Mekanism-tilera-Edition/common/ic2/api/reactor/IReactor.java
2013-12-26 15:00:08 -05:00

138 lines
3.1 KiB
Java

package ic2.api.reactor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ChunkCoordinates;
import net.minecraft.world.World;
/**
* Interface implemented by the tile entity of nuclear reactors.
*/
public interface IReactor {
/**
* Get the reactor's position in the world.
*
* @return Position of the reactor
*/
public ChunkCoordinates getPosition();
/**
* Get the reactor's corresponding world.
*
* @return The reactor's world
*/
public World getWorld();
/**
* Get the reactor's heat.
*
* @return The reactor's heat
*/
public int getHeat();
/**
* Set the reactor's heat.
*
* @param heat reactor heat
*/
public void setHeat(int heat);
/**
* Increase the reactor's heat.
*
* Use negative values to decrease.
*
* @param amount amount of heat to add
* @return The reactor's heat after adding the specified amount
*/
public int addHeat(int amount);
/**
* Get the reactor's maximum heat before exploding.
*
* @return Maximum heat value
*/
public int getMaxHeat();
/**
* Set the reactor's stored maxHeat variable.
* Used by plating to increase the reactors MaxHeat capacity.
* Needs to be called during each cycle process.
*/
public void setMaxHeat(int newMaxHeat);
/**
* add Heat to a EmitHeat Buffer
* for use in Reactor operation.. need to be use
* for all Componetents with self-cooling
* no more magic heat disappear
*/
public void addEmitHeat(int heat);
/**
* Get's the reactor's HEM (Heat Effect Modifier)
* Basic value is 1.0F.
* Reducing the value causes a weakening/reduction of the heat-based sideeffects of reactors
* (F.e. water evaporation, melting, damaging entitys, etc)
*
* @return HEM
*/
public float getHeatEffectModifier();
/**
* Set's the reactor's HEM
* Needs to be called during each cycle process.
*/
public void setHeatEffectModifier(float newHEM);
/**
* Get the reactor's energy output.
*
* @return Energy output, not multiplied by the base EU/t value
*/
public float getReactorEnergyOutput();
/**
* Add's the given amount of energy to the Reactor's output.
*
* @return Energy output after adding the value, not multiplied by the base EU/t value
*/
public float addOutput(float energy);
/**
* Get the item at the specified grid coordinates.
*
* @param x X position of the item, out of bounds returns null
* @param y Y position of the item, out of bounds returns null
* @return The item or null if there is no item
*/
public ItemStack getItemAt(int x, int y);
/**
* Set the item at the specified grid coordinates.
*
* @param x X position of the item, out of bounds is a no-op
* @param y Y position of the item, out of bounds is a no-op
* @param item The item to set.
*/
public void setItemAt(int x, int y, ItemStack item);
/**
* Explode the reactor.
*/
public void explode();
/**
* Get the reactor's tick rate (game ticks per reactor tick).
*
* @return Tick rate
*/
public int getTickRate();
/**
* Get whether the reactor is active and supposed to produce energy
* @return Whether the reactor is active
*/
public boolean produceEnergy();
}