Changes

255 bytes added ,  02:24, 25 September 2022
Clean up information about registering cap classes
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A <code>Capability</code> can obtained at any time using <code>CapabilityManager#get</code>. This takes in an anonymous <code>CapabilityToken</code> to still allow for a soft dependency system while also keeping hold of any generic information needed. As such, you can always obtain a non-null capability.
 
A <code>Capability</code> can obtained at any time using <code>CapabilityManager#get</code>. This takes in an anonymous <code>CapabilityToken</code> to still allow for a soft dependency system while also keeping hold of any generic information needed. As such, you can always obtain a non-null capability.
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<syntaxhighlight lang="java">
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public static Capability<IItemHandler> ITEM_HANDLER_CAPABILITY = CapabilityManager.get(new CapabilityToken<>(){});
 
public static Capability<IItemHandler> ITEM_HANDLER_CAPABILITY = CapabilityManager.get(new CapabilityToken<>(){});
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}}
    
The above code will let Forge know that the field <code>ITEM_HANDLER_CAPABILITY</code> should be analogous with the <code>IItemHandler</code> capability. Note that this does not mean the capability is accessible or registered. To check if it is, call <code>Capability#isRegistered</code>.
 
The above code will let Forge know that the field <code>ITEM_HANDLER_CAPABILITY</code> should be analogous with the <code>IItemHandler</code> capability. Note that this does not mean the capability is accessible or registered. To check if it is, call <code>Capability#isRegistered</code>.
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With all of the above in mind, part of a capability provider implementation may be similar to the following snippet:
 
With all of the above in mind, part of a capability provider implementation may be similar to the following snippet:
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<syntaxhighlight lang="java">
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// suppose the presence of a field 'inventory' of type 'IItemHandler'
 
// suppose the presence of a field 'inventory' of type 'IItemHandler'
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     this.inventoryOptional.invalidate();
 
     this.inventoryOptional.invalidate();
 
}
 
}
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}}
    
This possible implementation of a capability provider exposes an <code>IItemHandler</code> capability and restricts
 
This possible implementation of a capability provider exposes an <code>IItemHandler</code> capability and restricts
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With the above in mind, part of an attaching agent may be similar to the following snippet of code:
 
With the above in mind, part of an attaching agent may be similar to the following snippet of code:
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@SubscribeEvent
 
@SubscribeEvent
 
public void onAttachingCapabilities(final AttachCapabilitiesEvent<BlockEntity> event) {
 
public void onAttachingCapabilities(final AttachCapabilitiesEvent<BlockEntity> event) {
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     event.addCapability(new ResourceLocation("examplemod", "fe_compatibility"), provider);
 
     event.addCapability(new ResourceLocation("examplemod", "fe_compatibility"), provider);
 
}
 
}
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}}
    
This example implementation of an attaching agent attaches a <code>IEnergyStorage</code> capability to all
 
This example implementation of an attaching agent attaches a <code>IEnergyStorage</code> capability to all
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The previous example reworked to use a Persistent Capability Provider may be similar to the following snippet:
 
The previous example reworked to use a Persistent Capability Provider may be similar to the following snippet:
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<syntaxhighlight lang="java">
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@SubscribeEvent
 
@SubscribeEvent
 
public void onAttachingCapabilities(final AttachCapabilitiesEvent<BlockEntity> event) {
 
public void onAttachingCapabilities(final AttachCapabilitiesEvent<BlockEntity> event) {
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     event.addCapabilities(new ResourceLocation("examplemod", "fe_compatibility"), provider);
 
     event.addCapabilities(new ResourceLocation("examplemod", "fe_compatibility"), provider);
 
}
 
}
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Note that when using capabilities on entities, you should manually invalidate the capability via <code>invalidateCaps()</code>, via etc. <code>PlayerEvent.Clone</code>. This is due to the fact that players are recreated & copied when moving across dimensions, not simply moved.
 
Note that when using capabilities on entities, you should manually invalidate the capability via <code>invalidateCaps()</code>, via etc. <code>PlayerEvent.Clone</code>. This is due to the fact that players are recreated & copied when moving across dimensions, not simply moved.
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With the above in mind, part of an user may be similar to the following snippet of code:
 
With the above in mind, part of an user may be similar to the following snippet of code:
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// note the use of EnumMap, which is much more performant than HashMap for enum keys
 
// note the use of EnumMap, which is much more performant than HashMap for enum keys
 
private final Map<Direction, LazyOptional<IEnergyStorage>> cache = new EnumMap<>(Direction.class);
 
private final Map<Direction, LazyOptional<IEnergyStorage>> cache = new EnumMap<>(Direction.class);
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     targetCapability.ifPresent(storage -> storage.receiveEnergy(power, false));
 
     targetCapability.ifPresent(storage -> storage.receiveEnergy(power, false));
 
}
 
}
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This example implementation of an user is querying via a <code>BlockEntity</code> the neighboring capability provider
 
This example implementation of an user is querying via a <code>BlockEntity</code> the neighboring capability provider
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Capability Implementation:
 
Capability Implementation:
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@AutoRegisterCapability
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public interface MyCapability {
 
public interface MyCapability {
 
     String getValue();
 
     String getValue();
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     }
 
     }
 
}
 
}
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Note that in this case, only a single implementation is provided.
 
Note that in this case, only a single implementation is provided.
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to those for more information.
 
to those for more information.
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=== Tying it All Together ===
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=== Registering Capabilities ===
    
Once all components of a Capability have been created, they must be registered so that the game is aware of the
 
Once all components of a Capability have been created, they must be registered so that the game is aware of the
capability's presence. The registration requires specifying only the Capability Interface.
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capability's presence. The registration only requires the Capability Interface.
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After registering, the created Capability will be automatically injected into all relevant fields and methods, see [[#Obtaining a Capability|Obtaining a Capability]] for more information.
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As of Forge 1.19.2-43.1.1, there are two ways to register capabilities.
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The registration can be performed by calling the <code>register</code> method within the <code>RegisterCapabilitiesEvent</code> which is fired on the <code>MOD</code> event bus. The
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==== <code>AutoRegisterCapability</code> annotation ====
registration will also automatically inject the created Capability into all relevant fields and methods: refer to
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On Forge 1.19.2-43.1.1 or higher, a quick and easy way to register a capability is by annotating the Capability Interface with <code>@AutoRegisterCapability</code>. This would look like so:
[[#Obtaining a Capability|Obtaining a Capability]] for more information.
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@AutoRegisterCapability
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public interface MyCapability {
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    ...
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}
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}}
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An example of registration can be found in the snippet that follows:
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==== RegisterCapabilitiesEvent ====
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An alternative way to register capabilities is by calling the <code>register</code> method within the <code>RegisterCapabilitiesEvent</code>. This event is fired on the <code>MOD</code> event bus. For example:
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<syntaxhighlight lang="java">
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@SubscribeEvent
 
@SubscribeEvent
 
public void registerCaps(RegisterCapabilitiesEvent event) {
 
public void registerCaps(RegisterCapabilitiesEvent event) {
 
     event.register(MyCapability.class);
 
     event.register(MyCapability.class);
 
}
 
}
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=== Class Diagram ===
 
=== Class Diagram ===