package gregtech.api.interfaces.metatileentity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import gregtech.api.interfaces.ITexture; import gregtech.api.interfaces.tileentity.IGearEnergyTileEntity; import gregtech.api.interfaces.tileentity.IGregTechTileEntity; import gregtech.api.interfaces.tileentity.IMachineBlockUpdateable; import gregtech.api.objects.GT_ItemStack; import gregtech.api.util.GT_Config; import net.minecraft.block.Block; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.inventory.ISidedInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fluids.IFluidHandler; import net.minecraftforge.fluids.IFluidTank; import java.io.File; import java.util.ArrayList; import java.util.List; /** * Warning, this Interface has just been made to be able to add multiple kinds of MetaTileEntities (Cables, Pipes, Transformers, but not the regular Blocks) *
* Don't implement this yourself and expect it to work. Extend @MetaTileEntity itself. */ public interface IMetaTileEntity extends ISidedInventory, IFluidTank, IFluidHandler, IGearEnergyTileEntity, IMachineBlockUpdateable { /** * This determines the BaseMetaTileEntity belonging to this MetaTileEntity by using the Meta ID of the Block itself. * * 0 = BaseMetaTileEntity, Wrench lvl 0 to dismantle * 1 = BaseMetaTileEntity, Wrench lvl 1 to dismantle * 2 = BaseMetaTileEntity, Wrench lvl 2 to dismantle * 3 = BaseMetaTileEntity, Wrench lvl 3 to dismantle * 4 = BaseMetaPipeEntity, Wrench lvl 0 to dismantle * 5 = BaseMetaPipeEntity, Wrench lvl 1 to dismantle * 6 = BaseMetaPipeEntity, Wrench lvl 2 to dismantle * 7 = BaseMetaPipeEntity, Wrench lvl 3 to dismantle * 8 = BaseMetaPipeEntity, Cutter lvl 0 to dismantle * 9 = BaseMetaPipeEntity, Cutter lvl 1 to dismantle * 10 = BaseMetaPipeEntity, Cutter lvl 2 to dismantle * 11 = BaseMetaPipeEntity, Cutter lvl 3 to dismantle * 12 = GT++ * 13 = GT++ * 14 = GT++ * 15 = GT++ */ byte getTileEntityBaseType(); /** * @param aTileEntity is just because the internal Variable "mBaseMetaTileEntity" is set after this Call. * @return a newly created and ready MetaTileEntity */ IMetaTileEntity newMetaEntity(IGregTechTileEntity aTileEntity); /** * @return an ItemStack representing this MetaTileEntity. */ ItemStack getStackForm(long aAmount); /** * new getter for the BaseMetaTileEntity, which restricts usage to certain Functions. */ IGregTechTileEntity getBaseMetaTileEntity(); /** * Sets the BaseMetaTileEntity of this */ void setBaseMetaTileEntity(IGregTechTileEntity aBaseMetaTileEntity); /** * when placing a Machine in World, to initialize default Modes. aNBT can be null! */ void initDefaultModes(NBTTagCompound aNBT); /** * ^= writeToNBT */ void saveNBTData(NBTTagCompound aNBT); /** * ^= readFromNBT */ void loadNBTData(NBTTagCompound aNBT); /** * Adds the NBT-Information to the ItemStack, when being dismanteled properly * Used to store Machine specific Upgrade Data. */ void setItemNBT(NBTTagCompound aNBT); /** * Called in the registered MetaTileEntity when the Server starts, to reset static variables */ void onServerStart(); /** * Called in the registered MetaTileEntity when the Server ticks a World the first time, to load things from the World Save */ void onWorldLoad(File aSaveDirectory); /** * Called in the registered MetaTileEntity when the Server stops, to save the Game. */ void onWorldSave(File aSaveDirectory); /** * Called to set Configuration values for this MetaTileEntity. * Use aConfig.get(ConfigCategories.machineconfig, "MetaTileEntityName.Ability", DEFAULT_VALUE); to set the Values. */ void onConfigLoad(GT_Config aConfig); /** * If a Cover of that Type can be placed on this Side. * Also Called when the Facing of the Block Changes and a Cover is on said Side. */ boolean allowCoverOnSide(byte aSide, GT_ItemStack aStack); /** * When a Player rightclicks the Facing with a Screwdriver. */ void onScrewdriverRightClick(byte aSide, EntityPlayer aPlayer, float aX, float aY, float aZ); /** * When a Player rightclicks the Facing with a Wrench. */ boolean onWrenchRightClick(byte aSide, byte aWrenchingSide, EntityPlayer aPlayer, float aX, float aY, float aZ); /** * When a Player rightclicks the Facing with a wire cutter. */ boolean onWireCutterRightClick(byte aSide, byte aWrenchingSide, EntityPlayer aPlayer, float aX, float aY, float aZ); /** * When a Player rightclicks the Facing with a soldering iron. */ boolean onSolderingToolRightClick(byte aSide, byte aWrenchingSide, EntityPlayer aPlayer, float aX, float aY, float aZ); /** * Called right before this Machine explodes */ void onExplosion(); /** * The First processed Tick which was passed to this MetaTileEntity */ void onFirstTick(IGregTechTileEntity aBaseMetaTileEntity); /** * The Tick before all the generic handling happens, what gives a slightly faster reaction speed. * Don't use this if you really don't need to. @onPostTick is better suited for ticks. * This happens still after the Cover handling. */ void onPreTick(IGregTechTileEntity aBaseMetaTileEntity, long aTick); /** * The Tick after all the generic handling happened. * Recommended to use this like updateEntity. */ void onPostTick(IGregTechTileEntity aBaseMetaTileEntity, long aTick); /** * Called when this MetaTileEntity gets (intentionally) disconnected from the BaseMetaTileEntity. * Doesn't get called when this thing is moved by Frames or similar hacks. */ void inValidate(); /** * Called when the BaseMetaTileEntity gets invalidated, what happens right before the @inValidate above gets called */ void onRemoval(); /** * @param aFacing * @return if aFacing would be a valid Facing for this Device. Used for wrenching. */ boolean isFacingValid(byte aFacing); /** * @return the Server Side Container */ Object getServerGUI(int aID, InventoryPlayer aPlayerInventory, IGregTechTileEntity aBaseMetaTileEntity); /** * @return the Client Side GUI Container */ Object getClientGUI(int aID, InventoryPlayer aPlayerInventory, IGregTechTileEntity aBaseMetaTileEntity); /** * From new ISidedInventory */ boolean allowPullStack(IGregTechTileEntity aBaseMetaTileEntity, int aIndex, byte aSide, ItemStack aStack); /** * From new ISidedInventory */ boolean allowPutStack(IGregTechTileEntity aBaseMetaTileEntity, int aIndex, byte aSide, ItemStack aStack); /** * @return if aIndex is a valid Slot. false for things like HoloSlots. Is used for determining if an Item is dropped upon Block destruction and for Inventory Access Management */ boolean isValidSlot(int aIndex); /** * @return if aIndex can be set to Zero stackSize, when being removed. */ boolean setStackToZeroInsteadOfNull(int aIndex); /** * If this Side can connect to inputting pipes */ boolean isLiquidInput(byte aSide); /** * If this Side can connect to outputting pipes */ boolean isLiquidOutput(byte aSide); /** * Just an Accessor for the Name variable. */ String getMetaName(); /** * @return true if the Machine can be accessed */ boolean isAccessAllowed(EntityPlayer aPlayer); /** * a Player rightclicks the Machine * Sneaky rightclicks are not getting passed to this! * * @return */ boolean onRightclick(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer, byte aSide, float aX, float aY, float aZ); /** * a Player leftclicks the Machine * Sneaky leftclicks are getting passed to this unlike with the rightclicks. */ void onLeftclick(IGregTechTileEntity aBaseMetaTileEntity, EntityPlayer aPlayer); /** * Called Clientside with the Data got from @getUpdateData */ void onValueUpdate(byte aValue); /** * return a small bit of Data, like a secondary Facing for example with this Function, for the Client. * The BaseMetaTileEntity detects changes to this Value and will then send an Update. * This is only for Information, which is visible as Texture to the outside. * * If you just want to have an Active/Redstone State then set the Active State inside the BaseMetaTileEntity instead. */ byte getUpdateData(); /** * For the rare case you need this Function */ void receiveClientEvent(byte aEventID, byte aValue); /** * Called to actually play the Sound. * Do not insert Client/Server checks. That is already done for you. * Do not use @playSoundEffect, Minecraft doesn't like that at all. Use @playSound instead. */ void doSound(byte aIndex, double aX, double aY, double aZ); void startSoundLoop(byte aIndex, double aX, double aY, double aZ); void stopSoundLoop(byte aValue, double aX, double aY, double aZ); /** * Sends the Event for the Sound Triggers, only usable Server Side! */ void sendSound(byte aIndex); /** * Sends the Event for the Sound Triggers, only usable Server Side! */ void sendLoopStart(byte aIndex); /** * Sends the Event for the Sound Triggers, only usable Server Side! */ void sendLoopEnd(byte aIndex); /** * Called when the Machine explodes, override Explosion Code here. * * @param aExplosionPower */ void doExplosion(long aExplosionPower); /** * If this is just a simple Machine, which can be wrenched at 100% */ boolean isSimpleMachine(); /** * If there should be a Lag Warning if something laggy happens during this Tick. * * The Advanced Pump uses this to not cause the Lag Message, while it scans for all close Fluids. * The Item Pipes and Retrievers neither send this Message, when scanning for Pipes. */ boolean doTickProfilingMessageDuringThisTick(); /** * returns the DebugLog */ ArrayList