| package li.cil.oc.api.network; |
| |
| import net.minecraft.entity.player.EntityPlayer; |
| |
| public interface RobotContext extends Context { |
| /** |
| * Gets the index of the currently selected slot in the robot's inventory. |
| * |
| * @return the index of the currently selected slot. |
| */ |
| int selectedSlot(); |
| |
| /** |
| * Returns the fake player used to represent the robot as an entity for |
| * certain actions that require one. |
| * <p/> |
| * This will automatically be positioned and rotated to represent the |
| * robot's current position and rotation in the world. Use this to trigger |
| * events involving the robot that require a player entity, and for |
| * interacting with the robots' inventory. |
| * <p/> |
| * Note that the inventory of each robot is structured such that the first |
| * four slots are the "equipment" slots, from left to right, i.e. slot one |
| * is the tool slot, slot two is the card slot, three the disk slot and |
| * slot four is for upgrades. The inventory proper starts after that. |
| * |
| * @return the fake player for the robot. |
| */ |
| EntityPlayer player(); |
| |
| /** |
| * Causes the currently installed upgrade to be saved and synchronized. |
| * <p/> |
| * If no upgrade is installed in the robot this does nothing. |
| * <p/> |
| * This is intended for upgrade components, to allow them to update their |
| * client side representation for rendering purposes. The component will be |
| * saved to its item's NBT tag compound, as it would be when the game is |
| * saved, and then 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 saveUpgrade(); |
| } |