Examples
All code examples in one place.
Java API Examples
Check Item Types
import org.yanbwe.modularshoot.ModularShootAPI;
// Check if it's a gun
if (ModularShootAPI.isGun(stack)) {
System.out.println("This is a gun");
}
// Check if it's a plugin
if (ModularShootAPI.isPlugin(stack)) {
System.out.println("This is a plugin");
}Query Data
import org.yanbwe.modularshoot.ModularShootAPI;
import net.minecraft.resources.ResourceLocation;
import java.util.UUID;
// Get gun ID (returns Optional since 0.3.0)
ModularShootAPI.getGunId(gunStack).ifPresent(gunId ->
System.out.println("Gun ID: " + gunId));
// Get full gun data
ModularShootAPI.getGunData(gunStack).ifPresent(data -> {
UUID instanceUuid = data.gunInstanceUuid();
int version = data.modifierVersion();
System.out.println("Instance UUID: " + instanceUuid + ", Version: " + version);
});
// Get plugin ID
ModularShootAPI.getPluginId(pluginStack).ifPresent(id -> {
System.out.println("Plugin ID: " + id);
});
// Get installed plugin list
List<PluginInstance> installed = ModularShootAPI.getInstalledPlugins(gunStack);
for (PluginInstance pi : installed) {
System.out.println(" Plugin: " + pi.pluginId() + " Type: " + pi.installedTypeId());
}Register a Gun
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.registry.gun.GunDefinition;
import org.yanbwe.modularshoot.registry.gun.BulletStyle;
import org.yanbwe.modularshoot.registry.gun.BulletStyle.RenderMode;
import org.yanbwe.modularshoot.registry.gun.ScaleModifier;
import org.yanbwe.modularshoot.registry.gun.ShootTextureMode;
import org.yanbwe.modularshoot.registry.gun.TextureScaleMode;
import net.minecraft.resources.ResourceLocation;
import java.util.List;
import java.util.Map;
import java.util.Optional;
// Register a gun
ModularShootAPI.registerGun(
ResourceLocation.parse("examplemod:assault_rifle"),
new GunDefinition(
Optional.of("§aAssault Rifle"), // name
ResourceLocation.parse("examplemod:textures/gun/ar.png"), // texture
Optional.of(ResourceLocation.parse("examplemod:textures/gun/ar_shoot.png")), // shootTexture
ShootTextureMode.WHILE_FIRING, // shootTextureMode
TextureScaleMode.AUTO, // textureScale (geometry scales with texture resolution)
Map.of( // stats
ResourceLocation.parse("modularshoot:hit_damage"), 8.0,
ResourceLocation.parse("modularshoot:fire_rate"), 10.0,
ResourceLocation.parse("modularshoot:range"), 60.0
),
Map.of(), // traits
Map.of( // slots
ResourceLocation.parse("examplemod:barrel"), 1,
ResourceLocation.parse("examplemod:magazine"), 1
),
Map.of("shoot", ResourceLocation.parse("examplemod:gun.ar.shoot")), // sounds
Optional.of(new BulletStyle( // bulletStyle
Optional.of(new BulletStyle.Base(
RenderMode.BILLBOARD,
Optional.of(ResourceLocation.parse("examplemod:textures/bullet/rifle_bullet.png")),
Optional.empty()
)),
List.of(new ScaleModifier(1.0f))
)),
Map.of(), // variants (variant id → base weight)
Map.of(), // extraValues (namespaced numeric extension fields)
Optional.empty() // soundRange (empty = use the sound event's own range)
)
);Register a Plugin (Java API, new in 0.3.0)
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.plugin.PluginDefinition;
import org.yanbwe.modularshoot.plugin.PluginModifier;
import org.yanbwe.modularshoot.registry.gun.TextureScaleMode;
// Register a plugin programmatically (random loot affixes, dynamic modifiers, etc.):
// same semantics as registerGun — takes priority over same-id datapack entries and survives /reload.
ModularShootAPI.registerPlugin(
ResourceLocation.parse("examplemod:rapid_affix"),
new PluginDefinition(
List.of(ResourceLocation.parse("examplemod:barrel")), // tags (matched by intersection with type tags)
0, // priority
ResourceLocation.parse("examplemod:textures/plugin/rapid.png"), // itemIcon
TextureScaleMode.AUTO, // textureScale
List.of(new PluginModifier(
"modularshoot:fire_rate",
PluginModifier.Operation.ADD_VALUE, 2.0)), // modifiers
Map.of(), // traits
Optional.empty(), // exclusiveGroup
Optional.empty(), // bulletStyle
Optional.empty(), // textureOverlay
Optional.empty(), // gunOutline
Map.of(), // extraValues
Optional.of("§eRapid Affix"), // name
Optional.of("Fire rate +2"), // brief
Optional.empty(), // description
Optional.empty(), // color
Map.of(), // addsSlots
Map.of(), // addsVariants
Optional.empty() // visualPriority
)
);
// Dynamic definition provider (computed at query time; fits context-generated plugins):
ModularShootAPI.registerPluginDefinitionProvider(pluginId -> {
if (pluginId.getNamespace().equals("examplemod")
&& pluginId.getPath().startsWith("loot_affix_")) {
return Optional.of(buildLootAffix(pluginId)); // your own generation logic (must be deterministic on both sides)
}
return Optional.empty(); // unhandled IDs fall through to the next source
});Bullet Sync Extension Channel (new in 0.3.0)
import org.yanbwe.modularshoot.network.BulletSyncExtraRegistry;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.util.Map;
// Register on both sides (the index is the wire identity; both sides must use the same order):
public static final int SPIN_INDEX = BulletSyncExtraRegistry.register(bullet -> {
ByteBuffer buf = ByteBuffer.allocate(4).order(ByteOrder.LITTLE_ENDIAN);
buf.putFloat(MyMod.getSpinSpeed(bullet)); // your server-side data source; return null/empty = no data for this bullet
return buf.array();
});
// Client consumption (e.g. inside an ON_VISUAL_TICK hook, or via BulletRenderManager.getRenderObject(id).getExtra()):
Map<Integer, byte[]> parts = BulletSyncExtraRegistry.split(renderObject.getExtra());
byte[] spin = parts.get(MyMod.SPIN_INDEX);
if (spin != null) {
float speed = ByteBuffer.wrap(spin).order(ByteOrder.LITTLE_ENDIAN).getFloat();
// apply to the render object (e.g. drive a custom model rotation)
}Register a Plugin Validator
// Functional interface: validate(Player player, ItemStack gun, ResourceLocation pluginId, RegistryAccess registryAccess)
ModularShootAPI.registerPluginValidator((player, gun, pluginId, registryAccess) -> {
// Note: getGunId returns Optional since 0.3.0
boolean isPistol = ModularShootAPI.getGunId(gun)
.map(id -> id.getPath().contains("pistol"))
.orElse(false);
if (pluginId.getPath().contains("rocket") && isPistol) {
return ValidationResult.error("Pistols cannot equip rocket ammo");
}
return ValidationResult.success();
});Register a Shoot Predicate
import org.yanbwe.modularshoot.shooting.ShootPredicateResult;
ModularShootAPI.registerShootPredicate((player, gun) -> {
// Check ammo (handled by your own ammo system)
if (!hasAmmo(player)) {
return ShootPredicateResult.failure("Out of ammo");
}
return ShootPredicateResult.success();
});Register a Shoot Effect (registerShootEffect)
Effects run inside the pellet loop, right after each pellet's snapshot copy() and right before spread application, in registration order; a later effect sees all mutations made by earlier ones (pelletIndex may serve as a per-pellet differentiation seed). Usage red lines: recommended mutations are setTrait (boolean traits stack naturally) / multiplyStat (multiplicative scaling composes) / setStat (deliberate, deterministic overwrite); forbidden are setDamageType and visual base overrides — exclusive single-value fields, whose exclusive scenarios must go through the variant pool (technically not blocked, but the result is field-level fragmentation).
import org.yanbwe.modularshoot.ModularShootAPI;
import net.minecraft.resources.ResourceLocation;
// 10% chance to trigger "critical hit": enable a trait (its visual_modifiers
// tint the bullet red) and double the damage
ModularShootAPI.registerShootEffect((player, gun, snapshot, pelletIndex, totalPellets) -> {
if (player.getRandom().nextFloat() < 0.10f) {
// Inside the red lines: setTrait (boolean, co-exists) / multiplyStat
// (multiplicative) / setStat (deterministic overwrite)
snapshot.setTrait(ResourceLocation.parse("examplemod:critical_hit"), true);
snapshot.multiplyStat(ResourceLocation.parse("modularshoot:hit_damage"), 2.0);
// Outside the red lines: do NOT setDamageType or override the visual
// base here — they are exclusive single-value fields; exclusive
// scenarios must go through the variant pool (modularshoot:variants)
}
});Register a Variant Contributor (registerVariantContributor)
Declares "variant id → weight modifier" pairs, collected fresh every shot when the per-shot pool is assembled (never persisted). Modifiers reuse the vanilla AttributeModifier record and its Operation three-stage semantics.
import org.yanbwe.modularshoot.ModularShootAPI;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.ai.attributes.AttributeModifier;
// Give the "fireball" variant a 2x weight modifier
ModularShootAPI.registerVariantContributor(sink -> {
// ADD_MULTIPLIED_BASE: multiplies only the base weight. If the gun
// declares fireball base weight 1.0, the final weight = 1.0 × (1 + 1.0)
// = 2.0; with a zero base and no ADD_VALUE modifier the result stays 0
// — "a fire trinket is useless on a non-fire gun"
sink.add(
ResourceLocation.parse("examplemod:fireball"),
new AttributeModifier(
ResourceLocation.parse("examplemod:fireball_weight_x2"),
1.0,
AttributeModifier.Operation.ADD_MULTIPLIED_BASE
)
);
});Register a Trait Hook (ON_HIT Example)
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.trait.TraitHookType;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.LivingEntity;
// Register onHit hook: ignite target for 3 seconds
ModularShootAPI.registerTraitHook(
ResourceLocation.parse("examplemod:ignite"),
TraitHookType.ON_HIT,
(bullet, snapshot, entity) -> {
if (snapshot.getTrait(ResourceLocation.parse("examplemod:ignite"))) {
if (entity instanceof LivingEntity living) {
living.setRemainingFireTicks(60); // 3 seconds = 60 ticks
}
}
}
);Register a Damage Handler
import org.yanbwe.modularshoot.ModularShootAPI;
ModularShootAPI.registerDamageHandler((bullet, target, damage) -> {
// PvP: reduce damage by 50% when above 20
if (target instanceof Player && damage > 20) {
return damage * 0.5;
}
return damage;
});Uninstall Plugins
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.plugin.UninstallResult;
import java.util.List;
// Uninstall by UUID
// Preferred 5-arg overloads: RegistryAccess is derived internally from player.level().registryAccess().
// The old 6-arg overloads with an explicit RegistryAccess parameter are @Deprecated.
UninstallResult result = ModularShootAPI.uninstallPlugin(
gunStack,
instanceUuid,
player,
false, // force: false = don't force-uninstall locked plugins
true // returnItems: true = return plugin item
);
if (result.success()) {
System.out.println("Uninstalled: " + result.pluginId());
}
// Uninstall all plugins of a specific type
List<UninstallResult> results = ModularShootAPI.uninstallPluginsByType(
gunStack,
player,
ResourceLocation.parse("examplemod:barrel"),
true, // force: true = uninstall even locked plugins
true
);
// Uninstall all plugins
List<UninstallResult> allResults = ModularShootAPI.uninstallAllPlugins(
gunStack,
player,
false, // force: false = skip locked plugins
true
);
// Uninstall a random plugin
UninstallResult randomResult = ModularShootAPI.uninstallRandomPlugin(
gunStack,
player,
false,
true
);Lock / Unlock Plugins
// Lock plugin (can't be uninstalled unless force=true)
// The 4-arg overload refreshes the ATTRIBUTE_MODIFIERS component;
// the old 3-arg overload is @Deprecated and does not refresh it.
ModularShootAPI.setPluginLocked(gunStack, instanceUuid, true, level.registryAccess());
// Query lock status
boolean locked = ModularShootAPI.isPluginLocked(gunStack, instanceUuid);
// Unlock
ModularShootAPI.setPluginLocked(gunStack, instanceUuid, false, level.registryAccess());Access State
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.state.GunState;
import org.yanbwe.modularshoot.state.PlayerState;
// per-gun state: read/write kill count on the gun (getState returns Optional since 0.3.0)
ModularShootAPI.getState(gunStack, player).ifPresent(gunState -> {
int kills = gunState.getInt(ResourceLocation.parse("examplemod:kill_count"));
gunState.setInt(ResourceLocation.parse("examplemod:kill_count"), kills + 1);
});
// per-player state: read/write headshot streak on the player
PlayerState playerState = ModularShootAPI.getPlayerState(player);
int headshots = playerState.getInt(ResourceLocation.parse("examplemod:headshot_streak"));
playerState.setInt(ResourceLocation.parse("examplemod:headshot_streak"), headshots + 1);
// String state (e.g. damage type preset)
gunState.setString(
ResourceLocation.parse("modularshoot:ammo_damage_type"),
"minecraft:in_fire"
);
// Check if state exists
if (gunState.hasState(ResourceLocation.parse("examplemod:heat"))) {
double heat = gunState.getDouble(ResourceLocation.parse("examplemod:heat"));
}
// Clear state (restore default)
gunState.clearState(ResourceLocation.parse("examplemod:kill_count"));Listen to Events
import net.neoforged.bus.api.SubscribeEvent;
import net.neoforged.fml.common.EventBusSubscriber;
import org.yanbwe.modularshoot.shooting.PreShootEvent;
import org.yanbwe.modularshoot.shooting.PostShootEvent;
import org.yanbwe.modularshoot.shooting.GunRightClickEvent;
import org.yanbwe.modularshoot.api.event.ActionEvent;
import org.yanbwe.modularshoot.plugin.event.PrePluginInstallEvent;
import org.yanbwe.modularshoot.plugin.event.PostPluginInstallEvent;
import org.yanbwe.modularshoot.plugin.event.PrePluginUninstallEvent;
import org.yanbwe.modularshoot.plugin.event.PostPluginUninstallEvent;
@EventBusSubscriber(modid = "examplemod")
public class EventListeners {
// Pre-shoot: cancel shooting (e.g. safe zone no-fire)
@SubscribeEvent
public static void onPreShoot(PreShootEvent event) {
if (isInSafeZone(event.getPlayer())) {
event.setCanceled(true);
}
}
// Post-shoot: log ballistic data
@SubscribeEvent
public static void onPostShoot(PostShootEvent event) {
System.out.println("Bullet fired: " + event.getBulletRecord().getBulletId());
}
// Right-click gun: custom behavior (e.g. ADS)
@SubscribeEvent
public static void onGunRightClick(GunRightClickEvent event) {
// Implement aiming/scope logic
event.setCanceled(true); // Stop propagation if handled
}
// Action key (R): implement reload or other custom actions
@SubscribeEvent
public static void onAction(ActionEvent event) {
if (hasSpareAmmo(event.getEntity(), event.getGun())) {
doReload(event.getEntity(), event.getGun());
}
}
// Pre-plugin install: add extra condition
@SubscribeEvent
public static void onPrePluginInstall(PrePluginInstallEvent event) {
if (playerLevelTooLow(event.getPlayer())) {
event.setCanceled(true);
}
}
// Post-plugin install: log
@SubscribeEvent
public static void onPostPluginInstall(PostPluginInstallEvent event) {
System.out.println("Plugin installed: " + event.getPluginId());
}
// Pre-plugin uninstall
@SubscribeEvent
public static void onPrePluginUninstall(PrePluginUninstallEvent event) {
if (isQuestItem(event.getGun())) {
event.setCanceled(true); // Quest items can't be uninstalled
}
}
// Post-plugin uninstall
@SubscribeEvent
public static void onPostPluginUninstall(PostPluginUninstallEvent event) {
System.out.println("Plugin uninstalled: " + event.getPluginId());
}
}Independent Bullet Firing (Turrets, etc.)
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.bullet.BulletRecord;
import org.yanbwe.modularshoot.bullet.BulletSnapshot;
import org.yanbwe.modularshoot.registry.gun.BulletStyle;
import org.yanbwe.modularshoot.registry.gun.BulletStyle.RenderMode;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.phys.Vec3;
import java.util.List;
import java.util.Optional;
// 1. Build the snapshot with the chainable builder (recommended entry point).
// Independent-firing convention: gunId / gunInstanceUuid / shooter are
// always null; the shooter uuid is passed via fireBullet's last argument
// (null = ownerless source)
BulletSnapshot snapshot = ModularShootAPI.createBulletSnapshot()
.stat(ResourceLocation.parse("modularshoot:hit_damage"), 10.0)
.stat(ResourceLocation.parse("modularshoot:bullet_speed"), 30.0)
.stat(ResourceLocation.parse("modularshoot:range"), 80.0)
.stat(ResourceLocation.parse("modularshoot:bullet_size"), 0.3)
.trait(ResourceLocation.parse("examplemod:ignite"), true)
.style(new BulletStyle( // independent-firing visuals (variant style override channel)
Optional.of(new BulletStyle.Base(
RenderMode.BILLBOARD,
Optional.of(ResourceLocation.parse(
"modularshoot:textures/bullet/default.png")),
Optional.empty() // model: only for 3d mode
)),
List.of()
))
.build(level.registryAccess()); // fills in the framework default damage type;
// without a RegistryAccess use build() (damage type
// left null and patched at fireBullet time)
// 2. Facade firing: no fire-rate control, no ShootPredicate check, no shoot
// events, no sound playback
BulletRecord bullet = ModularShootAPI.fireBullet(
level,
turretPosition, // Vec3 firing position
turretDirection, // Vec3 flight direction (should be normalized)
snapshot,
null // UUID shooter (null = ownerless source; pass a player UUID to attribute the bullet)
);The equivalent hand-constructed path (not recommended; only when you need to manipulate the snapshot object directly): BulletSnapshot's 7-arg constructor (stats/traits/state defensively copied) + per-field setStat (setStat takes a ResourceLocation; ModularShootAttributes constants are DeferredHolders, pass .getKey()); firing can go through BulletManager.get(level).fireBullet(...) directly, equivalent to the facade (the facade additionally patches a null damage type). Both hand paths require you to keep gunId/gunInstanceUuid null yourself — the builder enforces the convention.
Barrage Monster (shooters registry + fireBullet loop)
import org.yanbwe.modularshoot.ModularShootAPI;
import org.yanbwe.modularshoot.bullet.BulletSnapshot;
import org.yanbwe.modularshoot.registry.shooter.ShooterDefinition;
import org.yanbwe.modularshoot.registry.shooter.ShooterRegistry;
import net.minecraft.core.RegistryAccess;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.phys.Vec3;
import java.util.ArrayList;
import java.util.List;
// 1. Load the shooter config (modularshoot:shooters registry, datapack- or Java-API-registered)
RegistryAccess access = mob.level().registryAccess();
ShooterDefinition shooter = ShooterRegistry.getShooter(
access, ResourceLocation.parse("examplemod:bone_shooter"))
.orElseThrow(() -> new IllegalStateException("shooter not found"));
// 2. Generate the snapshot from the source entity (mob) with live attribute
// values: each attribute_binds id reads the mob's current value and
// overrides the template; on an empty read (unregistered / whitelist
// miss) the template value is kept
BulletSnapshot snapshot = shooter.createSnapshot(mob, access);
// 3. Fan-shaped direction set — the barrage-pattern algorithm is implemented
// by the content mod; the framework only provides
// SpreadCalculator.applySpread (random spread) and fireBullet (the launch entry)
Vec3 baseDir = mob.getLookAngle();
int pellets = 5;
double spreadDeg = 40.0; // total fan angle 40°
List<Vec3> directions = new ArrayList<>();
for (int i = 0; i < pellets; i++) {
double offsetDeg = -spreadDeg / 2.0 + spreadDeg * i / (pellets - 1);
directions.add(baseDir.yRot((float) Math.toRadians(offsetDeg)));
}
// 4. Fire along every direction; the mob's UUID attributes the bullets
for (Vec3 dir : directions) {
ModularShootAPI.fireBullet(
mob.level(),
mob.position().add(0.0, mob.getEyeHeight() * 0.8, 0.0), // firing position
dir.normalize(),
snapshot, // the framework never rewrites the snapshot (the facade
// only patches the default damage type once when null),
// so it can be reused across bullets
mob.getUUID()
);
}
// 5. Sound: fireBullet plays nothing; play it yourself when needed
shooter.playShootSound(mob.level(), mob.position());Framework boundary:
modularshoot:shootersonly carries the config (numeric template + attribute binds + visuals + sound); the launch entry isModularShootAPI.fireBullet; on the direction side the framework only providesSpreadCalculator.applySpread(Vec3 lookAngle, double accuracyYaw, double accuracyPitch, RandomSource random)(elliptical random spread;accuracy_yaw/accuracy_pitchare in degrees). Barrage patterns (fan / ring / spiral direction-set algorithms) are implemented by the content mod itself (like theyRotloop above).
Mark Java API Registered
import org.yanbwe.modularshoot.registry.ModularShootRegistries;
// Mark an entry in a registry as Java API registered, preventing datapack JSON conflicts
ModularShootAPI.markJavaApiRegistered(
ModularShootRegistries.GUNS_KEY,
ResourceLocation.parse("examplemod:my_gun")
);
ModularShootAPI.markJavaApiRegistered(
ModularShootRegistries.PLUGINS_KEY,
ResourceLocation.parse("examplemod:my_plugin")
);