Mekanism-tilera-Edition/common/ic2/api/energy/usage.txt
2013-06-28 18:01:00 -04:00

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-- How to implement your own energy network blocks --
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There are currently three different types of energy network blocks:
- energy sources, e.g. generators or the output side of a storage block/transformer
- energy sinks, e.g. machines or the input side of a storage block/transformer
- conductors, e.g. cables
Note that storage blocks or transformers are both sources and sinks.
All those blocks have to have a tile entity which has to implement the interface corresponding to
its function and also post events to the Forge event bus.
The energy generation, distribution and consumption is strictly limited to the simulating (server)
side, use the proper side checks before posting the related events. One possibility is to check for
FMLCommonHandler.instance().getEffectiveSide().isClient() being false.
The energy network works by sources pushing energy into the grid through EnergyTileSourceEvent,
conductors will carry the energy to sinks which will then receive it through injectEnergy().
-- EnergyTileLoadEvent --
For all energy network tiles (sources, sinks, conductors) you have to post an EnergyTileLoadEvent.
The event has to be posted as soon as the implementing tile entity is fully loaded, usually after
loading the chunk which contains it or after the user placing the block.
The energy net implementation will use the event to add it to its energy grid map, taking it into
account for further energy transfers.
You can detect the loading by either using the 1st iteration of updateEntity() or by waiting for
the next world tick after TileEntity.validate(). The 2nd approach is obviously more sophisticated
and requires to use some tick queuing mechanism.
The event can by posted as following:
MinecraftForge.EVENT_BUS.post(new EnergyTileLoadEvent(this));
-- EnergyTileUnloadEvent --
Another event every energy tile has to post is the EnergyTileUnloadEvent.
The event has to be posted as soon as the implementing tile entity is being unloaded, either by
unloading the containing chunk or by destroying the block containing it.
It's possible to detect the unloading by triggering on both the beginning of
TileEntity.invalidate() and the beginning of TileEntity.onChunkUnload().
It is important that the tile entity is still properly linked to the world while posting the unload
event, otherwise the energy net can't find all affected connections.
-- energy source --
An energy source has to post the following events:
- EnergyTileLoadEvent on load
- EnergyTileUnloadEvent on unload
- EnergyTileSourceEvent whenever it wants to send energy
Additionally the interface IEnergySource has to be implemented.
The EnergyTileSourceEvent contains a field amount, which should be evaluated after having posted
the event. The value determines how much energy couldn't be delivered somewhere.
-- energy sink --
An energy sink has to post the following events:
- EnergyTileLoadEvent on load
- EnergyTileUnloadEvent on unload
Additionally the interface IEnergySink has to be implemented.
The method demandsEnergy() will be called fairly often and should be implemented with performance
in mind. It's usually recommended to always fill some small internal buffer regardless of other
conditions, e.g. even if an enabling redstone signal is off.
-- energy conductor --
An energy conductor has to post the following events:
- EnergyTileLoadEvent on load
- EnergyTileUnloadEvent on unload
Additionally the interface IEnergyConductor has to be implemented.
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-- How to implement/add your own energy network --
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If you want to create an alternative way of distributing energy, e.g. to have different
distribution rules or to use energy networks provided by other mods, you can register to the energy
tile events and use the interfaces to handle the energy distribution yourself. It's no longer
required to use conversion blocks.
IC2's EnergyNet itself is built on top of the api events and interfaces, providing their default
use case.
Note that is you have a pull-type energy network which lets the sinks retrieve energy from the
sources instead of IC2's method of pushing energy from the sources to the sinks, you'll currently
have to monitor the energy sinks regularly for their energy demand and start/stop pulling energy
accordingly. The load and unload events will tell you when to start/stop monitoring demandsEnergy.