99 lines
4.5 KiB
Java
99 lines
4.5 KiB
Java
package ic2.api.reactor;
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import net.minecraft.item.ItemStack;
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/**
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* Design custom Reactor components by implementing this Interface
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* Items implementing the interface will not be ejected from Reactors in their clean-up
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* and can/will be interacted with by other elements, f.e. Uranium Cells.
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*
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* All IC2 ReactorComponents implement and use this Interface
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*
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*/
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public interface IReactorComponent
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{
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/**
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* Called by reactor upon iterating through it's inventory (every cycle).
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* Perform all necessary calculation/interaction here
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*
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @param x X-coordinate of the stack in the grid
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* @param y Y-coordinate of the stack in the grid
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* @param heatrun every Stack will cycle 2 time (true,false) first run for heat, sec for Eu calculation
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*/
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public void processChamber(IReactor reactor, ItemStack yourStack, int x, int y,boolean heatrun);
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/**
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* Can be called by Uranium-Components who attempt to generate energy by pulsing to other components.
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* Uranium-Uranium interaction (f.e.) uses this method.
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of called ItemStack
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* @param pulsingStack Reference to the specific instance of pulsing ItemStack
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* @param youX X-coordinate of your stack in the grid
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* @param youY Y-coordinate of your stack in the grid
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* @param pulseX X-coordinate of pulsing stack in the grid
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* @param pulseY Y-coordinate of pulsing stack in the grid
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* @param heatrun true for only create heat not EU, false for only EU not heat
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* @return true if this component reacts to the pulse (and pulse is therefore meant to produce heat)
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*/
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public boolean acceptUraniumPulse(IReactor reactor, ItemStack yourStack, ItemStack pulsingStack, int youX, int youY, int pulseX, int pulseY,boolean heatrun);
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/**
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* Called by components to determine whether your component can be heated.
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @param x X-coordinate of the stack in the grid
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* @param y Y-coordinate of the stack in the grid
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* @return true if your component can take heat
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*/
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public boolean canStoreHeat(IReactor reactor, ItemStack yourStack, int x, int y);
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/**
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* Called by heat-switches to determine how much heat to distribute into which direction.
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* Please return the maximum capacity of your heat-containing component here.
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @param x X-coordinate of the stack in the grid
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* @param y Y-coordinate of the stack in the grid
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* @return Maximum heat
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*/
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public int getMaxHeat(IReactor reactor, ItemStack yourStack, int x, int y);
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/**
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* Called by heat-switches to determine how much heat to distribute into which direction.
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* Please return the current amount of heat stored in this component
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @param x X-coordinate of the stack in the grid
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* @param y Y-coordinate of the stack in the grid
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* @return Current Heat
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*/
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public int getCurrentHeat(IReactor reactor, ItemStack yourStack, int x, int y);
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/**
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* Called by components to distribute heat to your component.
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* Perform heating-calculations and increase your heat (dmg) level accordingly.
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* This method will as well be called to REDUCE heat, by providing a negative amount.
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*
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @param x X-coordinate of the stack in the grid
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* @param y Y-coordinate of the stack in the grid
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* @param heat Amount of heat to be added (may be negative to subtract heat)
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* @return 0 if the 'order' was accepted, return >0 to indicate the 'remaining' heat which couldn't be absorbed (and vice versa for <0)
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*/
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public int alterHeat(IReactor reactor, ItemStack yourStack, int x, int y, int heat);
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/**
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* Called upon reactor explosion
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* Alter the explosion size.
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* Returning a float 0 < f < 1 will be counted as multiplier.
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* Anything else will be counted as a flat addition (in case of <0 = reduction).
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*
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* @param reactor Reference to the Reactor
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* @param yourStack Reference to the specific instance of iterated ItemStack
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* @return your explosion modifier
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*/
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public float influenceExplosion(IReactor reactor, ItemStack yourStack);
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}
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