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package li.cil.oc.api.prefab;
import li.cil.oc.api.Network;
import li.cil.oc.api.network.Environment;
import li.cil.oc.api.network.Message;
import li.cil.oc.api.network.Node;
import li.cil.oc.api.network.Visibility;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
/**
* TileEntities can implement the {@link li.cil.oc.api.network.Environment}
* interface to allow them to interact with the component network, by providing
* a {@link li.cil.oc.api.network.Node} and connecting it to said network.
* <p/>
* Nodes in such a network can communicate with each other, or just use the
* network as an index structure to find other nodes connected to them.
*/
@SuppressWarnings("UnusedDeclaration")
public abstract class TileEntityEnvironment extends TileEntity implements Environment {
/**
* This must be set in subclasses to the node that is used to represent
* this tile entity.
* <p/>
* You must only create new nodes using the factory method in the network
* API, {@link li.cil.oc.api.Network#newNode(Environment, Visibility)}.
* <p/>
* For example:
* <pre>
* // The first parameters to newNode is the host() of the node, which will
* // usually be this tile entity. The second one is it's reachability,
* // which determines how other nodes in the same network can query this
* // node. See {@link li.cil.oc.api.network.Network#nodes(li.cil.oc.api.network.Node)}.
* node = Network.newNode(this, Visibility.Network)
* // This call allows the node to consume energy from the
* // component network it is in and act as a consumer, or to
* // inject energy into that network and act as a producer.
* // If you do not need energy remove this call.
* .withConnector()
* // This call marks the tile entity as a component. This means you
* // can mark methods in it using the {@link li.cil.oc.api.network.LuaCallback}
* // annotation, making them callable from Lua. The first parameter
* // is the name by which the component will be known in Lua, in this
* // case it could be accessed as <tt>component.example</tt>. The
* // second parameter is the component's visibility. This is like the
* // node's reachability, but only applies to Lua. For example,
* // network cards can only be <em>seen</em> by the computer they're
* // installed in, but can be <em>reached</em> by all other network
* // cards in the same network.
* // If you do not need Lua callbacks remove this call.
* .withComponent("example", Visibility.Neighbors)
* // Finalizes the construction of the node and returns it.
* .create();
* </pre>
*/
protected Node node;
// See updateEntity().
protected boolean addedToNetwork = false;
// ----------------------------------------------------------------------- //
@Override
public Node node() {
return node;
}
@Override
public void onConnect(Node node) {
// This is called when the call to Network.joinOrCreateNetwork(this) in
// updateEntity was successful, in which case `node == this`.
// This is also called for any other node that gets connected to the
// network our node is in, in which case `node` is the added node.
// If our node is added to an existing network, this is called for each
// node already in said network.
}
@Override
public void onDisconnect(Node node) {
// This is called when this node is removed from its network when the
// tile entity is removed from the world (see onChunkUnload() and
// invalidate()), in which case `node == this`.
// This is also called for each other node that gets removed from the
// network our node is in, in which case `node` is the removed node.
// If a net-split occurs this is called for each node that is no longer
// connected to our node.
}
@Override
public void onMessage(Message message) {
// This is used to deliver messages sent via node.sendToXYZ. Handle
// messages at your own discretion. If you do not wish to handle a
// message you should *not* throw an exception, though.
}
// ----------------------------------------------------------------------- //
@Override
public void updateEntity() {
super.updateEntity();
// On the first update, try to add our node to nearby networks. We do
// this in the update logic, not in validate() because we need to access
// neighboring tile entities, which isn't possible in validate().
// We could alternatively check node != null && node.network() == null,
// but this has somewhat better performance, and makes it clearer.
if (!addedToNetwork) {
addedToNetwork = true;
Network.joinOrCreateNetwork(this);
}
}
@Override
public void onChunkUnload() {
super.onChunkUnload();
// Make sure to remove the node from its network when its environment,
// meaning this tile entity, gets unloaded.
if (node != null) node.remove();
}
@Override
public void invalidate() {
super.invalidate();
// Make sure to remove the node from its network when its environment,
// meaning this tile entity, gets unloaded.
if (node != null) node.remove();
}
// ----------------------------------------------------------------------- //
@Override
public void readFromNBT(NBTTagCompound nbt) {
super.readFromNBT(nbt);
// The host check may be superfluous for you. It's just there to allow
// some special cases, where getNode() returns some node managed by
// some other instance (for example when you have multiple internal
// nodes in this tile entity).
if (node != null && node.host() == this) {
// This restores the node's address, which is required for networks
// to continue working without interruption across loads. If the
// node is a power connector this is also required to restore the
// internal energy buffer of the node.
node.load(nbt.getCompoundTag("oc:node"));
}
}
@Override
public void writeToNBT(NBTTagCompound nbt) {
super.writeToNBT(nbt);
// See readFromNBT() regarding host check.
if (node != null && node.host() == this) {
NBTTagCompound nodeNbt = new NBTTagCompound();
node.save(nodeNbt);
nbt.setCompoundTag("oc:node", nodeNbt);
}
}
}