package ic2.api.energy.prefab; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import cpw.mods.fml.common.FMLCommonHandler; import net.minecraftforge.common.ForgeDirection; import net.minecraftforge.common.MinecraftForge; import ic2.api.energy.EnergyNet; import ic2.api.energy.event.EnergyTileLoadEvent; import ic2.api.energy.event.EnergyTileUnloadEvent; import ic2.api.energy.tile.IEnergySource; import ic2.api.item.ElectricItem; /** * BasicSource is a simple adapter to provide an ic2 energy source. * * It's designed to be attached to a tile entity as a delegate. Functionally BasicSource acts as a * one-time configurable output energy buffer, thus providing a common use case for generators. * * The constraints set by BasicSource like the strict tank-like energy buffering should provide a * more easy to use and stable interface than using IEnergySource directly while aiming for * optimal performance. * * Using BasicSource involves the following steps: * - create a BasicSource instance in your TileEntity, typically in a field * - forward invalidate, onChunkUnload, readFromNBT, writeToNBT and updateEntity to the BasicSource * instance. * If you have other means of determining when the tile entity is fully loaded, notify onLoaded * that way instead of forwarding updateEntity. * - call addEnergy whenever appropriate, using getFreeCapacity may determine if e.g. the generator * should run * - optionally use getEnergyStored to display the output buffer charge level * - optionally use setEnergyStored to sync the stored energy to the client (e.g. in the Container) * * Example implementation code: * @code{.java} * public class SomeTileEntity extends TileEntity { * // new basic energy source, 1000 EU buffer, tier 1 (32 EU/t, LV) * private BasicSource ic2EnergySource = new BasicSource(this, 1000, 1); * * @Override * public void invalidate() { * ic2EnergySource.onInvalidate(); // notify the energy source * ... * super.invalidate(); // this is important for mc! * } * * @Override * public void onChunkUnload() { * ic2EnergySource.onOnChunkUnload(); // notify the energy source * ... * } * * @Override * public void readFromNBT(NBTTagCompound tag) { * super.readFromNBT(tag); * * ic2EnergySource.onReadFromNbt(tag); * ... * } * * @Override * public void writeToNBT(NBTTagCompound tag) { * super.writeToNBT(tag); * * ic2EnergySource.onWriteToNbt(tag); * ... * } * * @Override * public void updateEntity() { * ic2EnergySource.onUpdateEntity(); // notify the energy source * ... * ic2EnergySource.addEnergy(5); // add 5 eu to the source's buffer this tick * ... * } * * ... * } * @endcode */ public class BasicSource extends TileEntity implements IEnergySource { // ********************************** // *** Methods for use by the mod *** // ********************************** /** * Constructor for a new BasicSource delegate. * * @param parent TileEntity represented by this energy source. * @param capacity Maximum amount of eu to store. * @param tier IC2 tier, 1=LV, 2=MV, ... */ public BasicSource(TileEntity parent, int capacity, int tier) { int power = EnergyNet.instance.getPowerFromTier(tier); this.parent = parent; this.capacity = capacity < power ? power : capacity; this.tier = tier; } // in-world te forwards >> /** * Forward for the TileEntity's updateEntity(), used for creating the energy net link. * Either onUpdateEntity or onLoaded have to be used. */ public void onUpdateEntity() { if (!addedToEnet) onLoaded(); } /** * Notification that the TileEntity finished loaded, for advanced uses. * Either onUpdateEntity or onLoaded have to be used. */ public void onLoaded() { if (!addedToEnet && !FMLCommonHandler.instance().getEffectiveSide().isClient()) { worldObj = parent.worldObj; xCoord = parent.xCoord; yCoord = parent.yCoord; zCoord = parent.zCoord; MinecraftForge.EVENT_BUS.post(new EnergyTileLoadEvent(this)); addedToEnet = true; } } /** * Forward for the TileEntity's invalidate(), used for destroying the energy net link. * Both onInvalidate and onOnChunkUnload have to be used. */ public void onInvalidate() { if (addedToEnet) { MinecraftForge.EVENT_BUS.post(new EnergyTileUnloadEvent(this)); addedToEnet = false; } } /** * Forward for the TileEntity's onChunkUnload(), used for destroying the energy net link. * Both onInvalidate and onOnChunkUnload have to be used. */ public void onOnChunkUnload() { onInvalidate(); } /** * Forward for the TileEntity's readFromNBT(), used for loading the state. * * @param tag Compound tag as supplied by TileEntity.readFromNBT() */ public void onReadFromNbt(NBTTagCompound tag) { NBTTagCompound data = tag.getCompoundTag("IC2BasicSource"); energyStored = data.getDouble("energy"); } /** * Forward for the TileEntity's writeToNBT(), used for saving the state. * * @param tag Compound tag as supplied by TileEntity.writeToNBT() */ public void onWriteToNbt(NBTTagCompound tag) { NBTTagCompound data = new NBTTagCompound(); data.setDouble("energy", energyStored); tag.setTag("IC2BasicSource", data); } // << in-world te forwards // methods for using this adapter >> /** * Determine the energy stored in the source's output buffer. * * @return amount in EU */ public double getEnergyStored() { return energyStored; } /** * Set the stored energy to the specified amount. * * This is intended for server -> client synchronization, e.g. to display the stored energy in * a GUI through getEnergyStored(). * * @param amount */ public void setEnergyStored(double amount) { energyStored = amount; } /** * Determine the free capacity in the source's output buffer. * * @return amount in EU */ public double getFreeCapacity() { return capacity - energyStored; } /** * Add some energy to the output buffer. * * @param amount maximum amount of energy to add * @return amount added/used, NOT remaining */ public double addEnergy(double amount) { if (FMLCommonHandler.instance().getEffectiveSide().isClient()) return 0; if (amount > capacity - energyStored) amount = capacity - energyStored; energyStored += amount; return amount; } /** * Charge the supplied ItemStack from this source's energy buffer. * * @param stack ItemStack to charge (null is ignored) * @return true if energy was transferred */ public boolean charge(ItemStack stack) { if (stack == null) return false; int amount = ElectricItem.manager.charge(stack, (int) energyStored, tier, false, false); energyStored -= amount; return amount > 0; } // << methods for using this adapter // ****************************** // *** Methods for use by ic2 *** // ****************************** // energy net interface >> @Override public boolean emitsEnergyTo(TileEntity receiver, ForgeDirection direction) { return true; } @Override public double getOfferedEnergy() { int power = EnergyNet.instance.getPowerFromTier(tier); if (energyStored >= power) { return power; } else { return 0; } } @Override public void drawEnergy(double amount) { energyStored -= amount; } // << energy net interface public final TileEntity parent; public final int capacity; public final int tier; protected double energyStored; protected boolean addedToEnet; }