/*
* Forge Mod Loader
* Copyright (c) 2012-2013 cpw.
* All rights reserved. This program and the accompanying materials
* are made available under the terms of the GNU Lesser Public License v2.1
* which accompanies this distribution, and is available at
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
*
* Contributors:
* cpw - implementation
*/
package net.minecraftforge.fml.common;
import java.lang.annotation.ElementType;
import java.lang.annotation.Retention;
import java.lang.annotation.RetentionPolicy;
import java.lang.annotation.Target;
import net.minecraftforge.fml.client.IModGuiFactory;
import net.minecraftforge.fml.common.event.FMLEvent;
import net.minecraftforge.fml.common.event.FMLFingerprintViolationEvent;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLInterModComms;
import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.event.FMLServerAboutToStartEvent;
import net.minecraftforge.fml.common.event.FMLServerStartedEvent;
import net.minecraftforge.fml.common.event.FMLServerStartingEvent;
import net.minecraftforge.fml.common.event.FMLServerStoppedEvent;
import net.minecraftforge.fml.common.event.FMLServerStoppingEvent;
import net.minecraftforge.fml.common.event.FMLInterModComms.IMCEvent;
import net.minecraftforge.fml.common.network.NetworkCheckHandler;
import net.minecraftforge.fml.common.registry.GameRegistry;
/**
* This defines a Mod to FML.
* Any class found with this annotation applied will be loaded as a Mod. The instance that is loaded will
* represent the mod to other Mods in the system. It will be sent various subclasses of {@link FMLEvent}
* at pre-defined times during the loading of the game, based on where you have applied the {@link EventHandler}
* annotation.
*
* <p>This is a simple example of a Mod. It has the modId of "MyModId", the name of "My example mod", it is
* version 1.0, and depends on FML being loaded.
* <pre>{@code
* package mymod;
* // Declare that this is a mod with modId "MyModId", name "My example mod", version "1.0" and dependency on FML.
* {@literal @}Mod(modId="MyModId",name="My example mod",version="1.0",dependencies="required-after:FML")
* public class MyMod {
* // Populate this field with the instance of the mod created by FML
* {@literal @}Instance("MyModId")
* public MyMod instance;
*
* // Mark this method for receiving an {@link FMLEvent} (in this case, it's the {@link FMLPreInitializationEvent})
* {@literal @}EventHandler public void preInit(FMLPreInitializationEvent event)
* {
* // Do stuff in pre-init phase (read config, create blocks and items, register them)
* }
* }
* }
* </pre>
*
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.TYPE)
public @interface Mod
{
/**
* The unique mod identifier for this mod
*/
String modid();
/**
* A user friendly name for the mod
*/
String name() default "";
/**
* A version string for this mod
*/
String version() default "";
/**
* A simple dependency string for this mod (see modloader's "priorities" string specification)
*/
String dependencies() default "";
/**
* Whether to use the mcmod.info metadata by default for this mod.
* If true, settings in the mcmod.info file will override settings in these annotations.
*/
boolean useMetadata() default false;
/**
* If true, this mod will not be loaded on the Dedicated Server environment.
* Will crash if both serverSideOnly and clientSideOnly are set to true.
*/
boolean clientSideOnly() default false;
/**
* If true, this mod will not be loaded on the Client environment.
* Will crash if both serverSideOnly and clientSideOnly are set to true.
*/
boolean serverSideOnly() default false;
/**
* The acceptable range of minecraft versions that this mod will load and run in
* The default ("empty string") indicates that the currently RUNNING minecraft version is acceptable.
* This means ANY version that the end user adds the mod to. Modders PLEASS set this.
* FML will refuse to run with an error if the minecraft version is not in this range across all mods.
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptedMinecraftVersions() default "";
/**
* A replacement for the no-longer-existing "versionRange" of NetworkMod. Specify a remote version range
* that this mod will accept as valid. Defaults to nothing, which is interpreted as "only this version".
* Another special value is '*' which means accept all versions.
*
* This is ignored if there is a {@link NetworkCheckHandler} annotation on a method in this class.
*
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptableRemoteVersions() default "";
/**
* A version range specifying compatible save version information. If your mod follows good version numbering
* practice <a href="http://semver.org/">Like this (http://semver.org/)</a> then this should be sufficient.
*
* Advanced users can specify a {@link SaveInspectionHandler} instead.
* @return A version range as specified by the maven version range specification or the empty string
*/
String acceptableSaveVersions() default "";
/**
* An optional bukkit plugin that will be injected into the bukkit plugin framework if
* this mod is loaded into the FML framework and the bukkit coremod is present.
* Instances of the bukkit plugin can be obtained via the {@link BukkitPluginRef} annotation on fields.
*
* This may be implemented by a bukkit integration. It is not provided with vanilla FML or MinecraftForge.
*
* @return The name of the plugin to load for this mod
*/
String bukkitPlugin() default "";
/**
* Specifying this field allows for a mod to expect a signed jar with a fingerprint matching this value.
* The fingerprint should be SHA-1 encoded, lowercase with ':' removed. An empty value indicates that
* the mod is not expecting to be signed.
*
* Any incorrectness of the fingerprint, be it missing or wrong, will result in the {@link FMLFingerprintViolationEvent}
* event firing <i>prior to any other event on the mod</i>.
*
* @return A certificate fingerprint that is expected for this mod.
*/
String certificateFingerprint() default "";
/**
* The language the mod is authored in. This will be used to control certain compatibility behaviours for this mod.
* Valid values are currently "java", "scala"
*
* @return The language the mod is authored in
*/
String modLanguage() default "java";
/**
* The language adapter to be used to load this mod. This overrides the value of modLanguage. The class must have a
* public zero variable constructor and implement {@link ILanguageAdapter} just like the Java and Scala adapters.
*
* A class with an invalid constructor or that doesn't implement {@link ILanguageAdapter} will throw an exception and
* halt loading.
*
* @return The full class name of the language adapter
*/
String modLanguageAdapter() default "";
/**
* NOT YET IMPLEMENTED. </br>
* An optional ASM hook class, that can be used to apply ASM to classes loaded from this mod. It is also given
* the ASM tree of the class declaring {@link Mod} to do with what it will.
*
* @return The name of a class to be loaded and executed. Must implement {@link IASMHook}.
*/
@Deprecated
String asmHookClass() default "";
/**
* If your mod doesn't have a runtime persistent effect on the state of the game, and can be disabled without side effects
* (minimap mods, graphical tweak mods) then you can set true here and receive the FMLDeactivationEvent to perform deactivation
* tasks.
* This does not affect administrative disabling through the system property fml.modStates or the config file fmlModState.properties.
* The mod will only be deactivated outside of a running game world - FML will never allow mod deactivation whilst a game server
* is running.
*
* @return if this mod can be deactivated whilst the game is open.
*/
boolean canBeDeactivated() default false;
/**
* An optional GUI factory for this mod. This is the name of a class implementing {@link IModGuiFactory} that will be instantiated
* on the client side, and will have certain configuration/options guis requested from it.
*
* @return The name of a class implementing {@link IModGuiFactory}
*/
String guiFactory() default "";
/**
* A list of custom properties for this mod. Completely up to the mod author if/when they
* want to put anything in here.
* @return an optional list of custom properties
*/
CustomProperty[] customProperties() default {};
/**
* A custom key => value property pair for use with {@link Mod#customProperties()}
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target({})
public @interface CustomProperty
{
/**
* A key. Should be unique.
* @return A key
*/
String k();
/**
* A value. Can be anything.
* @return A value
*/
String v();
}
/**
* Marks the associated method as handling an FML lifecycle event.
* The method must have a single parameter, one of the following types. This annotation
* replaces the multiple different annotations that previously were used.
*
* Current event classes. This first section is standard lifecycle events. They are dispatched
* at various phases as the game starts. Each event should have information useful to that
* phase of the lifecycle. They are fired in this order.
*
* These suggestions are mostly just suggestions on what to do in each event.
* <ul>
* <li> {@link FMLPreInitializationEvent} : Run before anything else. Read your config, create blocks,
* items, etc, and register them with the {@link GameRegistry}.</li>
* <li> {@link FMLInitializationEvent} : Do your mod setup. Build whatever data structures you care about. Register recipes,
* send {@link FMLInterModComms} messages to other mods.</li>
* <li> {@link FMLPostInitializationEvent} : Handle interaction with other mods, complete your setup based on this.</li>
* </ul>
* <p>These are the server lifecycle events. They are fired whenever a server is running, or about to run. Each time a server
* starts they will be fired in this sequence.
* <ul>
* <li> {@link FMLServerAboutToStartEvent} : Use if you need to handle something before the server has even been created.</li>
* <li> {@link FMLServerStartingEvent} : Do stuff you need to do to set up the server. register commands, tweak the server.</li>
* <li> {@link FMLServerStartedEvent} : Do what you need to with the running server.</li>
* <li> {@link FMLServerStoppingEvent} : Do what you need to before the server has started it's shutdown sequence.</li>
* <li> {@link FMLServerStoppedEvent} : Do whatever cleanup you need once the server has shutdown. Generally only useful
* on the integrated server.</li>
* </ul>
* The second set of events are more specialized, for receiving notification of specific
* information.
* <ul>
* <li> {@link FMLFingerprintViolationEvent} : Sent just before {@link FMLPreInitializationEvent}
* if something is wrong with your mod signature</li>
* <li> {@link IMCEvent} : Sent just after {@link FMLInitializationEvent} if you have IMC messages waiting
* from other mods</li>
* </ul>
*
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.METHOD)
public @interface EventHandler{}
/**
* Populate the annotated field with the mod instance based on the specified ModId. This can be used
* to retrieve instances of other mods.
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.FIELD)
public @interface Instance {
/**
* The mod object to inject into this field
*/
String value() default "";
}
/**
* Populate the annotated field with the mod's metadata.
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.FIELD)
public @interface Metadata {
/**
* The mod id specifying the metadata to load here
*/
String value() default "";
}
/**
* Mod instance factory method. Should return an instance of the mod. Applies only to static methods on the same class as {@link Mod}.
* @author cpw
*
*/
@Retention(RetentionPolicy.RUNTIME)
@Target(ElementType.METHOD)
public @interface InstanceFactory {
}
}