158 lines
5.1 KiB
Java
158 lines
5.1 KiB
Java
/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2013 AlgorithmX2
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package appeng.api.networking;
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import java.util.EnumSet;
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import appeng.api.IAppEngApi;
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import appeng.api.util.IReadOnlyCollection;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.ForgeDirection;
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/**
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* Gives you a view into your Nodes connections and information.
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* <p>
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* updateState, getGrid, destroy are required to implement a proper IGridHost.
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* <p>
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* Don't Implement; Acquire from {@link IAppEngApi}.createGridNode
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*/
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public interface IGridNode {
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/**
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* lets you walk the grid stating at the current node using a IGridVisitor, generally
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* not needed, please use only if required.
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*
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* @param visitor visitor
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*/
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void beginVisit(IGridVisitor visitor);
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/**
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* inform the node that your IGridBlock has changed its internal state, and force the
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* node to update. <p> ALWAYS make sure that your tile entity is in the world, and has
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* its node properly saved to be returned from the host before updating state, <p> If
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* your entity is not in the world, or if you IGridHost returns a different node for
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* the same side you will likely crash the game.
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*/
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void updateState();
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/**
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* get the machine represented by the node.
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*
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* @return grid host
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*/
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IGridHost getMachine();
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/**
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* get the grid for the node, this can change at a moments notice.
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*
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* @return grid
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*/
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IGrid getGrid();
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/**
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* By destroying your node, you destroy any connections, and its existence in the
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* grid, use in invalidate, or onChunkUnload
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*/
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void destroy();
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/**
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* @return the world the node is located in
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*/
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World getWorld();
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/**
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* @return a set of the connected sides, UNKNOWN represents an invisible connection
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*/
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EnumSet<ForgeDirection> getConnectedSides();
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/**
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* lets you iterate a nodes connections
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*
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* @return grid connections
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*/
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IReadOnlyCollection<IGridConnection> getConnections();
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/**
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* @return the IGridBlock for this node
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*/
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IGridBlock getGridBlock();
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/**
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* Reflects the networks status, returns true only if the network is powered, and the
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* network is not booting, this also takes into account channels.
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*
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* @return true if is Network node active, and participating.
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*/
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boolean isActive();
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/**
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* this should be called for each node you create, if you have a nodeData compound to
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* load from, you can store all your nods on a single compound using name. <p>
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* Important: You must call this before updateState.
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*
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* @param name nbt name
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* @param nodeData to be loaded data
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*/
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void loadFromNBT(String name, NBTTagCompound nodeData);
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/**
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* this should be called for each node you maintain, you can save all your nodes to
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* the same tag with different names, if you fail to complete the load / save
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* procedure, network state may be lost between game load/saves.
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*
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* @param name nbt name
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* @param nodeData to be saved data
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*/
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void saveToNBT(String name, NBTTagCompound nodeData);
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/**
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* @return if the node's channel requirements are currently met, use this for display
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* purposes, use isActive for
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* status.
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*/
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boolean meetsChannelRequirements();
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/**
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* see if this node has a certain flag
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*
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* @param flag flags
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* @return true if has flag
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*/
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boolean hasFlag(GridFlags flag);
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/**
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* @return the ownerID this represents the person who placed the node.
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*/
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int getPlayerID();
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/**
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* tell the node who was responsible for placing it, failure to do this may result in
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* in-compatibility with the security system. Called instead of loadFromNBT when
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* initially placed, once set never required again, the value is saved with the Node
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* NBT.
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*
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* @param playerID new player id
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*/
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void setPlayerID(int playerID);
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} |