GT5-Unofficial/main/java/gregtech/api/interfaces/metatileentity/IMetaTileEntity.java

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2015-04-23 16:14:22 +00:00
package gregtech.api.interfaces.metatileentity;
import gregtech.api.interfaces.ITexture;
import gregtech.api.interfaces.tileentity.IGearEnergyTileEntity;
import gregtech.api.interfaces.tileentity.IGregTechTileEntity;
import gregtech.api.objects.GT_ItemStack;
import gregtech.api.util.GT_Config;
import java.io.File;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.ISidedInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fluids.IFluidHandler;
import net.minecraftforge.fluids.IFluidTank;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
/**
* Warning, this Interface has just been made to be able to add multiple kinds of MetaTileEntities (Cables, Pipes, Transformers, but not the regular Blocks)
*
* Don't implement this yourself and expect it to work. Extend @MetaTileEntity itself.
*/
public interface IMetaTileEntity extends ISidedInventory, IFluidTank, IFluidHandler, IGearEnergyTileEntity {
/**
* This determines the BaseMetaTileEntity belonging to this MetaTileEntity by using the Meta ID of the Block itself.
*
* 0 = BaseMetaTileEntity, Wrench lvl 0 to dismantle
* 1 = BaseMetaTileEntity, Wrench lvl 1 to dismantle
* 2 = BaseMetaTileEntity, Wrench lvl 2 to dismantle
* 3 = BaseMetaTileEntity, Wrench lvl 3 to dismantle
* 4 = BaseMetaPipeEntity, Wrench lvl 0 to dismantle
* 5 = BaseMetaPipeEntity, Wrench lvl 1 to dismantle
* 6 = BaseMetaPipeEntity, Wrench lvl 2 to dismantle
* 7 = BaseMetaPipeEntity, Wrench lvl 3 to dismantle
* 8 = BaseMetaPipeEntity, Cutter lvl 0 to dismantle
* 9 = BaseMetaPipeEntity, Cutter lvl 1 to dismantle
* 10 = BaseMetaPipeEntity, Cutter lvl 2 to dismantle
* 11 = BaseMetaPipeEntity, Cutter lvl 3 to dismantle
* 12 = BaseMetaPipeEntity, Axe lvl 0 to dismantle
* 13 = BaseMetaPipeEntity, Axe lvl 1 to dismantle
* 14 = BaseMetaPipeEntity, Axe lvl 2 to dismantle
* 15 = BaseMetaPipeEntity, Axe lvl 3 to dismantle
*/
public byte getTileEntityBaseType();
/**
* @param aTileEntity is just because the internal Variable "mBaseMetaTileEntity" is set after this Call.
* @return a newly created and ready MetaTileEntity
*/
public IMetaTileEntity newMetaEntity(IGregTechTileEntity aTileEntity);
/**
* @return an ItemStack representing this MetaTileEntity.
*/
public ItemStack getStackForm(long aAmount);
/**
* Sets the BaseMetaTileEntity of this
*/
public void setBaseMetaTileEntity(IGregTechTileEntity aBaseMetaTileEntity);
/**
* new getter for the BaseMetaTileEntity, which restricts usage to certain Functions.
*/
public IGregTechTileEntity getBaseMetaTileEntity();
/**
* when placing a Machine in World, to initialize default Modes. aNBT can be null!
*/
public void initDefaultModes(NBTTagCompound aNBT);
/**
* ^= writeToNBT
*/
public void saveNBTData(NBTTagCompound aNBT);
/**
* ^= readFromNBT
*/
public void loadNBTData(NBTTagCompound aNBT);
/**
* Adds the NBT-Information to the ItemStack, when being dismanteled properly
* Used to store Machine specific Upgrade Data.
*/
public void setItemNBT(NBTTagCompound aNBT);
/**
* Called in the registered MetaTileEntity when the Server starts, to reset static variables
*/
public void onServerStart();
/**
* Called in the registered MetaTileEntity when the Server ticks a World the first time, to load things from the World Save
*/
public void onWorldLoad(File aSaveDirectory);
/**
* Called in the registered MetaTileEntity when the Server stops, to save the Game.
*/
public void onWorldSave(File aSaveDirectory);
/**
* Called to set Configuration values for this MetaTileEntity.
* Use aConfig.get(ConfigCategories.machineconfig, "MetaTileEntityName.Ability", DEFAULT_VALUE); to set the Values.
*/
public void onConfigLoad(GT_Config aConfig);
/**
* If a Cover of that Type can be placed on this Side.
* Also Called when the Facing of the Block Changes and a Cover is on said Side.
*/
public boolean allowCoverOnSide(byte aSide, GT_ItemStack aStack);
/**
* When a Player rightclicks the Facing with a Screwdriver.
*/
public void onScrewdriverRightClick(byte aSide, EntityPlayer aPlayer, float aX, float aY, float aZ);
/**
* When a Player rightclicks the Facing with a Wrench.
*/
public boolean onWrenchRightClick(byte aSide, byte aWrenchingSide, EntityPlayer aPlayer, float aX, float aY, float aZ);
/**
* Called right before this Machine explodes
*/
public void onExplosion();
/**
* The First processed Tick which was passed to this MetaTileEntity
*/
public void onFirstTick(IGregTechTileEntity aBaseMetaTileEntity);
/**
* The Tick before all the generic handling happens, what gives a slightly faster reaction speed.
* Don't use this if you really don't need to. @onPostTick is better suited for ticks.
* This happens still after the Cover handling.
*/
public void onPreTick(IGregTechTileEntity aBaseMetaTileEntity, long aTick);
/**
* The Tick after all the generic handling happened.
* Recommended to use this like updateEntity.
*/
public void onPostTick(IGregTechTileEntity aBaseMetaTileEntity, long aTick);
/**
* Called when this MetaTileEntity gets (intentionally) disconnected from the BaseMetaTileEntity.
* Doesn't get called when this thing is moved by Frames or similar hacks.
*/
public void inValidate();
/**
* Called when the BaseMetaTileEntity gets invalidated, what happens right before the @inValidate above gets called
*/
public void onRemoval();
/**
* @param aFacing
* @return if aFacing would be a valid Facing for this Device. Used for wrenching.
*/
public boolean isFacingValid(byte aFacing);
/**
* @return the Server Side Container
*/
public Object getServerGUI(int aID, InventoryPlayer aPlayerInventory, IGregTechTileEntity aBaseMetaTileEntity);
/**
* @return the Client Side GUI Container
*/
public Object getClientGUI(int aID, InventoryPlayer aPlayerInventory, IGregTechTileEntity aBaseMetaTileEntity);
/**
* From new ISidedInventory
*/
public boolean allowPullStack(IGregTechTileEntity aBaseMetaTileEntity, int aIndex, byte aSide, ItemStack aStack);
/**
* From new ISidedInventory
*/
public boolean allowPutStack(IGregTechTileEntity aBaseMetaTileEntity, int aIndex, byte aSide, ItemStack aStack);
/**
* @return if aIndex is a valid Slot. false for things like HoloSlots. Is used for determining if an Item is dropped upon Block destruction and for Inventory Access Management
*/
public boolean isValidSlot(int aIndex);
/**
* @return if aIndex can be set to Zero stackSize, when being removed.
*/
public boolean setStackToZeroInsteadOfNull(int aIndex);
/**
* If this Side can connect to inputting pipes
*/
public boolean isLiquidInput(byte aSide);
/**
* If this Side can connect to outputting pipes
*/
public boolean isLiquidOutput(byte aSide);
/**
* Just an Accessor for the Name variable.
*/
public String getMetaName();
/**
* @return true if the Machine can be accessed
*/
public boolean isAccessAllowed(EntityPlayer aPlayer);
/**
* When a Machine Update occurs
*/
public void onMachineBlockUpdate();
/**
* a Player rightclicks the Machine
* Sneaky rightclicks are not getting passed to this!
* @return
*/
public boolean onRightclick(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer, byte aSide, float aX, float aY, float aZ);
/**
* a Player leftclicks the Machine
* Sneaky leftclicks are getting passed to this unlike with the rightclicks.
*/
public void onLeftclick(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer);
/**
* Called Clientside with the Data got from @getUpdateData
*/
public void onValueUpdate(byte aValue);
/**
* return a small bit of Data, like a secondary Facing for example with this Function, for the Client.
* The BaseMetaTileEntity detects changes to this Value and will then send an Update.
* This is only for Information, which is visible as Texture to the outside.
*
* If you just want to have an Active/Redstone State then set the Active State inside the BaseMetaTileEntity instead.
*/
public byte getUpdateData();
/**
* For the rare case you need this Function
*/
public void receiveClientEvent(byte aEventID, byte aValue);
/**
* Called to actually play the Sound.
* Do not insert Client/Server checks. That is already done for you.
* Do not use @playSoundEffect, Minecraft doesn't like that at all. Use @playSound instead.
*/
public void doSound(byte aIndex, double aX, double aY, double aZ);
public void startSoundLoop(byte aIndex, double aX, double aY, double aZ);
public void stopSoundLoop(byte aValue, double aX, double aY, double aZ);
/**
* Sends the Event for the Sound Triggers, only usable Server Side!
*/
public void sendSound(byte aIndex);
/**
* Sends the Event for the Sound Triggers, only usable Server Side!
*/
public void sendLoopStart(byte aIndex);
/**
* Sends the Event for the Sound Triggers, only usable Server Side!
*/
public void sendLoopEnd(byte aIndex);
/**
* Called when the Machine explodes, override Explosion Code here.
* @param aExplosionPower
*/
public void doExplosion(long aExplosionPower);
/**
* If this is just a simple Machine, which can be wrenched at 100%
*/
public boolean isSimpleMachine();
/**
* If there should be a Lag Warning if something laggy happens during this Tick.
*
* The Advanced Pump uses this to not cause the Lag Message, while it scans for all close Fluids.
* The Item Pipes and Retrievers neither send this Message, when scanning for Pipes.
*/
public boolean doTickProfilingMessageDuringThisTick();
/**
* returns the DebugLog
*/
public ArrayList<String> getSpecialDebugInfo(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer, int aLogLevel, ArrayList<String> aList);
/**
* get a small Description
*/
public String[] getDescription();
/**
* In case the Output Voltage varies.
*/
public String getSpecialVoltageToolTip();
/**
* Icon of the Texture. If this returns null then it falls back to getTextureIndex.
*
* @param aSide is the Side of the Block
* @param aFacing is the direction the Block is facing (or a Bitmask of all Connections in case of Pipes)
* @param aColorIndex The Minecraft Color the Block is having
* @param aActive if the Machine is currently active (use this instead of calling mBaseMetaTileEntity.mActive!!!). Note: In case of Pipes this means if this Side is connected to something or not.
* @param aRedstone if the Machine is currently outputting a RedstoneSignal (use this instead of calling mBaseMetaTileEntity.mRedstone!!!)
*/
public ITexture[] getTexture(IGregTechTileEntity aBaseMetaTileEntity, byte aSide, byte aFacing, byte aColorIndex, boolean aActive, boolean aRedstone);
/**
* The Textures used for the Item rendering. Return null if you want the regular 3D Block Rendering.
*/
//public ITexture[] getItemTexture(ItemStack aStack);
/**
* Register Icons here. This gets called when the Icons get initialized by the Base Block
* Best is you put your Icons in a static Array for quick and easy access without relying on the MetaTileList.
* @param aBlockIconRegister The Block Icon Register
*/
@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister aBlockIconRegister);
/**
* @return true if you override the Rendering.
*/
@SideOnly(Side.CLIENT)
public boolean renderInInventory(Block aBlock, int aMeta, RenderBlocks aRenderer);
/**
* @return true if you override the Rendering.
*/
@SideOnly(Side.CLIENT)
public boolean renderInWorld(IBlockAccess aWorld, int aX, int aY, int aZ, Block aBlock, RenderBlocks aRenderer);
/**
* Gets the Output for the comparator on the given Side
*/
public byte getComparatorValue(byte aSide);
public float getExplosionResistance(byte aSide);
public String[] getInfoData();
public boolean isGivingInformation();
public ItemStack[] getRealInventory();
public boolean connectsToItemPipe(byte aSide);
public void onColorChangeServer(byte aColor);
public void onColorChangeClient(byte aColor);
public int getLightOpacity();
public void addCollisionBoxesToList(World aWorld, int aX, int aY, int aZ, AxisAlignedBB inputAABB, List<AxisAlignedBB> outputAABB, Entity collider);
public AxisAlignedBB getCollisionBoundingBoxFromPool(World aWorld, int aX, int aY, int aZ);
public void onEntityCollidedWithBlock(World aWorld, int aX, int aY, int aZ, Entity collider);
/** The onCreated Function of the Item Class redirects here */
public void onCreated(ItemStack aStack, World aWorld, EntityPlayer aPlayer);
}