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authorDraknyte1 <Draknyte1@hotmail.com>2016-11-06 19:32:27 +1000
committerDraknyte1 <Draknyte1@hotmail.com>2016-11-06 19:32:27 +1000
commitcbe0e497be8e466c380a5b4fa781b314ede9ada3 (patch)
treeb85848b432adf458e3abda466ee46d9dfc3e454b /src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java
parentc40416b036c0e89451e1558253ccf07bbee028d0 (diff)
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Revert "$ Cleaned up the entire project."
This reverts commit 0669f5eb9d5029a8b94ec552171b0837605f7747. # Conflicts: # src/Java/gtPlusPlus/xmod/gregtech/common/tileentities/machines/multi/GregtechMTE_NuclearReactor.java # src/Java/gtPlusPlus/xmod/gregtech/common/tileentities/machines/multi/GregtechMetaTileEntity_MassFabricator.java Revert "% Cleaned up Imports." This reverts commit 3654052fb63a571c5eaca7f20714b87c17f7e966.
Diffstat (limited to 'src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java')
-rw-r--r--src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java142
1 files changed, 55 insertions, 87 deletions
diff --git a/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java b/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java
index 9ffc803494..311947e5e6 100644
--- a/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java
+++ b/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java
@@ -4,124 +4,92 @@ import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
/**
- * This interface specifies a manager to handle the various tasks for electric
- * items.
+ * This interface specifies a manager to handle the various tasks for electric items.
*
- * The default implementation does the following: - store and retrieve the
- * charge - handle charging, taking amount, tier, transfer limit,
- * canProvideEnergy and simulate into account - replace item IDs if appropriate
- * (getChargedItemId() and getEmptyItemId()) - update and manage the damage
- * value for the visual charge indicator
- *
- * @note If you're implementing your own variant (ISpecialElectricItem), you can
- * delegate to the default implementations through
- * ElectricItem.rawManager. The default implementation is designed to
- * minimize its dependency on its own constraints/structure and delegates
- * most work back to the more atomic features in the gateway manager.
+ * The default implementation does the following:
+ * - store and retrieve the charge
+ * - handle charging, taking amount, tier, transfer limit, canProvideEnergy and simulate into account
+ * - replace item IDs if appropriate (getChargedItemId() and getEmptyItemId())
+ * - update and manage the damage value for the visual charge indicator
+ *
+ * @note If you're implementing your own variant (ISpecialElectricItem), you can delegate to the
+ * default implementations through ElectricItem.rawManager. The default implementation is designed
+ * to minimize its dependency on its own constraints/structure and delegates most work back to the
+ * more atomic features in the gateway manager.
*/
public interface IC2ElectricItemManager {
/**
- * Determine if the specified electric item has at least a specific amount
- * of EU. This is supposed to be used in the item code during operation, for
- * example if you want to implement your own electric item. BatPacks are not
- * taken into account.
- *
- * @param itemStack
- * electric item's stack
- * @param amount
- * minimum amount of energy required
- * @return true if there's enough energy
- */
- boolean canUse(ItemStack stack, double amount);
-
- /**
* Charge an item with a specified amount of energy.
*
- * @param itemStack
- * electric item's stack
- * @param amount
- * amount of energy to charge in EU
- * @param tier
- * tier of the charging device, has to be at least as high as the
- * item to charge
- * @param ignoreTransferLimit
- * ignore the transfer limit specified by getTransferLimit()
- * @param simulate
- * don't actually change the item, just determine the return
- * value
+ * @param itemStack electric item's stack
+ * @param amount amount of energy to charge in EU
+ * @param tier tier of the charging device, has to be at least as high as the item to charge
+ * @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit()
+ * @param simulate don't actually change the item, just determine the return value
* @return Energy transferred into the electric item
*/
double charge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean simulate);
/**
- * Charge an item from the BatPack a player is wearing. This is supposed to
- * be used in the item code during operation, for example if you want to
- * implement your own electric item. use() already contains this
- * functionality.
- *
- * @param itemStack
- * electric item's stack
- * @param entity
- * entity holding the item
- */
- void chargeFromArmor(ItemStack stack, EntityLivingBase entity);
-
- /**
* Discharge an item by a specified amount of energy
*
- * @param itemStack
- * electric item's stack
- * @param amount
- * amount of energy to discharge in EU
- * @param tier
- * tier of the discharging device, has to be at least as high as
- * the item to discharge
- * @param ignoreTransferLimit
- * ignore the transfer limit specified by getTransferLimit()
- * @param externally
- * use the supplied item externally, i.e. to power something else
- * as if it was a battery
- * @param simulate
- * don't actually discharge the item, just determine the return
- * value
+ * @param itemStack electric item's stack
+ * @param amount amount of energy to discharge in EU
+ * @param tier tier of the discharging device, has to be at least as high as the item to discharge
+ * @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit()
+ * @param externally use the supplied item externally, i.e. to power something else as if it was a battery
+ * @param simulate don't actually discharge the item, just determine the return value
* @return Energy retrieved from the electric item
*/
- double discharge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean externally,
- boolean simulate);
+ double discharge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean externally, boolean simulate);
/**
* Determine the charge level for the specified item.
- *
- * @param itemStack
- * ItemStack containing the electric item
+ *
+ * @param itemStack ItemStack containing the electric item
* @return charge level in EU
*/
double getCharge(ItemStack stack);
/**
- * Get the tool tip to display for electric items.
+ * Determine if the specified electric item has at least a specific amount of EU.
+ * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
+ * BatPacks are not taken into account.
*
- * @param itemStack
- * ItemStack to determine the tooltip for
- * @return tool tip string or null for none
+ * @param itemStack electric item's stack
+ * @param amount minimum amount of energy required
+ * @return true if there's enough energy
*/
- String getToolTip(ItemStack stack);
+ boolean canUse(ItemStack stack, double amount);
/**
- * Try to retrieve a specific amount of energy from an Item, and if
- * applicable, a BatPack. This is supposed to be used in the item code
- * during operation, for example if you want to implement your own electric
- * item.
+ * Try to retrieve a specific amount of energy from an Item, and if applicable, a BatPack.
+ * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
*
- * @param itemStack
- * electric item's stack
- * @param amount
- * amount of energy to discharge in EU
- * @param entity
- * entity holding the item
+ * @param itemStack electric item's stack
+ * @param amount amount of energy to discharge in EU
+ * @param entity entity holding the item
* @return true if the operation succeeded
*/
boolean use(ItemStack stack, double amount, EntityLivingBase entity);
+ /**
+ * Charge an item from the BatPack a player is wearing.
+ * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item.
+ * use() already contains this functionality.
+ *
+ * @param itemStack electric item's stack
+ * @param entity entity holding the item
+ */
+ void chargeFromArmor(ItemStack stack, EntityLivingBase entity);
+
+ /**
+ * Get the tool tip to display for electric items.
+ *
+ * @param itemStack ItemStack to determine the tooltip for
+ * @return tool tip string or null for none
+ */
+ String getToolTip(ItemStack stack);
+
// TODO: add tier getter
}