen of the Simplex Noise kind based on the
specified seed. |
DataPart |
readDataPart(com.google.gson.JsonElement element) |
void |
readDataSet(AbstractDataSet set,
java.io.File file,
boolean asJson)
Reads a data set from the given file either as binary or as a json and
stores the data in the set.
|
void |
readDataSet(java.io.DataInput stream,
AbstractDataSet set)
Reads a data set directly from a data input of any kind, throwing an
exception if something fails.
|
void |
readDataSet(com.google.gson.JsonObject main,
AbstractDataSet set)
Reads a data set directly from a json object head, throwing an exception
if something fails.
|
void |
renderPlayer(AbstractEntityPlayer player,
IGameInstance game,
IAssetManager manager,
IRenderer g,
IPlayerDesign design,
float x,
float y,
float scale,
int row,
int light) |
void |
writeDataSet(AbstractDataSet set,
java.io.File file,
boolean asJson)
Writes a data set to the given file either as binary or as a json
|
void |
writeDataSet(java.io.DataOutput stream,
AbstractDataSet set)
Writes a data set directly to a data output of any kind, throwing an
exception if something fails.
|
void |
writeDataSet(com.google.gson.JsonObject main,
AbstractDataSet set)
Writes a data set directly to a json object head, throwing an exception
if something fails.
|
void writeDataSet(AbstractDataSet set, java.io.File file, boolean asJson)
set - The data set to write to filefile - The file to write toasJson - Wether it should be stored as jsonvoid readDataSet(AbstractDataSet set, java.io.File file, boolean asJson)
set - The set to store the data infile - The file to read fromasJson - Wether or not it should be stored as jsonvoid writeDataSet(java.io.DataOutput stream,
AbstractDataSet set)
throws java.lang.Exception
stream - The output to write toset - The set to write to the outputjava.lang.Exception - if writing fails for some reasonvoid readDataSet(java.io.DataInput stream,
AbstractDataSet set)
throws java.lang.Exception
stream - The input to read fromset - The set to save the input injava.lang.Exception - if reading fails for some reasonvoid writeDataSet(com.google.gson.JsonObject main,
AbstractDataSet set)
throws java.lang.Exception
main - The json object to write toset - The set to writejava.lang.Exception - if writing fails for some reasonvoid readDataSet(com.google.gson.JsonObject main,
AbstractDataSet set)
throws java.lang.Exception
main - The json object to read fromset - The set to save the input injava.lang.Exception - if reading fails for some reasonDataPart readDataPart(com.google.gson.JsonElement element) throws java.lang.Exception
java.lang.Exceptionint[] interpolateLight(IWorld world, int x, int y)
world - The worldx - The x coordinatey - The y coordinateint[] interpolateWorldColor(int[] interpolatedLight,
TileLayer layer)
TileLayer and the interpolated light from interpolateLight(IWorld, int, int).interpolatedLight - The interpolated lightlayer - The layerjava.util.List<ItemInstance> construct(AbstractEntityPlayer player, Inventory inputInventory, Inventory outputInventory, PlayerCompendiumRecipe recipe, TileEntity machine, int amount, java.util.List<IUseInfo> inputs, java.util.function.Function<java.util.List<ItemInstance>,java.util.List<ItemInstance>> outputGetter, float skillReward)
ICompendiumRecipe class, or if you create a machine that
should automatically construct something.player - The player doing this construction. Can be null if
the construction is automated. Note that the skill
reward is not used then.inputInventory - The inventory that the construction takes items
fromoutputInventory - The inventory that the output items go intorecipe - The recipe to be constructedmachine - The machineamount - The amount of times this recipe should be
constructedinputs - The items that are input into the recipeoutputGetter - A function that is called to get the outputs of
the recipe based on the inputs that were actually
taken from the inventoryskillReward - The amount of skill points you get for
constructing this recipeint getColorByLight(int light,
TileLayer layer)
Constants.MAX_LIGHT.light - The lightlayer - The layerINoiseGen makeSimplexNoise(long seed)
INoiseGen of the Simplex Noise kind based on the
specified seed.seed - The seedjava.util.logging.Logger createLogger(java.lang.String name)
Logger with the specified name that will output to the
main logger and also written to the log file.name - The namevoid renderPlayer(AbstractEntityPlayer player, IGameInstance game, IAssetManager manager, IRenderer g, IPlayerDesign design, float x, float y, float scale, int row, int light)
int generateBasicHeight(IWorld world, TileLayer layer, int x, INoiseGen noiseGen, int minHeight, int maxHeight, int maxMountainHeight)
void initBiomeGen(IWorld world, int seedScramble, int blobSize, long[] layerSeeds, com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel, java.util.Map<BiomeLevel,java.lang.Integer> totalWeights, BiomeGen gen)
void generateBiomeGen(IWorld world, IChunk chunk, BiomeGen gen, java.util.Map<Biome,INoiseGen> biomeNoiseGens)
Biome getBiome(IWorld world, int x, int y, int height, java.util.Map<BiomeLevel,java.lang.Integer> totalWeights, com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel, java.util.Random biomeRandom, int blobSize, long[] layerSeeds, INoiseGen levelHeightNoise, int levelTransition, int biomeTransition)
BiomeLevel getSmoothedLevelForPos(IWorld world, int x, int y, int height, int levelTransition, com.google.common.collect.ListMultimap<BiomeLevel,Biome> biomesPerLevel, INoiseGen levelHeightNoise)