Applied-Energistics-2-tiler.../src/api/java/appeng/api/parts/IPartHelper.java
2015-06-26 22:50:09 +02:00

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