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package li.cil.oc.api.internal;
import li.cil.oc.api.driver.EnvironmentHost;
import li.cil.oc.api.network.Environment;
import net.minecraft.inventory.ISidedInventory;
import net.minecraftforge.fluids.IFluidHandler;
/**
* This interface allows interaction with robots.
* <p/>
* It is intended to be used by components when installed in a robot. In that
* case, the robot in question is the tile entity passed to item driver when
* asked to create the component's environment.
* <p/>
* A robot's inventory contains component items and items in the actual
* inventory. The physical layout in the underlying 'real' inventory is as
* follows:
* <ul>
* <li>Tool</li>
* <li><tt>equipmentInventory.getSizeInventory</tt> hot-swappable components.</li>
* <li><tt>mainInventory.getSizeInventory</tt> internal inventory slots.</li>
* <li><tt>componentCount</tt> hard-wired components.</li>
* </ul>
* Note that there may be no hot-swappable (or even built-in) components or
* no inventory, depending on the configuration of the robot. The hard-wired
* components cannot be changed (removed/replaced).
* <p/>
* This interface is <em>not meant to be implemented</em>, just used.
*/
public interface Robot extends Agent, Environment, EnvironmentHost, Tiered, ISidedInventory, IFluidHandler {
/**
* The number of built-in components in this robot.
*/
int componentCount();
/**
* Get the environment for the component in the specified slot.
* <p/>
* This operates on the underlying, real inventory, as described in the
* comment on top of this class.
* <p/>
* This will return <tt>null</tt> for slots that do not contain components,
* or components that do not have an environment (on the calling side).
*
* @param index the index of the slot from which to get the environment.
* @return the environment for that slot, or <tt>null</tt>.
*/
Environment getComponentInSlot(int index);
/**
* Sends the state of the <em>item</em> in the specified slot to the client
* if it is an upgrade.
* <p/>
* Use this to update the state of an upgrade in that slot for rendering
* purposes (e.g. this is used by the generator upgrade to update the
* active state so the renderer knows which texture to use).
* <p/>
* This is necessary because inventories are not synchronized by default,
* only if a player is currently 'looking into' the inventory (opened the
* GUI of the inventory).
* <p/>
* The component will be saved to its item's NBT tag compound, as it would
* be when the game is saved, and then the item is re-sent to the client.
* Keep the number of calls to this function low, since each call causes a
* network packet to be sent.
*/
void synchronizeSlot(int slot);
}