/** Copyright (C) <2015> <coolAlias> This file is part of coolAlias' Zelda Sword Skills Minecraft Mod; as such, you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ package zeldaswordskills.api.block; import net.minecraft.block.material.Material; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.world.World; import net.minecraftforge.fml.common.eventhandler.Event.Result; /** * * Interface for any block that wants to return a different material type * than its own for purposes of determining which hookshots can attach to it * */ public interface IHookable { public enum HookshotType { /** Can grapple wood and break glass */ WOOD_SHOT(false), /** Extended version of WOOD_SHOT */ WOOD_SHOT_EXT(true), /** Can grapple stone and iron grates, breaks glass and wood */ CLAW_SHOT(false), /** Extended version of CLAW_SHOT */ CLAW_SHOT_EXT(true), /** Can grapple a wide variety of materials, only breaks glass */ MULTI_SHOT(false), /** Extended version of MULTI_SHOT */ MULTI_SHOT_EXT(true); private final boolean isExtended; private HookshotType(boolean isExtended) { this.isExtended = isExtended; } public boolean isExtended() { return isExtended; } /** * Returns the base hookshot type: e.g. 'MULTI_SHOT' for both * regular and extended multi-shot type hookshots */ public HookshotType getBaseType() { switch(this) { case WOOD_SHOT_EXT: return WOOD_SHOT; case CLAW_SHOT_EXT: return CLAW_SHOT; case MULTI_SHOT_EXT: return MULTI_SHOT; default: return this; } } } /** * Return true if the type of hookshot is able to break this specific block, * regardless of block material and/or configuaration settings. * This method is never called if canGrabBlock returns true, as the hookshot * can not both attach to and break a block at the same time. * * Note that blocks destroyed by hookshots do NOT drop any items. * * @param type The type of hookshot attempting to destroy the block * @param face The face of the block that was hit * @return Result.DEFAULT to use the standard hookshot mechanics * Result.ALLOW will allow the block to be destroyed * Result.DENY will prevent the block from being destroyed */ Result canDestroyBlock(HookshotType type, World world, BlockPos pos, EnumFacing face); /** * Return true if the type of hookshot is able to attach to this specific block. * @param type The type of hookshot attempting to grapple the block * @param face The face of the block that was hit * @return Result.DEFAULT to use the standard hookshot mechanics * Result.ALLOW will allow the hookshot to attach to the block * Result.DENY will prevent the hookshot from attaching to the block */ Result canGrabBlock(HookshotType type, World world, BlockPos pos, EnumFacing face); /** * Returns the Material type that should be used to determine which, if * any, hookshots can attach to this block or, if it can't attach, whether * this block will be destroyed by the hookshot upon impact. Only used when * {@link #canDestroyBlock} and {@link #canGrabBlock} return {@link Result#DEFAULT} * @param type the type of hookshot attempting to grapple the block * @param face The face of the block that was hit */ Material getHookableMaterial(HookshotType type, World world, BlockPos pos, EnumFacing face); }