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/**
* Copyright (c) SpaceToad, 2011 http://www.mod-buildcraft.com
*
* BuildCraft is distributed under the terms of the Minecraft Mod Public License
* 1.0, or MMPL. Please check the contents of the license located in
* http://www.mod-buildcraft.com/MMPL-1.0.txt
*/
package buildcraft.api.power;
import buildcraft.api.core.SafeTimeTracker;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraftforge.common.ForgeDirection;
/**
* The PowerHandler is similar to FluidTank in that it holds your power and
* allows standardized interaction between machines.
*
* To receive power to your machine you needs create an instance of PowerHandler
* and implement IPowerReceptor on the TileEntity.
*
* If you plan emit power, you need only implement IPowerEmitter. You do not
* need a PowerHandler. Engines have a PowerHandler because they can also
* receive power from other Engines.
*
* See TileRefinery for a simple example of a power using machine.
*
* @see IPowerReceptor
* @see IPowerEmitter
*
* @author CovertJaguar <http://www.railcraft.info/>
*/
public final class PowerHandler {
public static enum Type {
ENGINE, GATE, MACHINE, PIPE, STORAGE;
public boolean canReceiveFromPipes() {
switch (this) {
case MACHINE:
case STORAGE:
return true;
default:
return false;
}
}
public boolean eatsEngineExcess() {
switch (this) {
case MACHINE:
case STORAGE:
return true;
default:
return false;
}
}
}
/**
* Extend this class to create custom Perdition algorithms (its not final).
*
* NOTE: It is not possible to create a Zero perdition algorithm.
*/
public static class PerditionCalculator {
public static final float DEFAULT_POWERLOSS = 1F;
public static final float MIN_POWERLOSS = 0.01F;
private final float powerLoss;
public PerditionCalculator() {
powerLoss = DEFAULT_POWERLOSS;
}
/**
* Simple constructor for simple Perdition per tick.
*
* @param powerLoss power loss per tick
*/
public PerditionCalculator(float powerLoss) {
if (powerLoss < MIN_POWERLOSS) {
powerLoss = MIN_POWERLOSS;
}
this.powerLoss = powerLoss;
}
/**
* Apply the perdition algorithm to the current stored energy. This
* function can only be called once per tick, but it might not be called
* every tick. It is triggered by any manipulation of the stored energy.
*
* @param powerHandler the PowerHandler requesting the perdition update
* @param current the current stored energy
* @param ticksPassed ticks since the last time this function was called
* @return
*/
public float applyPerdition(PowerHandler powerHandler, float current, long ticksPassed) {
// float prev = current;
current -= powerLoss * ticksPassed;
if (current < 0) {
current = 0;
}
// powerHandler.totalLostPower += prev - current;
return current;
}
/**
* Taxes a flat rate on all incoming power.
*
* Defaults to 0% tax rate.
*
* @return percent of input to tax
*/
public float getTaxPercent() {
return 0;
}
}
public static final PerditionCalculator DEFAULT_PERDITION = new PerditionCalculator();
private float minEnergyReceived;
private float maxEnergyReceived;
private float maxEnergyStored;
private float activationEnergy;
private float energyStored = 0;
private final SafeTimeTracker doWorkTracker = new SafeTimeTracker();
private final SafeTimeTracker sourcesTracker = new SafeTimeTracker();
private final SafeTimeTracker perditionTracker = new SafeTimeTracker();
public final int[] powerSources = new int[6];
public final IPowerReceptor receptor;
private PerditionCalculator perdition;
private final PowerReceiver receiver;
private final Type type;
// Debug
// private double totalLostPower = 0;
// private double totalReceivedPower = 0;
// private double totalUsedPower = 0;
// private long startTime = -1;
public PowerHandler(IPowerReceptor receptor, Type type) {
this.receptor = receptor;
this.type = type;
this.receiver = new PowerReceiver();
this.perdition = DEFAULT_PERDITION;
}
public PowerReceiver getPowerReceiver() {
return receiver;
}
public float getMinEnergyReceived() {
return minEnergyReceived;
}
public float getMaxEnergyReceived() {
return maxEnergyReceived;
}
public float getMaxEnergyStored() {
return maxEnergyStored;
}
public float getActivationEnergy() {
return activationEnergy;
}
public float getEnergyStored() {
return energyStored;
}
/**
* Setup your PowerHandler's settings.
*
* @param minEnergyReceived This is the minimum about of power that will be
* accepted by the PowerHandler. This should generally be greater than the
* activationEnergy if you plan to use the doWork() callback. Anything
* greater than 1 will prevent Redstone Engines from powering this Provider.
* @param maxEnergyReceived The maximum amount of power accepted by the
* PowerHandler. This should generally be less than 500. Too low and larger
* engines will overheat while trying to power the machine. Too high, and
* the engines will never warm up. Greater values also place greater strain
* on the power net.
* @param activationEnergy If the stored energy is greater than this value,
* the doWork() callback is called (once per tick).
* @param maxStoredEnergy The maximum amount of power this PowerHandler can
* store. Values tend to range between 100 and 5000. With 1000 and 1500
* being common.
*/
public void configure(float minEnergyReceived, float maxEnergyReceived, float activationEnergy, float maxStoredEnergy) {
if (minEnergyReceived > maxEnergyReceived) {
maxEnergyReceived = minEnergyReceived;
}
this.minEnergyReceived = minEnergyReceived;
this.maxEnergyReceived = maxEnergyReceived;
this.maxEnergyStored = maxStoredEnergy;
this.activationEnergy = activationEnergy;
}
/**
* Allows you define perdition in terms of loss/ticks.
*
* This function is mostly for legacy implementations. See
* PerditionCalculator for more complex perdition formulas.
*
* @param powerLoss
* @param powerLossRegularity
* @see PerditionCalculator
*/
public void configurePowerPerdition(int powerLoss, int powerLossRegularity) {
if (powerLoss == 0 || powerLossRegularity == 0) {
perdition = new PerditionCalculator(0);
return;
}
perdition = new PerditionCalculator((float) powerLoss / (float) powerLossRegularity);
}
/**
* Allows you to define a new PerditionCalculator class to handler perdition
* calculations.
*
* For example if you want exponentially increasing loss based on amount
* stored.
*
* @param perdition
*/
public void setPerdition(PerditionCalculator perdition) {
if (perdition == null)
perdition = DEFAULT_PERDITION;
this.perdition = perdition;
}
public PerditionCalculator getPerdition() {
if (perdition == null)
return DEFAULT_PERDITION;
return perdition;
}
/**
* Ticks the power handler. You should call this if you can, but its not
* required.
*
* If you don't call it, the possibility exists for some weirdness with the
* perdition algorithm and work callback as its possible they will not be
* called on every tick they otherwise would be. You should be able to
* design around this though if you are aware of the limitations.
*/
public void update() {
// if (startTime == -1)
// startTime = receptor.getWorld().getTotalWorldTime();
// else {
// long duration = receptor.getWorld().getTotalWorldTime() - startTime;
// System.out.printf("Power Stats: %s - Stored: %.2f Gained: %.2f - %.2f/t Lost: %.2f - %.2f/t Used: %.2f - %.2f/t%n", receptor.getClass().getSimpleName(), energyStored, totalReceivedPower, totalReceivedPower / duration, totalLostPower, totalLostPower / duration, totalUsedPower, totalUsedPower / duration);
// }
applyPerdition();
applyWork();
validateEnergy();
}
private void applyPerdition() {
if (perditionTracker.markTimeIfDelay(receptor.getWorld(), 1) && energyStored > 0) {
float newEnergy = getPerdition().applyPerdition(this, energyStored, perditionTracker.durationOfLastDelay());
if (newEnergy == 0 || newEnergy < energyStored)
energyStored = newEnergy;
else
energyStored = DEFAULT_PERDITION.applyPerdition(this, energyStored, perditionTracker.durationOfLastDelay());
validateEnergy();
}
}
private void applyWork() {
if (energyStored >= activationEnergy) {
if (doWorkTracker.markTimeIfDelay(receptor.getWorld(), 1)) {
receptor.doWork(this);
}
}
}
private void updateSources(ForgeDirection source) {
if (sourcesTracker.markTimeIfDelay(receptor.getWorld(), 1)) {
for (int i = 0; i < 6; ++i) {
powerSources[i] -= sourcesTracker.durationOfLastDelay();
if (powerSources[i] < 0) {
powerSources[i] = 0;
}
}
}
if (source != null)
powerSources[source.ordinal()] = 10;
}
/**
* Extract energy from the PowerHandler. You must call this even if doWork()
* triggers.
*
* @param min
* @param max
* @param doUse
* @return amount used
*/
public float useEnergy(float min, float max, boolean doUse) {
applyPerdition();
float result = 0;
if (energyStored >= min) {
if (energyStored <= max) {
result = energyStored;
if (doUse) {
energyStored = 0;
}
} else {
result = max;
if (doUse) {
energyStored -= max;
}
}
}
validateEnergy();
// if (doUse)
// totalUsedPower += result;
return result;
}
public void readFromNBT(NBTTagCompound data) {
readFromNBT(data, "powerProvider");
}
public void readFromNBT(NBTTagCompound data, String tag) {
NBTTagCompound nbt = data.getCompoundTag(tag);
energyStored = nbt.getFloat("storedEnergy");
}
public void writeToNBT(NBTTagCompound data) {
writeToNBT(data, "powerProvider");
}
public void writeToNBT(NBTTagCompound data, String tag) {
NBTTagCompound nbt = new NBTTagCompound();
nbt.setFloat("storedEnergy", energyStored);
data.setCompoundTag(tag, nbt);
}
public final class PowerReceiver {
private PowerReceiver() {
}
public float getMinEnergyReceived() {
return minEnergyReceived;
}
public float getMaxEnergyReceived() {
return maxEnergyReceived;
}
public float getMaxEnergyStored() {
return maxEnergyStored;
}
public float getActivationEnergy() {
return activationEnergy;
}
public float getEnergyStored() {
return energyStored;
}
public Type getType() {
return type;
}
public void update() {
PowerHandler.this.update();
}
/**
* The amount of power that this PowerHandler currently needs.
*
* @return
*/
public float powerRequest() {
update();
return Math.min(maxEnergyReceived, maxEnergyStored - energyStored);
}
/**
* Add power to the PowerReceiver from an external source.
*
* IPowerEmitters are responsible for calling this themselves.
*
* @param quantity
* @param from
* @return the amount of power used
*/
public float receiveEnergy(Type source, final float quantity, ForgeDirection from) {
float used = quantity;
if (source == Type.ENGINE) {
if (used < minEnergyReceived) {
return 0;
} else if (used > maxEnergyReceived) {
used = maxEnergyReceived;
}
}
updateSources(from);
used -= used * getPerdition().getTaxPercent();
used = addEnergy(used);
applyWork();
if (source == Type.ENGINE && type.eatsEngineExcess()) {
used = Math.min(quantity, maxEnergyReceived);
}
// totalReceivedPower += used;
return used;
}
}
/**
*
* @return the amount the power changed by
*/
public float addEnergy(float quantity) {
energyStored += quantity;
if (energyStored > maxEnergyStored) {
quantity -= energyStored - maxEnergyStored;
energyStored = maxEnergyStored;
} else if (energyStored < 0) {
quantity -= energyStored;
energyStored = 0;
}
applyPerdition();
return quantity;
}
public void setEnergy(float quantity) {
this.energyStored = quantity;
validateEnergy();
}
public boolean isPowerSource(ForgeDirection from) {
return powerSources[from.ordinal()] != 0;
}
private void validateEnergy() {
if (energyStored < 0) {
energyStored = 0;
}
if (energyStored > maxEnergyStored) {
energyStored = maxEnergyStored;
}
}
}