blob: a2490028aff6da7b2d21ca58ac4ea2340a6d37aa [file] [log] [blame] [raw]
package li.cil.oc.api.machine;
import li.cil.oc.api.Rotatable;
import li.cil.oc.api.network.Environment;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.ISidedInventory;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fluids.FluidTank;
import net.minecraftforge.fluids.IFluidHandler;
import net.minecraftforge.fluids.IFluidTank;
import net.minecraftforge.fluids.TileFluidHandler;
/**
* 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.
* <p/>
* A robot's inventory contains component items and items in the actual
* inventory. The physical layout in the underlying 'real' inventory is as
* follows:
* <ul>
* <li>Tool</li>
* <li><tt>containerCount</tt> hot-swappable components.</li>
* <li><tt>inventorySize</tt> internal inventory slots.</li>
* <li><tt>componentCount</tt> hard-wired components.</li>
* </ul>
* Note that there may be no hot-swappable (or even built-in) components or
* no inventory, depending on the configuration of the robot. The hard-wired
* components cannot be changed (removed/replaced).
*/
public interface Robot extends ISidedInventory, Rotatable,IFluidHandler {
/**
* 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 more
* in-depth interaction with the robots' inventory.
*
* @return the fake player for the robot.
*/
EntityPlayer player();
/**
* The number of hot-swappable component slots in this robot.
* <p/>
* <em>Note</em>: this will always be three, regardless of the number of
* installed containers. For unused slots the inventory will simply be
* empty at that slot.
*/
int containerCount();
/**
* The number of built-in components in this robot.
*/
int componentCount();
/**
* The size of the internal inventory in this robot, excluding tool and
* component slots.
*/
int inventorySize();
/**
* Get the item stack in the specified inventory slot.
* <p/>
* This operates on the underlying, real inventory, as described in the
* comment on top of this class.
* <p/>
* This will return <tt>null</tt> for empty slots.
*
* @param index the index of the slot from which to get the stack.
* @return the content of that slot, or <tt>null</tt>.
*/
ItemStack getStackInSlot(int index);
/**
* Get the environment for the component in the specified slot.
* <p/>
* This operates on the underlying, real inventory, as described in the
* comment on top of this class.
* <p/>
* This will return <tt>null</tt> for slots that do not contain components,
* or components that do not have an environment (on the calling side).
*
* @param index the index of the slot from which to get the environment.
* @return the environment for that slot, or <tt>null</tt>.
*/
Environment getComponentInSlot(int index);
/**
* Gets the index of the currently selected slot in the robot's inventory.
* <p/>
* This is the index in the underlying, <em>real</em> inventory. To get
* the 'local' index, i.e. the way the robot itself addresses it, add
* one for the tool and <tt>containerCount</tt> to this value.
*
* @return the index of the currently selected slot.
*/
int selectedSlot();
/**
* Sends the state of the <em>item</em> in the specified slot to the client
* if it is an upgrade.
* <p/>
* Use this to update the state of an upgrade in that slot for rendering
* purposes (e.g. this is used by the generator upgrade to update the
* active state so the renderer knows which texture to use).
* <p/>
* This is necessary because inventories are not synchronized by default,
* only if a player is currently 'looking into' the inventory (opened the
* GUI of the inventory).
* <p/>
* The component will be saved to its item's NBT tag compound, as it would
* be when the game is saved, and then the item is re-sent to the client.
* Keep the number of calls to this function low, since each call causes a
* network packet to be sent.
*/
void synchronizeSlot(int slot);
}