Applied-Energistics-2-tiler.../src/api/java/appeng/api/storage/ICellHandler.java
2016-01-01 01:48:15 +01:00

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