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 getSpecialDebugInfo(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer, int aLogLevel, ArrayList 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 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); }