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package li.cil.oc.api.machine;
import net.minecraft.entity.player.EntityPlayer;
/**
* 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.
*/
public interface Robot {
/**
* 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();
/**
* Gets the index of the currently selected slot in the robot's inventory.
*
* @return the index of the currently selected slot.
*/
int selectedSlot();
/**
* 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.
* <p/>
* This is somewhat of a 'meh, it works' approach that I'm not really happy
* with and plan to replace with something cleaner. Don't use unless you
* absolutely really have to.
*/
@Deprecated
void saveUpgrade();
}