Package-level declarations

Types

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class Plane(point: Vec3d, normal: Vec3d)

Represents a 2D plane in a 3D world.

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open class RegistryKeyUtil<TContent>(val modId: String, val registry: RegistryKey<Registry<TContent>>)

Utility class to create Identifiers and RegistryKeys using a specified namespace and registry.

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Utility class to register content to Minecraft registries.

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open class TagKeyUtil<TContent>(val modId: String, val registry: RegistryKey<Registry<TContent>>)

Utility class to create Identifiers and TagKeys using a specified namespace and registry.

Properties

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const val MOD_ID: String

The identifier of Staff Mod.

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Inherited properties

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Gets the approximate position of the item in the staff, when held my an entity.

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Gets the approximate position of the staff's tip, when held by an entity.

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Calculates the camera's upward direction based on Entity.getFacing and Entity.getHorizontalFacing.

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Checks if the user has sufficient space in front to use the staff.

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@get:JvmName(name = "hasStaffHandler")
val Item.hasStaffHandler: Boolean

Returns if the given item has a registered handler when inserted into a staff.

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Checks if the player's attack is on cooldown.

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@get:JvmName(name = "isItemInStaff")
val ItemStack.isItemInStaff: Boolean

Checks if an item is added the given staff item stack.

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Checks if the given item stack is a staff.

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Gets the item inserted into the given staff item stack.

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Gets the item stack inserted into the given staff item stack. The value returned MUST NOT be modified in any way, use mutableItemStackInStaff instead.

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Gets or sets a copy of the item stack inserted into the given staff item stack. The value returned or passed in can be freely modified.

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Returns the registered staff handler of the given item if available.

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Returns the registered staff handler of the given item if available, StaffHandler.Fallback otherwise.

Functions

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Creates an EntityAttributeModifier, which changes the attack damage to totalAttackDamage after subtracting the player's base attack damage.

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Creates an EntityAttributeModifier, which changes the attack speed to totalAttackSpeed after subtracting the player's base attack speed.

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inline fun <T : IntSupplier> countingSort(input: Array<T>, k: Int): Array<T>

Sorts input using counting sort into a new array and returns it. The input array will not be changed.

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fun encompassPositions(vararg positions: BlockPos): BlockBox?

Creates a BlockBox from encompassing the given positions.

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fun encompassVectors(vararg posVectors: Vec3d): BlockBox?

Creates a BlockBox from encompassing the given vectors.

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Creates an EntityAttributeModifier, which changes the attack speed to the reciprocal of totalEquipTime after subtracting the player's base attack speed.

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Creates an EntityAttributeModifier, which increases the interaction range by additionalRange.

Inherited functions

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inline operator fun Vec2f.component1(): Float
inline operator fun Vec3d.component1(): Double
inline operator fun Vec3i.component1(): Int
inline operator fun Vector3f.component1(): Float
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inline operator fun Vec2f.component2(): Float
inline operator fun Vec3d.component2(): Double
inline operator fun Vec3i.component2(): Int
inline operator fun Vector3f.component2(): Float
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inline operator fun Vec3d.component3(): Double
inline operator fun Vec3i.component3(): Int
inline operator fun Vector3f.component3(): Float
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fun ItemStack.damage(amount: Int = 1, entity: LivingEntity, hand: Hand = entity.activeHand)
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fun World.damageSource(damageKey: RegistryKey<DamageType>, source: Entity, attacker: Entity): DamageSource

Utility function to create a DamageSource.

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Gets an enchantment level on an item

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fun EntityType<out Entity>.getSpawnPosition(world: World, center: Vec3d): Vec3d?

Gets the spawn position if the given entity has enough space to spawn at the given position, or null, if the position is obstructed by blocks.

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Checks is an item is enchanted with enchantment

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Checks if the given item is on cooldown and cannot be used.

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Sets the yaw and pitch of the entity to look forward.

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inline operator fun BlockPos.minus(other: Vec3i): BlockPos
inline operator fun Vec2f.minus(other: Vec2f): Vec2f
inline operator fun Vec3d.minus(other: Vec3d): Vec3d
inline operator fun Vec3i.minus(other: Vec3i): Vec3i
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inline operator fun Vector3f.minusAssign(other: Vector3fc)
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inline operator fun BlockPos.plus(other: Vec3i): BlockPos
inline operator fun Vec2f.plus(other: Vec2f): Vec2f
inline operator fun Vec3d.plus(other: Vec3d): Vec3d
inline operator fun Vec3i.plus(other: Vec3i): Vec3i
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inline operator fun Vector3f.plusAssign(other: Vector3fc)
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inline fun MatrixStack.push(action: MatrixStack.() -> Unit)

Pushes to the given matrix stack, invokes action, then pops from the given matrix stack.

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inline operator fun BlockPos.times(scalar: Int): BlockPos
inline operator fun Vec2f.times(scalar: Float): Vec2f
inline operator fun Vec3d.times(scalar: Double): Vec3d
inline operator fun Vec3i.times(scalar: Int): Vec3i
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inline operator fun Vector3f.timesAssign(scalar: Float)
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inline operator fun BlockPos.unaryMinus(): BlockPos
inline operator fun Vec2f.unaryMinus(): Vec2f
inline operator fun Vec3d.unaryMinus(): Vec3d
inline operator fun Vec3i.unaryMinus(): Vec3i