Interface cleanup
Specifying public in an interface is redundant.
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@ -10,7 +10,7 @@ import net.minecraft.item.ItemStack;
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*/
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public interface IUpgradeTrainer
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{
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public List<String> getTrainedUpgrades(ItemStack stack);
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List<String> getTrainedUpgrades(ItemStack stack);
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public boolean setTrainedUpgrades(ItemStack stack, List<String> keys);
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boolean setTrainedUpgrades(ItemStack stack, List<String> keys);
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}
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@ -15,34 +15,37 @@ import com.google.common.collect.Multimap;
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*/
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public interface ILivingArmour
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{
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public Multimap<String, AttributeModifier> getAttributeModifiers();
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Multimap<String, AttributeModifier> getAttributeModifiers();
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public boolean upgradeArmour(EntityPlayer user, LivingArmourUpgrade upgrade);
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boolean upgradeArmour(EntityPlayer user, LivingArmourUpgrade upgrade);
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public boolean removeUpgrade(EntityPlayer user, LivingArmourUpgrade upgrade);
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boolean removeUpgrade(EntityPlayer user, LivingArmourUpgrade upgrade);
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public void notifyPlayerOfUpgrade(EntityPlayer user, LivingArmourUpgrade upgrade);
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void notifyPlayerOfUpgrade(EntityPlayer user, LivingArmourUpgrade upgrade);
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/**
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* Ticks the upgrades and stat trackers, passing in the world and player as
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* well as the LivingArmour
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*
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* @param world
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* - The World
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* @param player
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* - The player wearing the Armour
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*/
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public void onTick(World world, EntityPlayer player);
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void onTick(World world, EntityPlayer player);
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public void readFromNBT(NBTTagCompound tag);
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void readFromNBT(NBTTagCompound tag);
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public void writeToNBT(NBTTagCompound tag, boolean forceWrite);
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void writeToNBT(NBTTagCompound tag, boolean forceWrite);
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/**
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* Writes the LivingArmour to the NBTTag. This will only write the trackers
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* that are dirty.
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*
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* @param tag
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* - The NBT tag to write to
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*/
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public void writeDirtyToNBT(NBTTagCompound tag);
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void writeDirtyToNBT(NBTTagCompound tag);
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public void writeToNBT(NBTTagCompound tag);
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void writeToNBT(NBTTagCompound tag);
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}
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@ -6,15 +6,15 @@ package WayofTime.bloodmagic.api.soul;
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*/
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public interface IDemonWillConduit
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{
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public int getWeight();
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int getWeight();
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public double fillDemonWill(EnumDemonWillType type, double amount, boolean doFill);
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double fillDemonWill(EnumDemonWillType type, double amount, boolean doFill);
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public double drainDemonWill(EnumDemonWillType type, double amount, boolean doDrain);
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double drainDemonWill(EnumDemonWillType type, double amount, boolean doDrain);
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public boolean canFill(EnumDemonWillType type);
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boolean canFill(EnumDemonWillType type);
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public boolean canDrain(EnumDemonWillType type);
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boolean canDrain(EnumDemonWillType type);
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public double getCurrentWill(EnumDemonWillType type);
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double getCurrentWill(EnumDemonWillType type);
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}
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@ -13,20 +13,20 @@ public interface IDemonWillGem
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* @return - The remainder willStack after the will has been absorbed into
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* the gem. Return null if there is no will left in the stack.
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*/
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public ItemStack fillDemonWillGem(ItemStack willGemStack, ItemStack willStack);
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ItemStack fillDemonWillGem(ItemStack willGemStack, ItemStack willStack);
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/**
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* Returns the number of souls that are left in the soul gem. Returns a
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* double because souls can be fractionally drained.
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*
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*/
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public double getWill(EnumDemonWillType type, ItemStack willGemStack);
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double getWill(EnumDemonWillType type, ItemStack willGemStack);
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public void setWill(EnumDemonWillType type, ItemStack willGemStack, double amount);
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void setWill(EnumDemonWillType type, ItemStack willGemStack, double amount);
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public int getMaxWill(EnumDemonWillType type, ItemStack willGemStack);
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int getMaxWill(EnumDemonWillType type, ItemStack willGemStack);
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public double drainWill(EnumDemonWillType type, ItemStack stack, double drainAmount);
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double drainWill(EnumDemonWillType type, ItemStack stack, double drainAmount);
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public double fillWill(EnumDemonWillType type, ItemStack stack, double fillAmount);
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double fillWill(EnumDemonWillType type, ItemStack stack, double fillAmount);
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}
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@ -7,5 +7,5 @@ import net.minecraft.item.ItemStack;
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public interface IDemonWillWeapon
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{
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public List<ItemStack> getRandomDemonWillDrop(EntityLivingBase killedEntity, EntityLivingBase attackingEntity, ItemStack stack, int looting);
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List<ItemStack> getRandomDemonWillDrop(EntityLivingBase killedEntity, EntityLivingBase attackingEntity, ItemStack stack, int looting);
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}
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@ -2,7 +2,7 @@ package WayofTime.bloodmagic.api.teleport;
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public interface ITeleport
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{
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public void teleport();
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void teleport();
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public int getTeleportCost();
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int getTeleportCost();
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}
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@ -4,7 +4,7 @@ import net.minecraft.util.EnumFacing;
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public interface IInputItemRoutingNode extends IItemRoutingNode
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{
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public boolean isInput(EnumFacing side);
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boolean isInput(EnumFacing side);
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public IItemFilter getInputFilterForSide(EnumFacing side);
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IItemFilter getInputFilterForSide(EnumFacing side);
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}
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@ -6,13 +6,13 @@ import net.minecraft.util.BlockPos;
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public interface IMasterRoutingNode extends IRoutingNode
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{
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public boolean isConnected(List<BlockPos> path, BlockPos nodePos);
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boolean isConnected(List<BlockPos> path, BlockPos nodePos);
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public void addNodeToList(IRoutingNode node);
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void addNodeToList(IRoutingNode node);
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public void addConnections(BlockPos pos, List<BlockPos> connectionList);
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void addConnections(BlockPos pos, List<BlockPos> connectionList);
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public void addConnection(BlockPos pos1, BlockPos pos2);
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void addConnection(BlockPos pos1, BlockPos pos2);
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public void removeConnection(BlockPos pos1, BlockPos pos2);
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void removeConnection(BlockPos pos1, BlockPos pos2);
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}
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@ -4,7 +4,7 @@ import net.minecraft.util.EnumFacing;
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public interface IOutputItemRoutingNode extends IItemRoutingNode
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{
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public boolean isOutput(EnumFacing side);
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boolean isOutput(EnumFacing side);
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public IItemFilter getOutputFilterForSide(EnumFacing side);
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IItemFilter getOutputFilterForSide(EnumFacing side);
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}
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@ -7,21 +7,21 @@ import net.minecraft.world.World;
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public interface IRoutingNode
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{
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public void connectMasterToRemainingNode(World world, List<BlockPos> alreadyChecked, IMasterRoutingNode master);
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void connectMasterToRemainingNode(World world, List<BlockPos> alreadyChecked, IMasterRoutingNode master);
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public BlockPos getBlockPos();
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BlockPos getBlockPos();
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public List<BlockPos> getConnected();
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List<BlockPos> getConnected();
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public BlockPos getMasterPos();
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BlockPos getMasterPos();
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public boolean isConnectionEnabled(BlockPos testPos);
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boolean isConnectionEnabled(BlockPos testPos);
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public boolean isMaster(IMasterRoutingNode master);
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boolean isMaster(IMasterRoutingNode master);
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public void addConnection(BlockPos pos1);
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void addConnection(BlockPos pos1);
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public void removeConnection(BlockPos pos1);
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void removeConnection(BlockPos pos1);
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public void removeAllConnections();
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void removeAllConnections();
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}
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