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

/*
* 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.networking;
import java.util.EnumSet;
import appeng.api.IAppEngApi;
import appeng.api.util.IReadOnlyCollection;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraftforge.common.util.ForgeDirection;
/**
* Gives you a view into your Nodes connections and information.
* <p>
* updateState, getGrid, destroy are required to implement a proper IGridHost.
* <p>
* Don't Implement; Acquire from {@link IAppEngApi}.createGridNode
*/
public interface IGridNode {
/**
* lets you walk the grid stating at the current node using a IGridVisitor, generally
* not needed, please use only if required.
*
* @param visitor visitor
*/
void beginVisit(IGridVisitor visitor);
/**
* inform the node that your IGridBlock has changed its internal state, and force the
* node to update. <p> ALWAYS make sure that your tile entity is in the world, and has
* its node properly saved to be returned from the host before updating state, <p> If
* your entity is not in the world, or if you IGridHost returns a different node for
* the same side you will likely crash the game.
*/
void updateState();
/**
* get the machine represented by the node.
*
* @return grid host
*/
IGridHost getMachine();
/**
* get the grid for the node, this can change at a moments notice.
*
* @return grid
*/
IGrid getGrid();
/**
* By destroying your node, you destroy any connections, and its existence in the
* grid, use in invalidate, or onChunkUnload
*/
void destroy();
/**
* @return the world the node is located in
*/
World getWorld();
/**
* @return a set of the connected sides, UNKNOWN represents an invisible connection
*/
EnumSet<ForgeDirection> getConnectedSides();
/**
* lets you iterate a nodes connections
*
* @return grid connections
*/
IReadOnlyCollection<IGridConnection> getConnections();
/**
* @return the IGridBlock for this node
*/
IGridBlock getGridBlock();
/**
* Reflects the networks status, returns true only if the network is powered, and the
* network is not booting, this also takes into account channels.
*
* @return true if is Network node active, and participating.
*/
boolean isActive();
/**
* this should be called for each node you create, if you have a nodeData compound to
* load from, you can store all your nods on a single compound using name. <p>
* Important: You must call this before updateState.
*
* @param name nbt name
* @param nodeData to be loaded data
*/
void loadFromNBT(String name, NBTTagCompound nodeData);
/**
* this should be called for each node you maintain, you can save all your nodes to
* the same tag with different names, if you fail to complete the load / save
* procedure, network state may be lost between game load/saves.
*
* @param name nbt name
* @param nodeData to be saved data
*/
void saveToNBT(String name, NBTTagCompound nodeData);
/**
* @return if the node's channel requirements are currently met, use this for display
* purposes, use isActive for
* status.
*/
boolean meetsChannelRequirements();
/**
* see if this node has a certain flag
*
* @param flag flags
* @return true if has flag
*/
boolean hasFlag(GridFlags flag);
/**
* @return the ownerID this represents the person who placed the node.
*/
int getPlayerID();
/**
* tell the node who was responsible for placing it, failure to do this may result in
* in-compatibility with the security system. Called instead of loadFromNBT when
* initially placed, once set never required again, the value is saved with the Node
* NBT.
*
* @param playerID new player id
*/
void setPlayerID(int playerID);
}