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package li.cil.oc.common.tileentity
import net.minecraft.tileentity.TileEntity
import li.cil.oc.api.network._
import net.minecraftforge.common.{ForgeDirection, MinecraftForge}
import ic2.api.energy.event.{EnergyTileLoadEvent, EnergyTileUnloadEvent}
import cpw.mods.fml.common.FMLCommonHandler
import ic2.api.energy.tile.IEnergySink
import buildcraft.api.power.{PowerHandler, IPowerReceptor}
import net.minecraft.world.World
import net.minecraft.nbt.NBTTagCompound
import universalelectricity.core.block.IElectrical
import universalelectricity.core.electricity.ElectricityPack
/**
* Created with IntelliJ IDEA.
* User: lordjoda
* Date: 30.09.13
* Time: 20:37
* To change this template use File | Settings | File Templates.
*/
class PowerSupply extends Rotatable with Producer with IEnergySink with IPowerReceptor with IElectrical {
var addedToEnet = false
var powerHandler: PowerHandler = null
override val name = "powersupply"
override val visibility = Visibility.Network
override def onChunkUnload() {
super.onChunkUnload()
onUnload()
}
def onUnload() {
if (addedToEnet) {
MinecraftForge.EVENT_BUS.post(new EnergyTileUnloadEvent(this))
addedToEnet = false
}
}
override def updateEntity() {
super.updateEntity()
update()
if (!addedToEnet) {
onLoaded()
}
if (!FMLCommonHandler.instance.getEffectiveSide.isClient) {
addEnergy((getPowerProvider().useEnergy(1, powerDemand.toFloat / 5.0f, true) * 5).toDouble)
}
}
override def readFromNBT(nbt: NBTTagCompound) = {
super.readFromNBT(nbt)
getPowerProvider().readFromNBT(nbt)
}
override def writeToNBT(nbt: NBTTagCompound) = {
super.writeToNBT(nbt)
getPowerProvider().writeToNBT(nbt)
}
/**
* Notification that the TileEntity finished loaded, for advanced uses.
* Either onUpdateEntity or onLoaded have to be used.
*/
def onLoaded() {
if (!addedToEnet && !FMLCommonHandler.instance.getEffectiveSide.isClient) {
MinecraftForge.EVENT_BUS.post(new EnergyTileLoadEvent(this))
addedToEnet = true
}
}
var lastInjectedEnergy = 0.0
//IC2 stuff
/**
* Determine how much energy the sink accepts.
*
* This value is unrelated to getMaxSafeInput().
*
* Make sure that injectEnergy() does accepts energy if demandsEnergy() returns anything > 0.
*
* @return max accepted input in eu
*/
override def demandedEnergyUnits: Double = {
val needed = powerDemand
if (needed > lastInjectedEnergy || needed > (maxEnergy / 2.0)) {
return needed / 2
}
0.0
}
/**
* Transfer energy to the sink.
*
* It's highly recommended to accept all energy by letting the internal buffer overflow to
* increase the performance and accuracy of the distribution simulation.
*
* @param directionFrom direction from which the energy comes from
* @param amount energy to be transferred
* @return Energy not consumed (leftover)
*/
override def injectEnergyUnits(directionFrom: ForgeDirection, amount: Double): Double = {
lastInjectedEnergy = amount * 2.0
addEnergy(amount * 2.0)
0
}
/**
* Determine the amount of eu which can be safely injected into the specific energy sink without exploding.
*
* Typical values are 32 for LV, 128 for MV, 512 for HV and 2048 for EV. A value of Integer.MAX_VALUE indicates no
* limit.
*
* This value is unrelated to demandsEnergy().
*
* @return max safe input in eu
*/
override def getMaxSafeInput: Int = Integer.MAX_VALUE
/**
* Determine if this acceptor can accept current from an adjacent emitter in a direction.
*
* The TileEntity in the emitter parameter is what was originally added to the energy net,
* which may be normal in-world TileEntity, a delegate or an IMetaDelegate.
*
* @param emitter energy emitter
* @param direction direction the energy is being received from
*/
override def acceptsEnergyFrom(emitter: TileEntity, direction: ForgeDirection): Boolean = true
//*******************BUILDCRAFT**********************************//
/**
* Get the PowerReceiver for this side of the block. You can return the same PowerReceiver for
* all sides or one for each side.
*
* You should NOT return null to this method unless you mean to NEVER receive power from that
* side. Returning null, after previous returning a PowerReceiver, will most likely cause pipe
* connections to derp out and engines to eventually explode.
*
* @param side
* @return
*/
def getPowerReceiver(side: ForgeDirection): PowerHandler#PowerReceiver = {
getPowerProvider().getPowerReceiver
}
def getPowerProvider(): PowerHandler = {
if (powerHandler == null) {
powerHandler = new PowerHandler(this, PowerHandler.Type.STORAGE);
if (powerHandler != null) {
powerHandler.configure(1.0F, 320.0F, 800.0F, 640.0F);
}
}
powerHandler;
}
/**
* Call back from the PowerHandler that is called when the stored power exceeds the activation
* power.
*
* It can be triggered by update() calls or power modification calls.
*
* @param workProvider
*/
def doWork(workProvider: PowerHandler) {
}
def getWorld: World = worldObj
/** * UE*************************
*
*/
/**
* Adds electricity to an block. Returns the quantity of electricity that was accepted. This
* should always return 0 if the block cannot be externally charged.
*
* @param from Orientation the electricity is sent in from.
* @param receive Maximum amount of electricity to be sent into the block.
* @param doReceive If false, the charge will only be simulated.
* @return Amount of energy that was accepted by the block.
*/
def receiveElectricity(from: ForgeDirection, receive: ElectricityPack, doReceive: Boolean): Float = {
if (receive == null) return 0.0F
if (doReceive) {
val energy = receive.getWatts / 0.2F
addEnergy(energy.toDouble)
}
receive.getWatts
}
/**
* Adds electricity to an block. Returns the ElectricityPack, the electricity provided. This
* should always return null if the block cannot be externally discharged.
*
* @param from Orientation the electricity is requested from.
* @param request Maximum amount of energy to be sent into the block.
* @param doProvide If false, the charge will only be simulated.
* @return Amount of energy that was given out by the block.
*/
def provideElectricity(from: ForgeDirection, request: ElectricityPack, doProvide: Boolean): ElectricityPack = null
/**
* @return How much energy does this TileEntity want?
*/
def getRequest(direction: ForgeDirection): Float = {
val diff = Math.floor(powerDemand * 0.2F)
diff.toFloat max 0
}
/**
* @return How much energy does this TileEntity want to provide?
*/
def getProvide(direction: ForgeDirection): Float = 0.0F
/**
* Gets the voltage of this TileEntity.
*
* @return The amount of volts. E.g 120v or 240v
*/
def getVoltage: Float = 120.0F
def canConnect(direction: ForgeDirection): Boolean = true
}