Registration Manager
In the latest versions of Minecraft, registration has splintered into what seems like a thousand different events, meaning the code for setting up a single block may be spread across almost a dozen separate methods in half a dozen different classes in three different packages. This leads to code that’s…
- Difficult to read (you’ll have to hop between multiple functions in multiple files in order to get a sense of a block or item’s configuration),
- difficult to set up correctly (hope you remembered where all you need to put configurations!),
- and difficult to maintain (hope you remembered to update all the occurrences when you made that change!).
The Registration Manager’s job is to handle all this for you.
Architecture
The Registration Manager is designed so you can define an entire “thing” in one place. Everything about your block can be put together, meaning you only have to look in one place to get a full view of it.
Specs
Most of the Registration Manager uses what I call “specs”. A spec is the pre-definition of something which the Registration Manager then uses at the appropriate times to set up your object. For example, the block spec contains block and item properties, a block instance callback, and data generation information, each of which is used in various locations.
The registration manager currently supports:
- Blocks
- Items
- Entities
- Tile Entities
- Capabilities
- GUI containers
In the future I hope to add support for:
- Fluids
- Sounds? (this is very much a maybe)
Lazies
Most of the add
methods in the registration manager will take in a spec and return out a “lazy”,
which is a reference to a lazily-computed value. In this way, a block instance isn’t created until
it’s needed. These lazy objects all have a from
method, which will delegate the value to another
lazy. Doing it this way means you can still have a final
field and just call
theLazyField.from( registrationManager.add(...) );
to set its value.