blob: 3f4a4972e60a42290ea4abcfd9e6a4700d7d5983 [file] [log] [blame] [raw]
package ic2.api;
import java.lang.reflect.Method;
import net.minecraft.src.EntityPlayer;
import net.minecraft.src.ItemStack;
/**
* Allows for charging, discharging and using electric items (IElectricItem).
*
* The charge or remaining capacity of an item can be determined by calling charge/discharge with
* ignoreTransferLimit and simulate set to true.
*/
public final class ElectricItem {
/**
* 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
*/
public static int charge(ItemStack itemStack, int amount, int tier, boolean ignoreTransferLimit, boolean simulate) {
try {
if (ElectricItem_charge == null) ElectricItem_charge = Class.forName(getPackage() + ".common.ElectricItem").getMethod("charge", ItemStack.class, Integer.TYPE, Integer.TYPE, Boolean.TYPE, Boolean.TYPE);
return (Integer) ElectricItem_charge.invoke(null, itemStack, amount, tier, ignoreTransferLimit, simulate);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* Discharge an item by 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 discharging device, has to be at least as high as the item to discharge
* @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit()
* @param simulate don't actually discharge the item, just determine the return value
* @return Energy retrieved from the electric item
*/
public static int discharge(ItemStack itemStack, int amount, int tier, boolean ignoreTransferLimit, boolean simulate) {
try {
if (ElectricItem_discharge == null) ElectricItem_discharge = Class.forName(getPackage() + ".common.ElectricItem").getMethod("discharge", ItemStack.class, Integer.TYPE, Integer.TYPE, Boolean.TYPE, Boolean.TYPE);
return (Integer) ElectricItem_discharge.invoke(null, itemStack, amount, tier, ignoreTransferLimit, simulate);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* 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
*/
public static boolean canUse(ItemStack itemStack, int amount) {
try {
if (ElectricItem_canUse == null) ElectricItem_canUse = Class.forName(getPackage() + ".common.ElectricItem").getMethod("canUse", ItemStack.class, Integer.TYPE);
return (Boolean) ElectricItem_canUse.invoke(null, itemStack, amount);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* 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 player player holding the item
* @return true if the operation succeeded
*/
public static boolean use(ItemStack itemStack, int amount, EntityPlayer player) {
try {
if (ElectricItem_use == null) ElectricItem_use = Class.forName(getPackage() + ".common.ElectricItem").getMethod("use", ItemStack.class, Integer.TYPE, EntityPlayer.class);
return (Boolean) ElectricItem_use.invoke(null, itemStack, amount, player);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* 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 player player holding the item
*/
public static void chargeFromArmor(ItemStack itemStack, EntityPlayer player) {
try {
if (ElectricItem_chargeFromArmor == null) ElectricItem_chargeFromArmor = Class.forName(getPackage() + ".common.ElectricItem").getMethod("chargeFromArmor", ItemStack.class, EntityPlayer.class);
ElectricItem_chargeFromArmor.invoke(null, itemStack, player);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
/**
* Get the base IC2 package name, used internally.
*
* @return IC2 package name, if unable to be determined defaults to ic2
*/
private static String getPackage() {
Package pkg = ElectricItem.class.getPackage();
if (pkg != null) return pkg.getName().substring(0, pkg.getName().lastIndexOf('.'));
else return "ic2";
}
private static Method ElectricItem_charge;
private static Method ElectricItem_discharge;
private static Method ElectricItem_canUse;
private static Method ElectricItem_use;
private static Method ElectricItem_chargeFromArmor;
}