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package ic2.api.energy.prefab;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import cpw.mods.fml.common.FMLCommonHandler;
import net.minecraftforge.common.ForgeDirection;
import net.minecraftforge.common.MinecraftForge;
import ic2.api.energy.EnergyNet;
import ic2.api.energy.event.EnergyTileLoadEvent;
import ic2.api.energy.event.EnergyTileUnloadEvent;
import ic2.api.energy.tile.IEnergySource;
import ic2.api.item.ElectricItem;
/**
* BasicSource is a simple adapter to provide an ic2 energy source.
*
* It's designed to be attached to a tile entity as a delegate. Functionally BasicSource acts as a
* one-time configurable output energy buffer, thus providing a common use case for generators.
*
* Sub-classing BasicSource instead of using it as a delegate works as well, but isn't recommended.
* The delegate can be extended with additional functionality through a sub class though.
*
* The constraints set by BasicSource like the strict tank-like energy buffering should provide a
* more easy to use and stable interface than using IEnergySource directly while aiming for
* optimal performance.
*
* Using BasicSource involves the following steps:
* - create a BasicSource instance in your TileEntity, typically in a field
* - forward invalidate, onChunkUnload, readFromNBT, writeToNBT and updateEntity to the BasicSource
* instance.
* If you have other means of determining when the tile entity is fully loaded, notify onLoaded
* that way instead of forwarding updateEntity.
* - call addEnergy whenever appropriate, using getFreeCapacity may determine if e.g. the generator
* should run
* - optionally use getEnergyStored to display the output buffer charge level
* - optionally use setEnergyStored to sync the stored energy to the client (e.g. in the Container)
*
* Example implementation code:
* @code{.java}
* public class SomeTileEntity extends TileEntity {
* // new basic energy source, 1000 EU buffer, tier 1 (32 EU/t, LV)
* private BasicSource ic2EnergySource = new BasicSource(this, 1000, 1);
*
* @Override
* public void invalidate() {
* ic2EnergySource.invalidate(); // notify the energy source
* ...
* super.invalidate(); // this is important for mc!
* }
*
* @Override
* public void onChunkUnload() {
* ic2EnergySource.onChunkUnload(); // notify the energy source
* ...
* }
*
* @Override
* public void readFromNBT(NBTTagCompound tag) {
* super.readFromNBT(tag);
*
* ic2EnergySource.readFromNBT(tag);
* ...
* }
*
* @Override
* public void writeToNBT(NBTTagCompound tag) {
* super.writeToNBT(tag);
*
* ic2EnergySource.writeToNBT(tag);
* ...
* }
*
* @Override
* public void updateEntity() {
* ic2EnergySource.updateEntity(); // notify the energy source
* ...
* ic2EnergySource.addEnergy(5); // add 5 eu to the source's buffer this tick
* ...
* }
*
* ...
* }
* @endcode
*/
public class BasicSource extends TileEntity implements IEnergySource {
// **********************************
// *** Methods for use by the mod ***
// **********************************
/**
* Constructor for a new BasicSource delegate.
*
* @param parent Base TileEntity represented by this energy source.
* @param capacity Maximum amount of eu to store.
* @param tier IC2 tier, 1=LV, 2=MV, ...
*/
public BasicSource(TileEntity parent, int capacity, int tier) {
int power = EnergyNet.instance.getPowerFromTier(tier);
this.parent = parent;
this.capacity = capacity < power ? power : capacity;
this.tier = tier;
}
// in-world te forwards >>
/**
* Forward for the base TileEntity's updateEntity(), used for creating the energy net link.
* Either updateEntity or onLoaded have to be used.
*/
@Override
public void updateEntity() {
if (!addedToEnet) onLoaded();
}
/**
* Notification that the base TileEntity finished loading, for advanced uses.
* Either updateEntity or onLoaded have to be used.
*/
public void onLoaded() {
if (!addedToEnet && !FMLCommonHandler.instance().getEffectiveSide().isClient()) {
worldObj = parent.worldObj;
xCoord = parent.xCoord;
yCoord = parent.yCoord;
zCoord = parent.zCoord;
MinecraftForge.EVENT_BUS.post(new EnergyTileLoadEvent(this));
addedToEnet = true;
}
}
/**
* Forward for the base TileEntity's invalidate(), used for destroying the energy net link.
* Both invalidate and onChunkUnload have to be used.
*/
@Override
public void invalidate() {
super.invalidate();
onChunkUnload();
}
/**
* Forward for the base TileEntity's onChunkUnload(), used for destroying the energy net link.
* Both invalidate and onChunkUnload have to be used.
*/
@Override
public void onChunkUnload() {
if (addedToEnet) {
MinecraftForge.EVENT_BUS.post(new EnergyTileUnloadEvent(this));
addedToEnet = false;
}
}
/**
* Forward for the base TileEntity's readFromNBT(), used for loading the state.
*
* @param tag Compound tag as supplied by TileEntity.readFromNBT()
*/
@Override
public void readFromNBT(NBTTagCompound tag) {
super.readFromNBT(tag);
NBTTagCompound data = tag.getCompoundTag("IC2BasicSource");
energyStored = data.getDouble("energy");
}
/**
* Forward for the base TileEntity's writeToNBT(), used for saving the state.
*
* @param tag Compound tag as supplied by TileEntity.writeToNBT()
*/
@Override
public void writeToNBT(NBTTagCompound tag) {
try {
super.writeToNBT(tag);
} catch (RuntimeException e) {
// happens if this is a delegate, ignore
}
NBTTagCompound data = new NBTTagCompound();
data.setDouble("energy", energyStored);
tag.setTag("IC2BasicSource", data);
}
// << in-world te forwards
// methods for using this adapter >>
/**
* Determine the energy stored in the source's output buffer.
*
* @return amount in EU
*/
public double getEnergyStored() {
return energyStored;
}
/**
* Set the stored energy to the specified amount.
*
* This is intended for server -> client synchronization, e.g. to display the stored energy in
* a GUI through getEnergyStored().
*
* @param amount
*/
public void setEnergyStored(double amount) {
energyStored = amount;
}
/**
* Determine the free capacity in the source's output buffer.
*
* @return amount in EU
*/
public double getFreeCapacity() {
return capacity - energyStored;
}
/**
* Add some energy to the output buffer.
*
* @param amount maximum amount of energy to add
* @return amount added/used, NOT remaining
*/
public double addEnergy(double amount) {
if (FMLCommonHandler.instance().getEffectiveSide().isClient()) return 0;
if (amount > capacity - energyStored) amount = capacity - energyStored;
energyStored += amount;
return amount;
}
/**
* Charge the supplied ItemStack from this source's energy buffer.
*
* @param stack ItemStack to charge (null is ignored)
* @return true if energy was transferred
*/
public boolean charge(ItemStack stack) {
if (stack == null) return false;
int amount = ElectricItem.manager.charge(stack, (int) energyStored, tier, false, false);
energyStored -= amount;
return amount > 0;
}
// << methods for using this adapter
// backwards compatibility (ignore these) >>
@Deprecated
public void onUpdateEntity() {
updateEntity();
}
@Deprecated
public void onInvalidate() {
invalidate();
}
@Deprecated
public void onOnChunkUnload() {
onChunkUnload();
}
@Deprecated
public void onReadFromNbt(NBTTagCompound tag) {
readFromNBT(tag);
}
@Deprecated
public void onWriteToNbt(NBTTagCompound tag) {
writeToNBT(tag);
}
// << backwards compatibility
// ******************************
// *** Methods for use by ic2 ***
// ******************************
// energy net interface >>
@Override
public boolean emitsEnergyTo(TileEntity receiver, ForgeDirection direction) {
return true;
}
@Override
public double getOfferedEnergy() {
int power = EnergyNet.instance.getPowerFromTier(tier);
if (energyStored >= power) {
return power;
} else {
return 0;
}
}
@Override
public void drawEnergy(double amount) {
energyStored -= amount;
}
// << energy net interface
public final TileEntity parent;
public final int capacity;
public final int tier;
protected double energyStored;
protected boolean addedToEnet;
}