CleanupFormatting
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6 changed files with 8 additions and 45 deletions
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@ -1,35 +0,0 @@
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package dark.api.mech;
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import net.minecraftforge.common.ForgeDirection;
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import dark.api.parts.ITileConnector;
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/** Think of this in the same way as an electrical device from UE. getforce methods are designed to
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* get the idea amount of force that a side should be outputting at the time. Apply force is the
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* input for force for the tile, and should return the actually force the machine is using. Supply
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* is when the code asks for your tile to output force on the side, just return the force value
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* don't try to apply the force to other machines.
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*
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* Tip Supply should never equal load as everything will stop moving since your need more force to
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* move an object than it creates as a load, 100Power - 100Load = 0Force/0Movement. The supply of
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* force should be greater than the load required to do the work
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*
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* @author DarkGuardsman */
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public interface IForceDevice extends ITileConnector
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{
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/** Applies force to this tile
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*
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* @param side - side its coming from
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* @param force - amount of force
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* @return amount of force actually loaded down */
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public float applyForce(ForgeDirection side, float force);
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/** @param side - side that force should be supplied in
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* @return force to apply in direction */
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public float supplyForce(ForgeDirection side);
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/** Idea force to output on the given side. */
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public float getForceOut(ForgeDirection side);
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/** Idea force to load down on the given side */
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public float getForceLoad(ForgeDirection side);
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}
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@ -10,12 +10,11 @@ import dark.api.fluid.INetworkFluidPart;
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import dark.api.parts.INetworkPart;
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import dark.core.prefab.helpers.FluidHelper;
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import dark.core.prefab.tilenetwork.NetworkHandler;
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import dark.core.prefab.tilenetwork.NetworkTileEntities;
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/** Basically the same as network Fluid tiles class with the only difference being in how it stores
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* the fluid. When it goes to sort the fluid it will use the fluid properties to adjust its position
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* in the over all tank. Eg water goes down air goes up.
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*
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*
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* @author DarkGuardsman */
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public class NetworkFluidContainers extends NetworkFluidTiles
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{
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@ -10,12 +10,11 @@ import dark.api.parts.INetworkPart;
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import dark.core.prefab.helpers.ConnectionHelper;
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import dark.core.prefab.helpers.FluidHelper;
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import dark.core.prefab.tilenetwork.NetworkHandler;
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import dark.core.prefab.tilenetwork.NetworkTileEntities;
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/** Extension on the fluid container network to provide a more advanced reaction to fluid passing
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* threw each pipe. As well this doubled as a pressure network for those machines that support the
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* use of pressure.
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*
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*
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* @author Rseifert */
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public class NetworkPipes extends NetworkFluidTiles
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{
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@ -33,7 +32,7 @@ public class NetworkPipes extends NetworkFluidTiles
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}
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/** Adds FLuid to this network from one of the connected Pipes
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*
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*
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* @param source - Were this liquid came from
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* @param stack - LiquidStack to be sent
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* @param doFill - actually fill the tank or just check numbers
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@ -44,7 +43,7 @@ public class NetworkPipes extends NetworkFluidTiles
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}
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/** Adds FLuid to this network from one of the connected Pipes
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*
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*
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* @param source - Were this liquid came from
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* @param stack - LiquidStack to be sent
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* @param doFill - actually fill the tank or just check numbers
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@ -126,7 +126,7 @@ public class TileEntityPipe extends TileEntityFluidNetworkTile implements IColor
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}
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/** Calculates flow rate based on viscosity & temp of the fluid as all other factors are know
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*
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*
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* @param fluid - fluidStack
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* @param temp = tempature of the fluid
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* @param pressure - pressure difference of were the fluid is flowing too.
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@ -194,7 +194,7 @@ public abstract class TileEntityFluidNetworkTile extends TileEntityFluidDevice i
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}
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/** Checks to make sure the connection is valid to the tileEntity
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*
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*
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* @param tileEntity - the tileEntity being checked
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* @param side - side the connection is too */
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public void validateConnectionSide(TileEntity tileEntity, ForgeDirection side)
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@ -37,7 +37,7 @@ public class TileEntityConstructionPump extends TileEntityStarterPump implements
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}
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/** Gets the facing direction
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*
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*
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* @param input true for input side, false for output side
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* @return */
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public ForgeDirection getFacing(boolean input)
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@ -67,7 +67,7 @@ public class TileEntityConstructionPump extends TileEntityStarterPump implements
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}
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/** Gets the nextDrain in the list
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*
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*
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* @param inputTile - input tile must be an instance of INetworkPipe
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* @param outputTile - output tile must be an instance of IFluidHandler
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* @param ignoreList - list of drains to ignore so that the next one is selected
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