2013-05-28 06:29:29 +02:00
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package ic2.api.item;
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2013-07-20 18:10:14 +02:00
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import net.minecraft.entity.EntityLivingBase;
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2013-05-28 06:29:29 +02:00
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import net.minecraft.item.ItemStack;
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/**
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* This interface specifies a manager to handle the various tasks for electric items.
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*
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* The default implementation does the following:
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* - store and retrieve the charge
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* - handle charging, taking amount, tier, transfer limit, canProvideEnergy and simulate into account
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* - replace item IDs if appropriate (getChargedItemId() and getEmptyItemId())
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* - update and manage the damage value for the visual charge indicator
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*
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* @note If you're implementing your own variant (ISpecialElectricItem), you can delegate to the
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* default implementations through ElectricItem.rawManager. The default implementation is designed
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* to minimize its dependency on its own constraints/structure and delegates most work back to the
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* more atomic features in the gateway manager.
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*/
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public interface IElectricItemManager {
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/**
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* Charge an item with a specified amount of energy
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*
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* @param itemStack electric item's stack
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* @param amount amount of energy to charge in EU
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* @param tier tier of the charging device, has to be at least as high as the item to charge
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* @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit()
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* @param simulate don't actually change the item, just determine the return value
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* @return Energy transferred into the electric item
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*/
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int charge(ItemStack itemStack, int amount, int tier, boolean ignoreTransferLimit, boolean simulate);
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/**
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* Discharge an item by a specified amount of energy
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*
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* @param itemStack electric item's stack
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* @param amount amount of energy to charge in EU
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* @param tier tier of the discharging device, has to be at least as high as the item to discharge
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* @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit()
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* @param simulate don't actually discharge the item, just determine the return value
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* @return Energy retrieved from the electric item
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*/
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int discharge(ItemStack itemStack, int amount, int tier, boolean ignoreTransferLimit, boolean simulate);
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/**
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* Determine the charge level for the specified item
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*
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* @param itemStack ItemStack containing the electric item
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* @return charge level in EU
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*/
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int getCharge(ItemStack itemStack);
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/**
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* Determine if the specified electric item has at least a specific amount of EU.
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* This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
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* BatPacks are not taken into account.
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*
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* @param itemStack electric item's stack
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* @param amount minimum amount of energy required
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* @return true if there's enough energy
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*/
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boolean canUse(ItemStack itemStack, int amount);
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/**
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* Try to retrieve a specific amount of energy from an Item, and if applicable, a BatPack.
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* This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
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*
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* @param itemStack electric item's stack
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* @param amount amount of energy to discharge in EU
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* @param entity entity holding the item
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* @return true if the operation succeeded
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*/
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2013-07-20 18:10:14 +02:00
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boolean use(ItemStack itemStack, int amount, EntityLivingBase entity);
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2013-05-28 06:29:29 +02:00
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/**
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* Charge an item from the BatPack a player is wearing.
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* This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
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* use() already contains this functionality.
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*
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* @param itemStack electric item's stack
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* @param entity entity holding the item
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*/
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2013-07-20 18:10:14 +02:00
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void chargeFromArmor(ItemStack itemStack, EntityLivingBase entity);
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2013-05-28 06:29:29 +02:00
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/**
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* Get the tool tip to display for electric items.
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*
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* @param itemStack ItemStack to determine the tooltip for
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* @return tool tip string or null for none
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*/
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String getToolTip(ItemStack itemStack);
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}
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