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Add a SoundType subclass that uses suppliers (#7538)
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/*
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* Minecraft Forge
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* Copyright (c) 2016-2020.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.common.util;
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import net.minecraft.block.Block;
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import net.minecraft.block.SoundType;
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import net.minecraft.util.SoundEvent;
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import net.minecraftforge.fml.RegistryObject;
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import net.minecraftforge.registries.DeferredRegister;
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import javax.annotation.Nonnull;
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import java.util.function.Supplier;
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/**
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* A subclass of {@link SoundType} that uses {@link Supplier<SoundEvent>}s.
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* <p>
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* This class allows mod developers to safely create custom {@code SoundType}s for use in their e.g. {@link Block}.
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* <p>
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* The problem with using {@code SoundType} directly is it requires {@link SoundEvent} instances directly, because
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* {@code SoundType}s are required to be present during {@link Block} creation and registration. However,
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* {@code SoundEvent} must also be registered.
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* <p>
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* A possible solution of initializing {@code SoundEvent}s first would require static initialization of the
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* {@code SoundEvent} instances and later registration, which goes against the contract of the registry system and
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* prevents the use of {@link DeferredRegister} and {@link RegistryObject}s.
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* <p>
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* This class offers an alternative and preferable solution, by allowing mods to create {@link SoundType}s using
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* {@link Supplier}s of {@link SoundEvent}s instead, which do not require static initialization of {@code SoundEvent}s
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* and allow the direct use of {@code RegistryObject}s.
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*
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* @see SoundType
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*/
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public class ForgeSoundType extends SoundType
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{
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private final Supplier<SoundEvent> breakSound;
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private final Supplier<SoundEvent> stepSound;
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private final Supplier<SoundEvent> placeSound;
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private final Supplier<SoundEvent> hitSound;
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private final Supplier<SoundEvent> fallSound;
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public ForgeSoundType(float volumeIn, float pitchIn, Supplier<SoundEvent> breakSoundIn, Supplier<SoundEvent> stepSoundIn, Supplier<SoundEvent> placeSoundIn, Supplier<SoundEvent> hitSoundIn, Supplier<SoundEvent> fallSoundIn)
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{
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super(volumeIn, pitchIn, (SoundEvent) null, (SoundEvent) null, (SoundEvent) null, (SoundEvent) null, (SoundEvent) null);
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this.breakSound = breakSoundIn;
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this.stepSound = stepSoundIn;
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this.placeSound = placeSoundIn;
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this.hitSound = hitSoundIn;
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this.fallSound = fallSoundIn;
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}
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@Nonnull
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@Override
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public SoundEvent getBreakSound()
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{
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return breakSound.get();
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}
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@Nonnull
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@Override
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public SoundEvent getStepSound()
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{
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return stepSound.get();
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}
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@Nonnull
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@Override
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public SoundEvent getPlaceSound()
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{
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return placeSound.get();
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}
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@Nonnull
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@Override
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public SoundEvent getHitSound()
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{
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return hitSound.get();
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}
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@Nonnull
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@Override
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public SoundEvent getFallSound()
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{
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return fallSound.get();
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}
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}
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