Improve type safety of event types and version bump
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parent
2149458d96
commit
d00bdc80ed
11 changed files with 34 additions and 26 deletions
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@ -29,12 +29,6 @@ namespace GamecraftModdingAPI.Events
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{
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stateSyncReg.buildModeInitializationEngines.Add(buildEngine);
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stateSyncReg.simulationModeInitializationEngines.Add(simEngine);
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}
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public static MethodBase NopeTargetMethod()
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{
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return typeof(DeterministicStepCompositionRoot).GetMethods().First(m => m.Name == "ComposeEnginesGroups")
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.MakeGenericMethod(typeof(object));
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}
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}
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}
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@ -21,7 +21,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="onActivated">The operation to do when the event is created</param>
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/// <param name="onDestroyed">The operation to do when the event is destroyed (if applicable)</param>
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/// <returns>The created object</returns>
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, object type, Action onActivated, Action onDestroyed)
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, int type, Action onActivated, Action onDestroyed)
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{
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var engine = new SimpleEventHandlerEngine(onActivated, onDestroyed, type, name);
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EventManager.AddEventHandler(engine);
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@ -36,7 +36,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="onActivated">The operation to do when the event is created</param>
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/// <param name="onDestroyed">The operation to do when the event is destroyed (if applicable)</param>
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/// <returns>The created object</returns>
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, object type, Action<EntitiesDB> onActivated, Action<EntitiesDB> onDestroyed)
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public static SimpleEventHandlerEngine CreateAddSimpleHandler(string name, int type, Action<EntitiesDB> onActivated, Action<EntitiesDB> onDestroyed)
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{
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var engine = new SimpleEventHandlerEngine(onActivated, onDestroyed, type, name);
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EventManager.AddEventHandler(engine);
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@ -50,7 +50,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="type">The type of event to emit</param>
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/// <param name="isRemovable">Will removing this engine not break your code?</param>
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/// <returns>The created object</returns>
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public static SimpleEventEmitterEngine CreateAddSimpleEmitter(string name, object type, bool isRemovable = true)
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public static SimpleEventEmitterEngine CreateAddSimpleEmitter(string name, int type, bool isRemovable = true)
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{
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var engine = new SimpleEventEmitterEngine(type, name, isRemovable);
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EventManager.AddEventEmitter(engine);
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@ -17,7 +17,7 @@ namespace GamecraftModdingAPI.Events
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public EntitiesDB entitiesDB { set; private get; }
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public object type { get; } = EventType.BuildSwitchedTo;
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public int type { get; } = (int)EventType.BuildSwitchedTo;
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public bool isRemovable { get; } = false;
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@ -17,7 +17,7 @@ namespace GamecraftModdingAPI.Events
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public EntitiesDB entitiesDB { set; private get; }
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public object type { get; } = EventType.SimulationSwitchedTo;
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public int type { get; } = (int)EventType.SimulationSwitchedTo;
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public bool isRemovable { get; } = false;
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@ -18,7 +18,7 @@ namespace GamecraftModdingAPI.Events
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/// <summary>
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/// The type of event emitted
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/// </summary>
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object type { get; }
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int type { get; }
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/// <summary>
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/// Whether the emitter can be removed with Manager.RemoveEventEmitter(name)
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@ -11,11 +11,13 @@ namespace GamecraftModdingAPI.Events
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/// <summary>
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/// The event entity struct
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/// </summary>
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public struct ModEventEntityStruct : IEntityStruct
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public struct ModEventEntityStruct : IEntityStruct, INeedEGID
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{
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/// <summary>
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/// The type of event that has been emitted
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/// </summary>
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public object type;
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}
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public int type;
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public EGID ID { get; set; }
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}
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}
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@ -15,7 +15,7 @@ namespace GamecraftModdingAPI.Events
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public class SimpleEventEmitterEngine : IEventEmitterEngine
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{
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public string Name { get; set; }
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public object type { get; set; }
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public int type { get; set; }
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public bool isRemovable { get; }
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@ -44,7 +44,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="isRemovable">Will removing this engine not break your code?</param>
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public SimpleEventEmitterEngine(EventType type, string name, bool isRemovable = true)
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{
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this.type = type;
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this.type = (int)type;
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this.Name = name;
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this.isRemovable = isRemovable;
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}
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@ -55,7 +55,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="type">The object to use for ModEventEntityStruct.type</param>
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/// <param name="name">The name of this engine</param>
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/// <param name="isRemovable">Will removing this engine not break your code?</param>
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public SimpleEventEmitterEngine(object type, string name, bool isRemovable = true)
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public SimpleEventEmitterEngine(int type, string name, bool isRemovable = true)
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{
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this.type = type;
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this.Name = name;
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@ -13,7 +13,7 @@ namespace GamecraftModdingAPI.Events
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/// </summary>
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public class SimpleEventHandlerEngine : IEventHandlerEngine
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{
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public object type { get; set; }
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public int type { get; set; }
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public string Name { get; set; }
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private bool isActivated = false;
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@ -71,7 +71,7 @@ namespace GamecraftModdingAPI.Events
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/// <param name="type">The type of event to handle</param>
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/// <param name="name">The name of the engine</param>
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/// <param name="simple">A useless parameter to use to avoid Python overload resolution errors</param>
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public SimpleEventHandlerEngine(Action activated, Action removed, object type, string name, bool simple = true)
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public SimpleEventHandlerEngine(Action activated, Action removed, int type, string name, bool simple = true)
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: this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, type, name) { }
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/// <summary>
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@ -81,12 +81,18 @@ namespace GamecraftModdingAPI.Events
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/// <param name="removed">The operation to do when the event is destroyed (if applicable)</param>
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/// <param name="type">The type of event to handler</param>
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/// <param name="name">The name of the engine</param>
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public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, object type, string name)
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public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, int type, string name)
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{
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this.type = type;
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this.Name = name;
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this.onActivated = activated;
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this.onDestroyed = removed;
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}
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public SimpleEventHandlerEngine(Action activated, Action removed, EventType type, string name, bool simple = true)
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: this((EntitiesDB _) => { activated.Invoke(); }, (EntitiesDB _) => { removed.Invoke(); }, (int)type, name) { }
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public SimpleEventHandlerEngine(Action<EntitiesDB> activated, Action<EntitiesDB> removed, EventType type, string name, bool simple = true)
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: this(activated, removed, (int)type, name) { }
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}
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}
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@ -3,7 +3,7 @@
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<PropertyGroup>
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<TargetFramework>net472</TargetFramework>
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<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
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<Version>0.1.4.0</Version>
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<Version>0.2.0</Version>
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<Authors>Exmods</Authors>
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<PackageLicenseExpression>GNU General Public Licence 3+</PackageLicenseExpression>
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<PackageProjectUrl>https://git.exmods.org/modtainers/GamecraftModdingAPI</PackageProjectUrl>
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@ -542,7 +542,4 @@
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</ItemGroup>
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<!--End Dependencies-->
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<ItemGroup>
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<Folder Include="Inventory\" />
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</ItemGroup>
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</Project>
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@ -13,6 +13,11 @@ namespace GamecraftModdingAPI.Inventory
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{
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private static HotbarEngine hotbarEngine = new HotbarEngine();
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/// <summary>
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/// Switch the block in the player's hand
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/// </summary>
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/// <param name="block">The block to switch to.</param>
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/// <param name="playerID">The player. Omit this to use the local player.</param>
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public static void EquipBlock(BlockIDs block, uint playerID = uint.MaxValue)
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{
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if (playerID == uint.MaxValue)
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@ -25,6 +30,10 @@ namespace GamecraftModdingAPI.Inventory
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// reason: the game expects a Dictionary entry for the tweaked stats
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}
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/// <summary>
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/// Gets the block in the player's hand
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/// </summary>
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/// <returns>The equipped block.</returns>
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public static BlockIDs GetEquippedBlock()
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{
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return HotbarSlotSelectionHandlerEnginePatch.EquippedPartID;
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@ -38,7 +38,7 @@ PROJECT_NAME = "GamecraftModdingAPI"
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# could be handy for archiving the generated documentation or if some version
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# control system is used.
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PROJECT_NUMBER = "v0.1.4.0"
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PROJECT_NUMBER = "v0.2.0"
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# for a project that appears at the top of each page and should give viewer a
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