84 lines
2.7 KiB
Java
84 lines
2.7 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.parts;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.BlockPos;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.world.World;
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public interface IPartHelper
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{
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/**
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* Register a new layer with the part layer system, this allows you to write an in between between tile entities and parts.
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*
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* AE By Default includes,
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*
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* 1. ISidedInventory ( and by extension IInventory. )
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*
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* 2. IFluidHandler Forge Fluids
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*
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* 3. IPowerEmitter BC Power output.
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*
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* 4. IPowerReceptor BC Power input.
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*
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* 5. IEnergySink IC2 Power input.
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*
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* 6. IEnergySource IC2 Power output.
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*
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* 7. IPipeConnection BC Pipe Connections
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*
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* As long as a valid layer is registered for a interface you can simply implement that interface on a part get implement it.
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*
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* @return true on success, false on failure, usually a error will be logged as well.
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*/
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boolean registerNewLayer( String string, String layerInterface );
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/**
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* Register IBusItem with renderer
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*/
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void setItemBusRenderer( IPartItem i );
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/**
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* use in use item, to try and place a IBusItem
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*
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* @param is ItemStack of an item which implements {@link IPartItem}
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* @param pos pos of part
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* @param side side which the part should be on
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* @param player player placing part
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* @param world part in world
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*
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* @return true if placing was successful
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*/
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boolean placeBus( ItemStack is, BlockPos pos, EnumFacing side, EntityPlayer player, World world );
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/**
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* @return the render mode
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*/
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CableRenderMode getCableRenderMode();
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}
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