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package li.cil.oc.api.driver;
import li.cil.oc.api.network.ManagedEnvironment;
import net.minecraft.entity.Entity;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
/**
* Interface for item component drivers.
* <p/>
* This driver type is used for components that are items, i.e. that can be
* inserted into computers and robots. An example for this are internal drives,
* memory and graphic cards.
* <p/>
* When trying to add an item to a computer the list of registered drivers is
* queried using the drivers' <tt>worksWith</tt> functions. The first driver
* that replies positively and whose check against the slot type is successful,
* i.e. for which the <tt>slot</tt> matches the slot it should be inserted into,
* will be used as the component's driver and the component will be added. If no
* driver is found the item will be rejected and cannot be installed.
* <p/>
* Note that it is possible to write one driver that supports as many different
* items as you wish. I'd recommend writing one per device (type), though, to
* keep things modular.
*/
public interface Item {
/**
* Used to determine the item types this driver handles.
* <p/>
* This is used to determine which driver to use for an item when it should
* be installed in a computer. Note that the return value should not change
* over time; if it does, though, an already installed component will not
* be ejected, since this value is only checked when adding components.
*
* @param stack the item to check.
* @return <tt>true</tt> if the item is supported; <tt>false</tt> otherwise.
*/
boolean worksWith(ItemStack stack);
/**
* Create a new managed environment interfacing the specified item.
* <p/>
* This is used to connect the component to the component network when it is
* added to a computer, for example. The only kind of component that does
* not need to be connected to the component network is probably memory, and
* there's a built-in driver for that. You may still opt to not implement
* this - i.e. it is safe to return <tt>null</tt> here.
* <p/>
* Keep in mind that the tile entity's location may change if the owner is
* a robot. This is important if you cache the location somewhere. For
* example, the wireless network card checks in it's update whether its
* owner's position has changed to update the index structure used for
* receiver look-up.
* <p/>
* This is expected to return a <em>new instance</em> each time it is
* called. The created instance's life cycle is managed by the computer or
* other container that caused its creation.
*
* @param stack the item stack for which to get the environment.
* @param container the tile entity the environment will be managed by.
* @return the environment for that item.
*/
ManagedEnvironment createEnvironment(ItemStack stack, TileEntity container);
/**
* Create a new managed environment interfacing the specified item.
* <p/>
* This is the same as {@link #createEnvironment(net.minecraft.item.ItemStack, net.minecraft.tileentity.TileEntity)},
* except that it allows specifying entities, such as players, as the
* container of the environment, specifying information such as the
* position in the world that way.
* <p/>
* Not all components will support both types of environment. If you only
* intend your component to be used from within computers, for example,
* it is safe to simply return <tt>null</tt> here.
*
* @param stack the item stack for which to get the environment.
* @param container the entity the environment will be managed by.
* @return the environment for that item.
*/
ManagedEnvironment createEnvironment(ItemStack stack, Entity container);
/**
* The slot type of the specified item this driver supports.
* <p/>
* This is used to determine into which slot of a computer the components
* this driver supports may go. This will only be called if a previous call
* to {@link #worksWith} with the same stack returned true.
*
* @param stack the item stack to get the slot type for.
* @return the slot type of the specified item.
*/
Slot slot(ItemStack stack);
/**
* The tier of the specified item this driver supports.
* <p/>
* This is used to determine into which slot of a computer the components
* this driver supports may go. This will only be called if a previous call
* to {@link #worksWith} with the same stack returned true.
* <p/>
* <em>Important</em>: tiers are zero-indexed.
*
* @param stack the item stack to get the tier for.
* @return the tier of the specified item.
*/
int tier(ItemStack stack);
/**
* Get the tag compound based on the item stack to use for persisting the
* environment associated with the specified item stack.
* <p/>
* This is only used if the item has an environment. This must always be a
* child tag of the item stack's own tag compound, it will not be saved
* otherwise. Use this in the unlikely case that the default name collides
* with something. The built-in components use a child tag-compound with
* the name <tt>oc:data</tt>, which will also be used if this returns
* <tt>null</tt>.
* <p/>
* This tag will be passed to the environment's <tt>save</tt> and
* <tt>load</tt> methods when appropriate (world save / load and when
* removed from their hosting inventory).
*
* @param stack the item to get the child tag from.
* @return the tag to use for saving and loading, or <tt>null</tt> to use
* the default tag <tt>oc:data</tt>.
*/
NBTTagCompound dataTag(ItemStack stack);
}