/* * Forge Mod Loader * Copyright (c) 2012-2013 cpw. * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Lesser Public License v2.1 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * * Contributors: * cpw - implementation */ package cpw.mods.fml.common; import java.lang.annotation.ElementType; import java.lang.annotation.Retention; import java.lang.annotation.RetentionPolicy; import java.lang.annotation.Target; import cpw.mods.fml.client.IModGuiFactory; import cpw.mods.fml.common.event.FMLEvent; import cpw.mods.fml.common.event.FMLFingerprintViolationEvent; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLInterModComms; import cpw.mods.fml.common.event.FMLInterModComms.IMCEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.event.FMLServerAboutToStartEvent; import cpw.mods.fml.common.event.FMLServerStartedEvent; import cpw.mods.fml.common.event.FMLServerStartingEvent; import cpw.mods.fml.common.event.FMLServerStoppedEvent; import cpw.mods.fml.common.event.FMLServerStoppingEvent; import cpw.mods.fml.common.network.NetworkCheckHandler; import cpw.mods.fml.common.registry.GameRegistry; /** * This defines a Mod to FML. * Any class found with this annotation applied will be loaded as a Mod. The instance that is loaded will * represent the mod to other Mods in the system. It will be sent various subclasses of {@link FMLEvent} * at pre-defined times during the loading of the game, based on where you have applied the {@link EventHandler} * annotation. * * <p>This is a simple example of a Mod. It has the modId of "MyModId", the name of "My example mod", it is * version 1.0, and depends on FML being loaded. * <pre>{@code * package mymod; * // Declare that this is a mod with modId "MyModId", name "My example mod", version "1.0" and dependency on FML. * {@literal @}Mod(modId="MyModId",name="My example mod",version="1.0",dependencies="required-after:FML") * public class MyMod { * // Populate this field with the instance of the mod created by FML * {@literal @}Instance("MyModId") * public MyMod instance; * * // Mark this method for receiving an {@link FMLEvent} (in this case, it's the {@link FMLPreInitializationEvent}) * {@literal @}EventHandler public void preInit(FMLPreInitializationEvent event) * { * // Do stuff in pre-init phase (read config, create blocks and items, register them) * } * } * } * </pre> * * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.TYPE) public @interface Mod { /** * The unique mod identifier for this mod */ String modid(); /** * A user friendly name for the mod */ String name() default ""; /** * A version string for this mod */ String version() default ""; /** * A simple dependency string for this mod (see modloader's "priorities" string specification) */ String dependencies() default ""; /** * Whether to use the mcmod.info metadata by default for this mod. * If true, settings in the mcmod.info file will override settings in these annotations. */ boolean useMetadata() default false; /** * The acceptable range of minecraft versions that this mod will load and run in * The default ("empty string") indicates that only the current minecraft version is acceptable. * FML will refuse to run with an error if the minecraft version is not in this range across all mods. * @return A version range as specified by the maven version range specification or the empty string */ String acceptedMinecraftVersions() default ""; /** * A replacement for the no-longer-existing "versionRange" of NetworkMod. Specify a remote version range * that this mod will accept as valid. Defaults to nothing, which is interpreted as "only this version". * Another special value is '*' which means accept all versions. * * This is ignored if there is a {@link NetworkCheckHandler} annotation on a method in this class. * * @return A version range as specified by the maven version range specification or the empty string */ String acceptableRemoteVersions() default ""; /** * A version range specifying compatible save version information. If your mod follows good version numbering * practice <a href="http://semver.org/">Like this (http://semver.org/)</a> then this should be sufficient. * * Advanced users can specify a {@link SaveInspectionHandler} instead. * @return A version range as specified by the maven version range specification or the empty string */ String acceptableSaveVersions() default ""; /** * An optional bukkit plugin that will be injected into the bukkit plugin framework if * this mod is loaded into the FML framework and the bukkit coremod is present. * Instances of the bukkit plugin can be obtained via the {@link BukkitPluginRef} annotation on fields. * * This may be implemented by a bukkit integration. It is not provided with vanilla FML or MinecraftForge. * * @return The name of the plugin to load for this mod */ String bukkitPlugin() default ""; /** * Specifying this field allows for a mod to expect a signed jar with a fingerprint matching this value. * The fingerprint should be SHA-1 encoded, lowercase with ':' removed. An empty value indicates that * the mod is not expecting to be signed. * * Any incorrectness of the fingerprint, be it missing or wrong, will result in the {@link FMLFingerprintViolationEvent} * event firing <i>prior to any other event on the mod</i>. * * @return A certificate fingerprint that is expected for this mod. */ String certificateFingerprint() default ""; /** * The language the mod is authored in. This will be used to control certain compatibility behaviours for this mod. * Valid values are currently "java", "scala" * * @return The language the mod is authored in */ String modLanguage() default "java"; /** * The language adapter to be used to load this mod. This overrides the value of modLanguage. The class must have a * public zero variable constructor and implement {@link ILanguageAdapter} just like the Java and Scala adapters. * * A class with an invalid constructor or that doesn't implement {@link ILanguageAdapter} will throw an exception and * halt loading. * * @return The full class name of the language adapter */ String modLanguageAdapter() default ""; /** * NOT YET IMPLEMENTED. </br> * An optional ASM hook class, that can be used to apply ASM to classes loaded from this mod. It is also given * the ASM tree of the class declaring {@link Mod} to do with what it will. * * @return The name of a class to be loaded and executed. Must implement {@link IASMHook}. */ @Deprecated String asmHookClass() default ""; /** * If your mod doesn't have a runtime persistent effect on the state of the game, and can be disabled without side effects * (minimap mods, graphical tweak mods) then you can set true here and receive the FMLDeactivationEvent to perform deactivation * tasks. * This does not affect administrative disabling through the system property fml.modStates or the config file fmlModState.properties. * The mod will only be deactivated outside of a running game world - FML will never allow mod deactivation whilst a game server * is running. * * @return if this mod can be deactivated whilst the game is open. */ boolean canBeDeactivated() default false; /** * An optional GUI factory for this mod. This is the name of a class implementing {@link IModGuiFactory} that will be instantiated * on the client side, and will have certain configuration/options guis requested from it. * * @return The name of a class implementing {@link IModGuiFactory} */ String guiFactory() default ""; /** * A list of custom properties for this mod. Completely up to the mod author if/when they * want to put anything in here. * @return an optional list of custom properties */ CustomProperty[] customProperties() default {}; /** * A custom key => value property pair for use with {@link Mod#customProperties()} * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target({}) public @interface CustomProperty { /** * A key. Should be unique. * @return A key */ String k(); /** * A value. Can be anything. * @return A value */ String v(); } /** * Marks the associated method as handling an FML lifecycle event. * The method must have a single parameter, one of the following types. This annotation * replaces the multiple different annotations that previously were used. * * Current event classes. This first section is standard lifecycle events. They are dispatched * at various phases as the game starts. Each event should have information useful to that * phase of the lifecycle. They are fired in this order. * * These suggestions are mostly just suggestions on what to do in each event. * <ul> * <li> {@link FMLPreInitializationEvent} : Run before anything else. Read your config, create blocks, * items, etc, and register them with the {@link GameRegistry}.</li> * <li> {@link FMLInitializationEvent} : Do your mod setup. Build whatever data structures you care about. Register recipes, * send {@link FMLInterModComms} messages to other mods.</li> * <li> {@link FMLPostInitializationEvent} : Handle interaction with other mods, complete your setup based on this.</li> * </ul> * <p>These are the server lifecycle events. They are fired whenever a server is running, or about to run. Each time a server * starts they will be fired in this sequence. * <ul> * <li> {@link FMLServerAboutToStartEvent} : Use if you need to handle something before the server has even been created.</li> * <li> {@link FMLServerStartingEvent} : Do stuff you need to do to set up the server. register commands, tweak the server.</li> * <li> {@link FMLServerStartedEvent} : Do what you need to with the running server.</li> * <li> {@link FMLServerStoppingEvent} : Do what you need to before the server has started it's shutdown sequence.</li> * <li> {@link FMLServerStoppedEvent} : Do whatever cleanup you need once the server has shutdown. Generally only useful * on the integrated server.</li> * </ul> * The second set of events are more specialized, for receiving notification of specific * information. * <ul> * <li> {@link FMLFingerprintViolationEvent} : Sent just before {@link FMLPreInitializationEvent} * if something is wrong with your mod signature</li> * <li> {@link IMCEvent} : Sent just after {@link FMLInitializationEvent} if you have IMC messages waiting * from other mods</li> * </ul> * * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.METHOD) public @interface EventHandler{} /** * Populate the annotated field with the mod instance based on the specified ModId. This can be used * to retrieve instances of other mods. * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.FIELD) public @interface Instance { /** * The mod object to inject into this field */ String value() default ""; } /** * Populate the annotated field with the mod's metadata. * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.FIELD) public @interface Metadata { /** * The mod id specifying the metadata to load here */ String value() default ""; } /** * Mod instance factory method. Should return an instance of the mod. Applies only to static methods on the same class as {@link Mod}. * @author cpw * */ @Retention(RetentionPolicy.RUNTIME) @Target(ElementType.METHOD) public @interface InstanceFactory { } }