blob: 83a552add869382d84903866f045a262bbab9c46 [file] [log] [blame] [raw]
package li.cil.oc.api.network;
import net.minecraft.world.World;
/**
* The environment of a node.
* <p/>
* For blocks/tile entities this will usually be the tile entity. For items
* this will usually be an object created when a component is added to a
* compatible inventory (e.g. put into a computer).
* <p/>
* Tile entities should implement this interface if they want to be connected
* to the component network of their neighboring blocks. If you cannot do that,
* as mentioned above, you will have to provide a driver that creates a managed
* environment for the block you wish to connect instead.
* <p/>
* If a tile entity implements this interface, it will automatically be added
* and removed from the network when its chunk is loaded and unloaded. What you
* will have to ensure is that it is added/removed to/from its network when
* the corresponding block is added/removed (e.g. placed or broken by the
* player). When a block is added to the world, you should always use
* {@link li.cil.oc.api.Network#joinOrCreateNetwork(World, int, int, int)},
* which will take care of all the heavy lifting for you. For removing it, use
* {@link Network#remove(li.cil.oc.api.network.Node)} of your node's network,
* passing along your node, i.e. <tt>node.network.remove(node);</tt>
* <p/>
* Item environments are always managed, so you will always have to provide a
* driver for items that should interact with the component network.
* <p/>
* To interact with environments from Lua you will have to do two things:
* <ul>
* <ol>Make the environment's {@link #node()} a {@link Component} and ensure
* its {@link Component#visibility()} is set to a value where it can
* be seen by computers in the network.</ol>
* <ol>Annotate methods in the environment as {@link LuaCallback}s.</ol>
* </ul>
*/
public interface Environment {
/**
* The node this environment wraps.
* <p/>
* The node is the environments gateway to the component network, and thus
* its preferred way to interact with other components in the same network.
*
* @return the node this environment wraps.
*/
Node node();
/**
* This is called when a node is added to a network.
* <p/>
* This is also called for the node itself, if it was added to the network.
* For example, after a tile entity with a node was placed, this method
* will be called on it after its node has been connected to an existing
* network or created a new network.
* <p/>
* At this point the node's network is never <tt>null</tt> and you can use
* it to query it for other nodes. Use this to perform initialization logic,
* such as building lists of nodes of a certain type in the network.
*/
void onConnect(Node node);
/**
* This is called when a node is removed from the network.
* <p/>
* This is also called for the node itself, when it has been removed from
* its network.
* <p/>
* At this point the node's network is no longer available (<tt>null</tt>).
* Use this to perform clean-up logic such as removing references to the
* removed node.
*/
void onDisconnect(Node node);
/**
* This is the generic message handler.
* <p/>
* It is called whenever this environments Node receives a message that was
* sent via one of the <tt>send</tt> methods in the {@link Network}.
*
* @param message the message to handle.
*/
abstract void onMessage(Message message);
}