| package universalelectricity.core.grid; |
| |
| import java.util.ArrayList; |
| import java.util.Arrays; |
| import java.util.HashMap; |
| import java.util.HashSet; |
| import java.util.Iterator; |
| import java.util.List; |
| import java.util.Map; |
| import java.util.Set; |
| |
| import net.minecraft.tileentity.TileEntity; |
| import net.minecraftforge.common.ForgeDirection; |
| import net.minecraftforge.common.MinecraftForge; |
| import universalelectricity.core.block.IConductor; |
| import universalelectricity.core.block.IConnector; |
| import universalelectricity.core.block.IElectrical; |
| import universalelectricity.core.block.INetworkConnection; |
| import universalelectricity.core.block.INetworkProvider; |
| import universalelectricity.core.electricity.ElectricalEvent.ElectricityProductionEvent; |
| import universalelectricity.core.electricity.ElectricalEvent.ElectricityRequestEvent; |
| import universalelectricity.core.electricity.ElectricityPack; |
| import universalelectricity.core.path.Pathfinder; |
| import universalelectricity.core.path.PathfinderChecker; |
| import universalelectricity.core.vector.Vector3; |
| import universalelectricity.core.vector.VectorHelper; |
| import cpw.mods.fml.common.FMLLog; |
| |
| /** |
| * An Electrical Network specifies a wire connection. Each wire connection line will have its own |
| * electrical network. |
| * |
| * !! Do not include this class if you do not intend to have custom wires in your mod. This will |
| * increase future compatibility. !! |
| * |
| * @author Calclavia |
| * |
| */ |
| public class ElectricityNetwork implements IElectricityNetwork |
| { |
| public Map<TileEntity, ArrayList<ForgeDirection>> electricalTiles = new HashMap<TileEntity, ArrayList<ForgeDirection>>(); |
| |
| private final Set<IConductor> conductors = new HashSet<IConductor>(); |
| |
| @Override |
| public float produce(ElectricityPack electricity, TileEntity... ignoreTiles) |
| { |
| ElectricityProductionEvent evt = new ElectricityProductionEvent(electricity, ignoreTiles); |
| MinecraftForge.EVENT_BUS.post(evt); |
| |
| float energy = electricity.getWatts(); |
| float totalEnergy = energy; |
| float voltage = electricity.voltage; |
| |
| if (!evt.isCanceled()) |
| { |
| Set<TileEntity> avaliableEnergyTiles = this.getAcceptors(); |
| |
| if (!avaliableEnergyTiles.isEmpty()) |
| { |
| final float totalEnergyRequest = this.getRequest(ignoreTiles).getWatts(); |
| |
| if (totalEnergyRequest > 0) |
| { |
| for (TileEntity tileEntity : avaliableEnergyTiles) |
| { |
| if (tileEntity instanceof IElectrical && !Arrays.asList(ignoreTiles).contains(tileEntity)) |
| { |
| IElectrical electricalTile = (IElectrical) tileEntity; |
| |
| for (ForgeDirection direction : ForgeDirection.VALID_DIRECTIONS) |
| { |
| if (electricalTile.canConnect(direction) && this.getConductors().contains(VectorHelper.getConnectorFromSide(tileEntity.worldObj, new Vector3(tileEntity), direction))) |
| { |
| float energyToSend = totalEnergy * (electricalTile.getRequest(direction) / totalEnergyRequest); |
| |
| if (energyToSend > 0) |
| { |
| ElectricityPack electricityToSend = ElectricityPack.getFromWatts(energyToSend, voltage); |
| |
| // Calculate energy loss caused by resistance. |
| float ampsReceived = electricityToSend.amperes - (electricityToSend.amperes * electricityToSend.amperes * this.getTotalResistance()) / electricityToSend.voltage; |
| float voltsReceived = electricityToSend.voltage - (electricityToSend.amperes * this.getTotalResistance()); |
| |
| electricityToSend = new ElectricityPack(ampsReceived, voltsReceived); |
| |
| energy -= ((IElectrical) tileEntity).receiveElectricity(direction, electricityToSend, true); |
| } |
| } |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| return energy; |
| } |
| |
| /** |
| * @return How much electricity this network needs. |
| */ |
| @Override |
| public ElectricityPack getRequest(TileEntity... ignoreTiles) |
| { |
| List<ElectricityPack> requests = new ArrayList<ElectricityPack>(); |
| |
| Iterator<TileEntity> it = this.getAcceptors().iterator(); |
| |
| while (it.hasNext()) |
| { |
| TileEntity tileEntity = it.next(); |
| |
| if (Arrays.asList(ignoreTiles).contains(tileEntity)) |
| { |
| continue; |
| } |
| |
| if (tileEntity instanceof IElectrical) |
| { |
| if (!tileEntity.isInvalid()) |
| { |
| if (tileEntity.worldObj.getBlockTileEntity(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord) == tileEntity) |
| { |
| for (ForgeDirection direction : ForgeDirection.VALID_DIRECTIONS) |
| { |
| if (((IElectrical) tileEntity).canConnect(direction) && this.getConductors().contains(VectorHelper.getConnectorFromSide(tileEntity.worldObj, new Vector3(tileEntity), direction))) |
| { |
| requests.add(ElectricityPack.getFromWatts(((IElectrical) tileEntity).getRequest(direction), ((IElectrical) tileEntity).getVoltage())); |
| continue; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| ElectricityPack mergedPack = ElectricityPack.merge(requests); |
| ElectricityRequestEvent evt = new ElectricityRequestEvent(mergedPack, ignoreTiles); |
| MinecraftForge.EVENT_BUS.post(evt); |
| return mergedPack; |
| } |
| |
| /** |
| * @return Returns all producers in this electricity network. |
| */ |
| @Override |
| public Set<TileEntity> getAcceptors() |
| { |
| return this.electricalTiles.keySet(); |
| } |
| |
| /** |
| * @param tile The tile to get connections for |
| * @return The list of directions that can be connected to for the provided tile |
| */ |
| @Override |
| public ArrayList<ForgeDirection> getPossibleDirections(TileEntity tile) |
| { |
| return this.electricalTiles.containsKey(tile) ? this.electricalTiles.get(tile) : null; |
| } |
| |
| /** |
| * This function is called to refresh all conductors in this network |
| */ |
| @Override |
| public void refresh() |
| { |
| this.electricalTiles.clear(); |
| |
| try |
| { |
| Iterator<IConductor> it = this.conductors.iterator(); |
| |
| while (it.hasNext()) |
| { |
| IConductor conductor = it.next(); |
| |
| if (conductor == null) |
| { |
| it.remove(); |
| } |
| else if (((TileEntity) conductor).isInvalid()) |
| { |
| it.remove(); |
| } |
| else |
| { |
| conductor.setNetwork(this); |
| } |
| |
| for (int i = 0; i < conductor.getAdjacentConnections().length; i++) |
| { |
| TileEntity acceptor = conductor.getAdjacentConnections()[i]; |
| |
| if (!(acceptor instanceof IConductor) && acceptor instanceof IConnector) |
| { |
| ArrayList<ForgeDirection> possibleDirections = null; |
| |
| if (this.electricalTiles.containsKey(acceptor)) |
| { |
| possibleDirections = this.electricalTiles.get(acceptor); |
| } |
| else |
| { |
| possibleDirections = new ArrayList<ForgeDirection>(); |
| } |
| |
| possibleDirections.add(ForgeDirection.getOrientation(i)); |
| |
| this.electricalTiles.put(acceptor, possibleDirections); |
| } |
| } |
| } |
| } |
| catch (Exception e) |
| { |
| FMLLog.severe("Universal Electricity: Failed to refresh conductor."); |
| e.printStackTrace(); |
| } |
| } |
| |
| @Override |
| public float getTotalResistance() |
| { |
| float resistance = 0; |
| |
| for (IConductor conductor : this.conductors) |
| { |
| resistance += conductor.getResistance(); |
| } |
| |
| return resistance; |
| } |
| |
| @Override |
| public float getLowestCurrentCapacity() |
| { |
| float lowestAmperage = 0; |
| |
| for (IConductor conductor : this.conductors) |
| { |
| if (lowestAmperage == 0 || conductor.getCurrentCapacity() < lowestAmperage) |
| { |
| lowestAmperage = conductor.getCurrentCapacity(); |
| } |
| } |
| |
| return lowestAmperage; |
| } |
| |
| @Override |
| public Set<IConductor> getConductors() |
| { |
| return this.conductors; |
| } |
| |
| @Override |
| public void merge(IElectricityNetwork network) |
| { |
| if (network != null && network != this) |
| { |
| ElectricityNetwork newNetwork = new ElectricityNetwork(); |
| newNetwork.getConductors().addAll(this.getConductors()); |
| newNetwork.getConductors().addAll(network.getConductors()); |
| newNetwork.refresh(); |
| } |
| } |
| |
| @Override |
| public void split(IConductor splitPoint) |
| { |
| if (splitPoint instanceof TileEntity) |
| { |
| this.getConductors().remove(splitPoint); |
| |
| /** |
| * Loop through the connected blocks and attempt to see if there are connections between |
| * the two points elsewhere. |
| */ |
| TileEntity[] connectedBlocks = splitPoint.getAdjacentConnections(); |
| |
| for (int i = 0; i < connectedBlocks.length; i++) |
| { |
| TileEntity connectedBlockA = connectedBlocks[i]; |
| |
| if (connectedBlockA instanceof INetworkConnection) |
| { |
| for (int ii = 0; ii < connectedBlocks.length; ii++) |
| { |
| final TileEntity connectedBlockB = connectedBlocks[ii]; |
| |
| if (connectedBlockA != connectedBlockB && connectedBlockB instanceof INetworkConnection) |
| { |
| Pathfinder finder = new PathfinderChecker(((TileEntity) splitPoint).worldObj, (INetworkConnection) connectedBlockB, splitPoint); |
| finder.init(new Vector3(connectedBlockA)); |
| |
| if (finder.results.size() > 0) |
| { |
| /** |
| * The connections A and B are still intact elsewhere. Set all |
| * references of wire connection into one network. |
| */ |
| |
| for (Vector3 node : finder.closedSet) |
| { |
| TileEntity nodeTile = node.getTileEntity(((TileEntity) splitPoint).worldObj); |
| |
| if (nodeTile instanceof INetworkProvider) |
| { |
| if (nodeTile != splitPoint) |
| { |
| ((INetworkProvider) nodeTile).setNetwork(this); |
| } |
| } |
| } |
| } |
| else |
| { |
| /** |
| * The connections A and B are not connected anymore. Give both of |
| * them a new network. |
| */ |
| IElectricityNetwork newNetwork = new ElectricityNetwork(); |
| |
| for (Vector3 node : finder.closedSet) |
| { |
| TileEntity nodeTile = node.getTileEntity(((TileEntity) splitPoint).worldObj); |
| |
| if (nodeTile instanceof INetworkProvider) |
| { |
| if (nodeTile != splitPoint) |
| { |
| newNetwork.getConductors().add((IConductor) nodeTile); |
| } |
| } |
| } |
| |
| newNetwork.refresh(); |
| } |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| @Override |
| public String toString() |
| { |
| return "ElectricityNetwork[" + this.hashCode() + "|Wires:" + this.conductors.size() + "|Acceptors:" + this.electricalTiles.size() + "]"; |
| } |
| } |