Applied-Energistics-2-tiler.../src/api/java/appeng/api/networking/IGridBlock.java

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package appeng.api.networking;
import appeng.api.parts.IPart;
import appeng.api.util.AEColor;
import appeng.api.util.DimensionalCoord;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.util.ForgeDirection;
import java.util.EnumSet;
/**
* An Implementation is required to create your node for IGridHost
*
* Implement for use with IGridHost
*/
public interface IGridBlock
{
/**
* how much power to drain per tick as part of idle network usage.
*
* if the value of this changes, you must post a MENetworkPowerIdleChange
*
* @return ae/t to use.
*/
double getIdlePowerUsage();
/**
* Various flags that AE uses to modify basic behavior for various parts of the network.
*
* @return Set of flags for this IGridBlock
*/
EnumSet<GridFlags> getFlags();
/**
* generally speaking you will return true for this, the one exception is buses, or worm holes where the node
* represents something that isn't a real connection in the world, but rather one represented internally to the
* block.
*
* @return if the world can connect to this node, and the node can connect to the world.
*/
boolean isWorldAccessible();
/**
* @return current location of this node
*/
DimensionalCoord getLocation();
/**
* @return Transparent, or a valid color, NULL IS NOT A VALID RETURN
*/
AEColor getGridColor();
/**
* Notifies your IGridBlock that changes were made to your connections
*/
void onGridNotification(GridNotification notification);
/**
* Update Blocks network/connection/booting status. grid,
*
* @param grid grid
* @param channelsInUse used channels
*/
public void setNetworkStatus(IGrid grid, int channelsInUse);
/**
* Determine which sides of the block can be connected too, only used when isWorldAccessible returns true, not used
* for {@link IPart} implementations.
*/
EnumSet<ForgeDirection> getConnectableSides();
/**
* @return the IGridHost for the node, this will be an IGridPart or a TileEntity generally speaking.
*/
IGridHost getMachine();
/**
* called when the grid for the node has changed, the general grid state should not be trusted at this point.
*/
void gridChanged();
/**
* Determines what item stack is used to render this node in the GUI.
*
* @return the render item stack to use to render this node, null is valid, and will not show this node.
*/
public ItemStack getMachineRepresentation();
}