164 lines
4.7 KiB
Java
164 lines
4.7 KiB
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 net.minecraft.nbt.NBTTagCompound;
|
|
import net.minecraft.world.World;
|
|
|
|
import appeng.api.IAppEngApi;
|
|
import appeng.api.util.AEPartLocation;
|
|
import appeng.api.util.IReadOnlyCollection;
|
|
|
|
|
|
/**
|
|
* Gives you a view into your Nodes connections and information.
|
|
*
|
|
* updateState, getGrid, destroy are required to implement a proper IGridHost.
|
|
*
|
|
* 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.
|
|
*
|
|
* 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,
|
|
*
|
|
* 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, INTERNAL represents an invisible connection
|
|
*/
|
|
EnumSet<AEPartLocation> 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.
|
|
*
|
|
* 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 );
|
|
} |