Mekanism-tilera-Edition/common/ic2/api/energy/prefab/BasicSink.java
2013-10-08 18:06:25 -04:00

312 lines
8 KiB
Java

package ic2.api.energy.prefab;
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.IEnergySink;
/**
* BasicSink is a simple adapter to provide an ic2 energy sink.
*
* It's designed to be attached to a tile entity as a delegate. Functionally BasicSink acts as a
* one-time configurable input energy buffer, thus providing a common use case for machines.
*
* Sub-classing BasicSink instead of using it as a delegate works as well, but isn't recommended.
* The delegate can be extended with additional functionality through a sub class though.
*
* The constraints set by BasicSink like the strict tank-like energy buffering should provide a
* more easy to use and stable interface than using IEnergySink directly while aiming for
* optimal performance.
*
* Using BasicSink involves the following steps:
* - create a BasicSink instance in your TileEntity, typically in a field
* - forward invalidate, onChunkUnload, readFromNBT, writeToNBT and updateEntity to the BasicSink
* instance.
* If you have other means of determining when the tile entity is fully loaded, notify onLoaded
* that way instead of forwarding updateEntity.
* - call useEnergy whenever appropriate. canUseEnergy determines if enough energy is available
* without consuming the energy.
* - 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 sink, 1000 EU buffer, tier 1 (32 EU/t, LV)
* private BasicSink ic2EnergySink = new BasicSink(this, 1000, 1);
*
* @Override
* public void invalidate() {
* ic2EnergySink.invalidate(); // notify the energy sink
* ...
* super.invalidate(); // this is important for mc!
* }
*
* @Override
* public void onChunkUnload() {
* ic2EnergySink.onChunkUnload(); // notify the energy sink
* ...
* }
*
* @Override
* public void readFromNBT(NBTTagCompound tag) {
* super.readFromNBT(tag);
*
* ic2EnergySink.readFromNBT(tag);
* ...
* }
*
* @Override
* public void writeToNBT(NBTTagCompound tag) {
* super.writeToNBT(tag);
*
* ic2EnergySink.writeToNBT(tag);
* ...
* }
*
* @Override
* public void updateEntity() {
* ic2EnergySink.updateEntity(); // notify the energy sink
* ...
* if (ic2EnergySink.useEnergy(5)) { // use 5 eu from the sink's buffer this tick
* ... // do something with the energy
* }
* ...
* }
*
* ...
* }
* @endcode
*/
public class BasicSink extends TileEntity implements IEnergySink {
// **********************************
// *** Methods for use by the mod ***
// **********************************
/**
* Constructor for a new BasicSink delegate.
*
* @param parent TileEntity represented by this energy sink.
* @param capacity Maximum amount of eu to store.
* @param tier IC2 tier, 1=LV, 2=MV, ...
*/
public BasicSink(TileEntity parent, int capacity, int tier) {
this.parent = parent;
this.capacity = capacity;
this.tier = tier;
}
// in-world te forwards >>
/**
* Forward for the base TileEntity's updateEntity(), used for creating the energy net link.
* Either updateEntity or onLoaded have to be used.
*/
@Override
public void updateEntity() {
if (!addedToEnet) onLoaded();
}
/**
* Notification that the base TileEntity finished loaded, for advanced uses.
* Either updateEntity 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 base TileEntity's invalidate(), used for destroying the energy net link.
* Both invalidate and onChunkUnload have to be used.
*/
@Override
public void invalidate() {
super.invalidate();
onChunkUnload();
}
/**
* Forward for the base TileEntity's onChunkUnload(), used for destroying the energy net link.
* Both invalidate and onChunkUnload have to be used.
*/
@Override
public void onChunkUnload() {
if (addedToEnet) {
MinecraftForge.EVENT_BUS.post(new EnergyTileUnloadEvent(this));
addedToEnet = false;
}
}
/**
* Forward for the base TileEntity's readFromNBT(), used for loading the state.
*
* @param tag Compound tag as supplied by TileEntity.readFromNBT()
*/
@Override
public void readFromNBT(NBTTagCompound tag) {
super.readFromNBT(tag);
NBTTagCompound data = tag.getCompoundTag("IC2BasicSink");
energyStored = data.getDouble("energy");
}
/**
* Forward for the base TileEntity's writeToNBT(), used for saving the state.
*
* @param tag Compound tag as supplied by TileEntity.writeToNBT()
*/
@Override
public void writeToNBT(NBTTagCompound tag) {
try {
super.writeToNBT(tag);
} catch (RuntimeException e) {
// happens if this is a delegate, ignore
}
NBTTagCompound data = new NBTTagCompound();
data.setDouble("energy", energyStored);
tag.setTag("IC2BasicSink", data);
}
// << in-world te forwards
// methods for using this adapter >>
/**
* Determine the energy stored in the sink's input buffer.
*
* @return amount in EU, may be above capacity
*/
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 if the specified amount of energy is available.
*
* @param amount in EU
* @return true if the amount is available
*/
public boolean canUseEnergy(double amount) {
return energyStored >= amount;
}
/**
* Use the specified amount of energy, if available.
*
* @param amount amount to use
* @return true if the amount was available
*/
public boolean useEnergy(double amount) {
if (canUseEnergy(amount) && !FMLCommonHandler.instance().getEffectiveSide().isClient()) {
energyStored -= amount;
return true;
} else {
return false;
}
}
// << methods for using this adapter
// backwards compatibility (ignore these) >>
@Deprecated
public void onUpdateEntity() {
updateEntity();
}
@Deprecated
public void onInvalidate() {
invalidate();
}
@Deprecated
public void onOnChunkUnload() {
onChunkUnload();
}
@Deprecated
public void onReadFromNbt(NBTTagCompound tag) {
readFromNBT(tag);
}
@Deprecated
public void onWriteToNbt(NBTTagCompound tag) {
writeToNBT(tag);
}
// << backwards compatibility
// ******************************
// *** Methods for use by ic2 ***
// ******************************
// energy net interface >>
@Override
public boolean acceptsEnergyFrom(TileEntity emitter, ForgeDirection direction) {
return true;
}
@Override
public double demandedEnergyUnits() {
return Math.max(0, capacity - energyStored);
}
@Override
public double injectEnergyUnits(ForgeDirection directionFrom, double amount) {
energyStored += amount;
return 0;
}
@Override
public int getMaxSafeInput() {
return EnergyNet.instance.getPowerFromTier(tier);
}
// << energy net interface
public final TileEntity parent;
public final int capacity;
public final int tier;
protected double energyStored;
protected boolean addedToEnet;
}