/* * The MIT License (MIT) * * Copyright (c) 2013 AlgorithmX2 * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package appeng.api.parts; import appeng.api.networking.IGridNode; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import io.netty.buffer.ByteBuf; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.IIcon; import net.minecraft.util.Vec3; import net.minecraft.world.World; import net.minecraftforge.common.util.ForgeDirection; import java.io.IOException; import java.util.List; import java.util.Random; public interface IPart extends IBoxProvider { /** * get an ItemStack that represents the bus, should contain the settings for whatever, can also be used in * conjunction with removePart to take a part off and drop it or something. *
* This is used to drop the bus, and to save the bus, when saving the bus, wrenched is false, and writeToNBT will be * called to save important details about the part, if the part is wrenched include in your NBT Data any settings * you might want to keep around, you can restore those settings when constructing your part. * * @param type , what kind of ItemStack to return? * @return item of part */ ItemStack getItemStack( PartItemStack type ); /** * render item form for inventory, or entity. *
* GL Available * * @param rh helper * @param renderer renderer */ @SideOnly( Side.CLIENT ) void renderInventory( IPartRenderHelper rh, RenderBlocks renderer ); /** * render world renderer ( preferred ) *
* GL is NOT Available * * @param x x coord * @param y y coord * @param z z coord * @param rh helper * @param renderer renderer */ @SideOnly( Side.CLIENT ) void renderStatic( int x, int y, int z, IPartRenderHelper rh, RenderBlocks renderer ); /** * render TESR. *
* GL Available * * @param x x coord * @param y y coord * @param z z coord * @param rh helper * @param renderer renderer */ @SideOnly( Side.CLIENT ) void renderDynamic( double x, double y, double z, IPartRenderHelper rh, RenderBlocks renderer ); /** * @return the Block sheet icon used when rendering the breaking particles, return null to use the ItemStack * texture. */ @SideOnly( Side.CLIENT ) IIcon getBreakingTexture(); /** * return true only if your part require dynamic rendering, must be consistent. * * @return true to enable renderDynamic */ boolean requireDynamicRender(); /** * @return if the bus has a solid side, and you can place random stuff on it like torches or levers */ boolean isSolid(); /** * @return true if this part can connect to redstone ( also MFR Rednet ) */ boolean canConnectRedstone(); /** * Write the part information for saving, the part will be saved with getItemStack(false) and this method will be * called after to load settings, inventory or other values from the world. * * @param data to be written nbt data */ void writeToNBT( NBTTagCompound data ); /** * Read the previously written NBT Data. this is the mirror for writeToNBT * * @param data to be read nbt data */ void readFromNBT( NBTTagCompound data ); /** * @return get the amount of light produced by the bus */ int getLightLevel(); /** * does this part act like a ladder? * * @param entity climbing entity * @return true if entity can climb */ boolean isLadder( EntityLivingBase entity ); /** * a block around the bus's host has been changed. */ void onNeighborChanged(); /** * @return output redstone on facing side */ int isProvidingStrongPower(); /** * @return output redstone on facing side */ int isProvidingWeakPower(); /** * write data to bus packet. * * @param data to be written data * @throws IOException */ void writeToStream( ByteBuf data ) throws IOException; /** * read data from bus packet. * * @param data to be read data * @return true will re-draw the part. * @throws IOException */ boolean readFromStream( ByteBuf data ) throws IOException; /** * get the Grid Node for the Bus, be sure your IGridBlock is NOT isWorldAccessible, if it is your going to cause * crashes. *
* or null if you don't have a grid node.
*
* @return grid node
*/
IGridNode getGridNode();
/**
* called when an entity collides with the bus.
*
* @param entity colliding entity
*/
void onEntityCollision( Entity entity );
/**
* called when your part is being removed from the world.
*/
void removeFromWorld();
/**
* called when your part is being added to the world.
*/
void addToWorld();
/**
* used for tunnels.
*
* @return a grid node that represents the external facing side, these must be isWorldAccessible with the correct
* faces marked as external
*/
IGridNode getExternalFacingNode();
/**
* called by the Part host to keep your part informed.
*
* @param host part side
* @param tile tile entity of part
*/
void setPartHostInfo( ForgeDirection side, IPartHost host, TileEntity tile );
/**
* Called when you right click the part, very similar to Block.onActivateBlock
*
* @param player right clicking player
* @param pos position of block
* @return if your activate method performed something.
*/
boolean onActivate( EntityPlayer player, Vec3 pos );
/**
* Called when you right click the part, very similar to Block.onActivateBlock
*
* @param player shift right clicking player
* @param pos position of block
* @return if your activate method performed something, you should use false unless you really need it.
*/
boolean onShiftActivate( EntityPlayer player, Vec3 pos );
/**
* Add drops to the items being dropped into the world, if your item stores its contents when wrenched use the
* wrenched boolean to control what data is saved vs dropped when it is broken.
*
* @param drops item drops if wrenched
* @param wrenched control flag for wrenched vs broken
*/
void getDrops( List