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Diffstat (limited to 'src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java')
-rw-r--r-- | src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java b/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java new file mode 100644 index 0000000000..311947e5e6 --- /dev/null +++ b/src/Java/gtPlusPlus/xmod/gregtech/api/energy/IC2ElectricItemManager.java @@ -0,0 +1,95 @@ +package gtPlusPlus.xmod.gregtech.api.energy; + +import net.minecraft.entity.EntityLivingBase; +import net.minecraft.item.ItemStack; + +/** + * 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. + */ +public interface IC2ElectricItemManager { + /** + * 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 + * @return Energy transferred into the electric item + */ + double charge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean simulate); + + /** + * 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 + * @return Energy retrieved from the electric item + */ + 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 + * @return charge level in EU + */ + double getCharge(ItemStack stack); + + /** + * 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); + + /** + * 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 + * @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 +} |