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package appeng.api.movable;
import net.minecraft.tileentity.TileEntity;
/**
*
* Used to determine if a tile is marked as movable, a block will be considered movable, if...
*
* 1. The Tile or its super classes have been white listed with whiteListTileEntity.
* 2. The Tile has been register with the ICM ( which basically calls whiteListTileEntity. )
* 3. The Tile implements IMovableTile
* 4. A IMovableHandler is register that returns canHandle = true for the Tile Entity Class
*
* ICM Example:
* FMLInterModComms.sendMessage( "AppliedEnergistics", "movabletile", "appeng.common.AppEngTile" );
*
* The movement process is as follows,
*
* 1. IMovableTile.prepareToMove() or TileEntity.invalidate() depending on your opt-in method.
* 2. The tile will be removed from the world.
* 3. Its world, coordinates will be changed. *** this can be overridden with a IMovableHandler ***
* 4. It will then be re-added to the world, or a new world.
* 5. TileEntity.validate()
* 6. IMovableTile.doneMoving ( if you implemented IMovableTile )
*
* Please note, this is a 100% white list only feature, I will never opt in any non-vanilla, non-AE blocks.
* If you do not want to support your tiles being moved, you don't have to do anything.
*
* I appreciate anyone that takes the effort to get their tiles to work with this system to create a better use experience.
*
* If you need a build of deobf build of AE for testing, do not hesitate to ask.
*
*/
public interface IMovableRegistry {
/**
* White list your tile entity with the registry.
*
* You can also use the ICM,
* FMLInterModComms.sendMessage( "AppliedEnergistics", "movabletile", "appeng.common.AppEngTile" );
*
* If you tile is handled with IMovableHandler or IMovableTile you do not need to white list it.
*
*/
void whiteListTileEntity( Class<? extends TileEntity> c );
/**
* returns true if the tile has accepted your request to move it.
* @param te
* @return
*/
boolean askToMove( TileEntity te );
/**
* tells the tile you are done moving it.
* @param te
*/
void doneMoveing( TileEntity te );
/**
* add a new handler movable handler.
* @param han
*/
void addHandler( IMovableHandler han );
/**
* handlers are used to perform movement, this allows you to override AE's internal version.
*
* only valid after askToMove(...) = true
* @param te
* @return
*/
IMovableHandler getHandler(TileEntity te);
/**
* returns a copy of the default handler
* @return
*/
IMovableHandler getDefaultHandler();
}