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Update all forge event code, attempt to become loader unaware #10468
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# Conflicts: # src/main/java/com/minecolonies/core/entity/ai/workers/AbstractEntityAIStructureWithWorkOrder.java
src/main/java/com/minecolonies/api/eventbus/DefaultEventBus.java
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src/main/java/com/minecolonies/api/eventbus/DefaultEventBus.java
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src/main/java/com/minecolonies/api/eventbus/events/colony/AbstractColonyEvent.java
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src/main/java/com/minecolonies/apiimp/CommonMinecoloniesAPIImpl.java
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Also (without looking at code if it's even possible) cannot we reuse existing forge eventbus for implementing the bus logic? |
The point was from the beginning to not use Forge code where possible, so we quickly glanced over using a Guava event bus. For that reason I thought it was a better idea to make a small lightweight event bus tailored to our needs. |
Forge eventbus is an extion of guavas afaik |
What's the point of avoiding (Neo)Forge APIs? Unless you're anticipating a Fabric port in the future or something, but that can be handled with an abstraction layer rather than a different implementation. |
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Two smaller comments
src/main/java/com/minecolonies/core/entity/citizen/EntityCitizen.java
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…pe, rename all events to ModEvents to reduce name conflicts
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Generally speaking I would avoid renaming event classes to ModEvent, just imho though
Changes proposed in this pull request
Testing
Review please