BloodMagic/src/main/java/WayofTime/bloodmagic/ConfigHandler.java

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package WayofTime.bloodmagic;
import WayofTime.bloodmagic.meteor.MeteorConfigHandler;
import net.minecraftforge.common.config.Config;
import net.minecraftforge.common.config.ConfigManager;
import net.minecraftforge.fml.client.event.ConfigChangedEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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@Config(modid = BloodMagic.MODID, name = BloodMagic.MODID + "/" + BloodMagic.MODID, category = "")
@Mod.EventBusSubscriber(modid = BloodMagic.MODID)
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public class ConfigHandler {
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@Config.Comment({"Blacklist options for various features"})
public static ConfigBlacklist blacklist = new ConfigBlacklist();
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@Config.Comment({"Value modifiers for various features"})
public static ConfigValues values = new ConfigValues();
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@Config.Comment({"Toggles for all rituals"})
public static ConfigRituals rituals = new ConfigRituals();
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@Config.Comment({"Settings that only pertain to the client"})
public static ConfigClient client = new ConfigClient();
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@Config.Comment({"Compatibility settings"})
public static ConfigCompat compat = new ConfigCompat();
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@SubscribeEvent
public static void onConfigChanged(ConfigChangedEvent.OnConfigChangedEvent event) {
if (event.getModID().equals(BloodMagic.MODID)) {
ConfigManager.sync(event.getModID(), Config.Type.INSTANCE); // Sync config values
MeteorConfigHandler.handleMeteors(false); // Reload meteors
}
}
public static class ConfigBlacklist {
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@Config.Comment({"Stops listed blocks and entities from being teleposed.", "Use the registry name of the block or entity. Vanilla objects do not require the modid.", "If a block is specified, you can list the variants to only blacklist a given state."})
public String[] teleposer = {"bedrock", "mob_spawner"};
@Config.Comment({"Stops listed blocks from being transposed.", "Use the registry name of the block. Vanilla blocks do not require the modid."})
public String[] transposer = {"bedrock", "mob_spawner"};
@Config.Comment({"Stops the listed entities from being used in the Well of Suffering.", "Use the registry name of the entity. Vanilla entities do not require the modid."})
public String[] wellOfSuffering = {};
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}
public static class ConfigValues {
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@Config.Comment({"Declares the amount of LP gained per HP sacrificed for the given entity.", "Setting the value to 0 will blacklist it.", "Use the registry name of the entity followed by a ';' and then the value you want.", "Vanilla entities do not require the modid."})
public String[] sacrificialValues = {"villager;100", "slime;15", "enderman;10", "cow;100", "chicken;100", "horse;100", "sheep;100", "wolf;100", "ocelot;100", "pig;100", "rabbit;100"};
@Config.Comment({"Amount of LP the Coat of Arms should provide for each damage dealt."})
@Config.RangeInt(min = 0, max = 100)
public int coatOfArmsConversion = 20;
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@Config.Comment({"Amount of LP the Sacrificial Dagger should provide for each damage dealt."})
@Config.RangeInt(min = 0, max = 10000)
public int sacrificialDaggerConversion = 100;
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@Config.Comment({"Will rewrite any default meteor types with new versions.", "Disable this if you want any of your changes to stay, or do not want default meteor types regenerated."})
public boolean shouldResyncMeteors = true;
}
public static class ConfigRituals {
public boolean ritualAnimalGrowth = true;
public boolean ritualContainment = true;
public boolean ritualCrushing = true;
public boolean ritualExpulsion = true;
public boolean ritualFeatheredKnife = true;
public boolean ritualFullStomach = true;
public boolean ritualGreenGrove = true;
public boolean ritualHarvest = true;
public boolean ritualInterdiction = true;
public boolean ritualJumping = true;
public boolean ritualLava = true;
public boolean ritualMagnetic = true;
public boolean ritualRegeneration = true;
public boolean ritualSpeed = true;
public boolean ritualSuppression = true;
public boolean ritualWater = true;
public boolean ritualWellOfSuffering = true;
public boolean ritualZephyr = true;
public boolean ritualUpgradeRemove = true;
public boolean ritualArmourEvolve = true;
public boolean ritualForsakenSoul = true;
public boolean ritualCrystalHarvest = true;
public boolean ritualPlacer = true;
public boolean ritualFelling = true;
public boolean ritualPump = true;
public boolean ritualAltarBuilder = true;
public boolean ritualPortal = true;
public boolean ritualMeteor = true;
public boolean ritualDowngrade = true;
public ConfigImperfectRituals imperfect = new ConfigImperfectRituals();
}
public static class ConfigImperfectRituals {
public boolean imperfectRitualNight = true;
public boolean imperfectRitualRain = true;
public boolean imperfectRitualResistance = true;
public boolean imperfectRitualZombie = true;
}
public static class ConfigClient {
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@Config.Comment({"Always render the beams between routing nodes.", "If disabled, the beams will only render while the Node Router is held."})
public boolean alwaysRenderRoutingLines = false;
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@Config.Comment({"Completely hide spectral blocks from view.", "If disabled, a transparent block will be displayed."})
public boolean invisibleSpectralBlocks = true;
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@Config.Comment({"When cycling through slots, the Sigil of Holding will skip over empty slots and move to the next occupied one.", "If disabled, it will behave identically to the default hotbar."})
public boolean sigilHoldingSkipsEmptySlots = false;
}
public static class ConfigCompat {
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@Config.Comment({"The display mode to use when looking at a Blood Altar.", "ALWAYS - Always display information.", "SIGIL_HELD - Only display information when a Divination or Seers sigil is held in either hand.", "SIGIL_CONTAINED - Only display information when a Divination or Seers sigil is somewhere in the inventory."})
public AltarDisplayMode wailaAltarDisplayMode = AltarDisplayMode.SIGIL_HELD;
public enum AltarDisplayMode {
ALWAYS,
SIGIL_HELD,
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SIGIL_CONTAINED,;
}
}
}