122 lines
4.5 KiB
Java
122 lines
4.5 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.storage;
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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.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import appeng.api.implementations.tiles.IChestOrDrive;
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import appeng.client.texture.IAESprite;
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/**
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* Registration record for {@link ICellRegistry}
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*/
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public interface ICellHandler
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{
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/**
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* return true if the provided item is handled by your cell handler. ( AE May choose to skip this method, and just
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* request a handler )
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*
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* @param is to be checked item
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*
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* @return return true, if getCellHandler will not return null.
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*/
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boolean isCell( ItemStack is );
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/**
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* If you cannot handle the provided item, return null
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*
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* @param is a storage cell item.
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* @param host anytime the contents of your storage cell changes it should use this to request a save, please
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* note, this value can be null.
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* @param channel the storage channel requested.
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*
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* @return a new IMEHandler for the provided item
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*/
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IMEInventoryHandler getCellInventory( ItemStack is, ISaveProvider host, StorageChannel channel );
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/**
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* @return the ME Chest texture for light pixels this storage cell type, should be 10x10 with 3px of transparent
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* padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
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* assets for examples.
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*/
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@SideOnly( Side.CLIENT )
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IAESprite getTopTexture_Light();
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/**
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* @return the ME Chest texture for medium pixels this storage cell type, should be 10x10 with 3px of transparent
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* padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
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* assets for examples.
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*/
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@SideOnly( Side.CLIENT )
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IAESprite getTopTexture_Medium();
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/**
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* @return the ME Chest texture for dark pixels this storage cell type, should be 10x10 with 3px of transparent
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* padding on a 16x16 texture, null is valid if your cell cannot be used in the ME Chest. refer to the
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* assets for examples.
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*/
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@SideOnly( Side.CLIENT )
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IAESprite getTopTexture_Dark();
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/**
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* Called when the storage cell is planed in an ME Chest and the user tries to open the terminal side, if your item
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* is not available via ME Chests simply tell the user they can't use it, or something, other wise you should open
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* your gui and display the cell to the user.
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*
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* @param player player opening chest gui
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* @param chest to be opened chest
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* @param cellHandler cell handler
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* @param inv inventory handler
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* @param is item
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* @param chan storage channel
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*/
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void openChestGui( EntityPlayer player, IChestOrDrive chest, ICellHandler cellHandler, IMEInventoryHandler inv, ItemStack is, StorageChannel chan );
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/**
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* 0 - cell is missing.
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*
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* 1 - green, ( usually means available room for types or items. )
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*
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* 2 - orange, ( usually means available room for items, but not types. )
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*
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* 3 - red, ( usually means the cell is 100% full )
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*
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* @param is the cell item. ( use the handler for any details you can )
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* @param handler the handler for the cell is provides for reference, you can cast this to your handler.
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*
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* @return get the status of the cell based on its contents.
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*/
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int getStatusForCell( ItemStack is, IMEInventory handler );
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/**
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* @return the ae/t to drain for this storage cell inside a chest/drive.
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*/
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double cellIdleDrain( ItemStack is, IMEInventory handler );
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} |