Test with stuff + Forestry potential support
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BM_src/forestry/api/genetics/IAlleleSpecies.java
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BM_src/forestry/api/genetics/IAlleleSpecies.java
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package forestry.api.genetics;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.World;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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import forestry.api.core.EnumHumidity;
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import forestry.api.core.EnumTemperature;
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import forestry.api.core.IIconProvider;
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/**
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* Basic species allele.
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*/
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public interface IAlleleSpecies extends IAllele {
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/**
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* @return the {@link ISpeciesRoot} associated with this species.
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*/
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ISpeciesRoot getRoot();
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/**
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* @return Localized short description of this species. (May be null.)
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*/
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String getDescription();
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/**
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* Binomial name of the species sans genus ("Apis"). Returning "humboldti" will have the bee species flavour name be "Apis humboldti". Feel free to use fun
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* names or return null.
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*
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* @return flavour text (may be null)
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*/
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String getBinomial();
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/**
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* Authority for the binomial name, e.g. "Sengir" on species of base Forestry.
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*
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* @return flavour text (may be null)
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*/
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String getAuthority();
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/**
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* @return Branch this species is associated with.
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*/
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IClassification getBranch();
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/* RESEARCH */
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/**
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* Complexity determines the difficulty researching a species. The values of primary and secondary are
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* added together (and rounded) to determine the amount of pairs needed for successful research.
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* @return Values between 3 - 11 are useful.
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*/
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int getComplexity();
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/**
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* @param itemstack
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* @return A float signifying the chance for the passed itemstack to yield a research success.
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*/
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float getResearchSuitability(ItemStack itemstack);
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/**
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* @param world
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* @param researcher
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* @param individual
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* @param bountyLevel
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* @return Array of itemstacks representing the bounty for this research success.
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*/
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ItemStack[] getResearchBounty(World world, String researcher, IIndividual individual, int bountyLevel);
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/* CLIMATE */
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/**
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* @return Preferred temperature
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*/
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EnumTemperature getTemperature();
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/**
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* @return Preferred humidity
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*/
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EnumHumidity getHumidity();
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/* MISC */
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/**
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* @return true if the species icon should have a glowing effect.
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*/
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boolean hasEffect();
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/**
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* @return true if the species should not be displayed in NEI or creative inventory.
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*/
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boolean isSecret();
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/**
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* @return true to have the species count against the species total.
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*/
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boolean isCounted();
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/* APPEARANCE */
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/**
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* @param renderPass Render pass to get the colour for.
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* @return Colour to use for the render pass.
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*/
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int getIconColour(int renderPass);
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@SideOnly(Side.CLIENT)
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IIconProvider getIconProvider();
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}
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