| package li.cil.oc.api.prefab; |
| |
| import li.cil.oc.api.Network; |
| import li.cil.oc.api.network.Node; |
| import li.cil.oc.api.network.SidedEnvironment; |
| import net.minecraft.nbt.NBTTagCompound; |
| import net.minecraft.tileentity.TileEntity; |
| import net.minecraftforge.common.util.ForgeDirection; |
| |
| /** |
| * TileEntities can implement the {@link li.cil.oc.api.network.SidedEnvironment} |
| * interface to allow them to interact with the component network, by providing |
| * a separate {@link li.cil.oc.api.network.Node} for each block face, and |
| * connecting it to said network. This allows more control over connectivity |
| * than the simple {@link li.cil.oc.api.network.Environment}. |
| * <p/> |
| * Nodes in such a network can communicate with each other, or just use the |
| * network as an index structure to find other nodes connected to them. |
| */ |
| @SuppressWarnings("UnusedDeclaration") |
| public abstract class TileEntitySidedEnvironment extends TileEntity implements SidedEnvironment { |
| // See constructor. |
| protected Node[] nodes = new Node[6]; |
| |
| // See updateEntity(). |
| protected boolean addedToNetwork = false; |
| |
| /** |
| * This expects a node per face that is used to represent this tile entity. |
| * <p/> |
| * You must only create new nodes using the factory method in the network |
| * API, {@link li.cil.oc.api.Network#newNode(li.cil.oc.api.network.Environment, li.cil.oc.api.network.Visibility)}. |
| * <p/> |
| * For example: |
| * <pre> |
| * // The first parameters to newNode is the host() of the node, which will |
| * // usually be this tile entity. The second one is it's reachability, |
| * // which determines how other nodes in the same network can query this |
| * // node. See {@link li.cil.oc.api.network.Network#nodes(li.cil.oc.api.network.Node)}. |
| * super(Network.newNode(???, Visibility.Network) |
| * // This call allows the node to consume energy from the |
| * // component network it is in and act as a consumer, or to |
| * // inject energy into that network and act as a producer. |
| * // If you do not need energy remove this call. |
| * .withConnector() |
| * // This call marks the tile entity as a component. This means you |
| * // can mark methods in it using the {@link li.cil.oc.api.network.Callback} |
| * // annotation, making them callable from user code. The first |
| * // parameter is the name by which the component will be known in |
| * // the computer, in this case it could be accessed as |
| * // <tt>component.example</tt>. The second parameter is the |
| * // component's visibility. This is like the node's reachability, |
| * // but only applies to computers. For example, network cards can |
| * // only be <em>seen</em> by the computer they're installed in, but |
| * // can be <em>reached</em> by all other network cards in the same |
| * // network. If you do not need callbacks remove this call. |
| * .withComponent("example", Visibility.Neighbors) |
| * // Finalizes the construction of the node and returns it. |
| * .create(), ...); |
| * </pre> |
| */ |
| protected TileEntitySidedEnvironment(final Node... nodes) { |
| System.arraycopy(nodes, 0, this.nodes, 0, Math.min(nodes.length, this.nodes.length)); |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| // canConnect() is for the client side, to determine how cables are |
| // rendered, for example, so you'll have to provide that logic yourself. |
| // Nodes are only created on the server side, so checking whether a node |
| // exists for a side won't work on the client. |
| |
| @Override |
| public Node sidedNode(final ForgeDirection side) { |
| return side == ForgeDirection.UNKNOWN ? null : nodes[side.ordinal()]; |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| @Override |
| public void updateEntity() { |
| super.updateEntity(); |
| // On the first update, try to add our node to nearby networks. We do |
| // this in the update logic, not in validate() because we need to access |
| // neighboring tile entities, which isn't possible in validate(). |
| // We could alternatively check node != null && node.network() == null, |
| // but this has somewhat better performance, and makes it clearer. |
| if (!addedToNetwork) { |
| addedToNetwork = true; |
| // Note that joinOrCreateNetwork will try to connect each of our |
| // sided nodes to their respective neighbor (sided) node. |
| Network.joinOrCreateNetwork(this); |
| } |
| } |
| |
| @Override |
| public void onChunkUnload() { |
| super.onChunkUnload(); |
| // Make sure to remove the node from its network when its environment, |
| // meaning this tile entity, gets unloaded. |
| for (Node node : nodes) { |
| if (node != null) node.remove(); |
| } |
| } |
| |
| @Override |
| public void invalidate() { |
| super.invalidate(); |
| // Make sure to remove the node from its network when its environment, |
| // meaning this tile entity, gets unloaded. |
| for (Node node : nodes) { |
| if (node != null) node.remove(); |
| } |
| } |
| |
| // ----------------------------------------------------------------------- // |
| |
| @Override |
| public void readFromNBT(final NBTTagCompound nbt) { |
| super.readFromNBT(nbt); |
| int index = 0; |
| for (Node node : nodes) { |
| // The host check may be superfluous for you. It's just there to allow |
| // some special cases, where getNode() returns some node managed by |
| // some other instance (for example when you have multiple internal |
| // nodes in this tile entity). |
| if (node != null && node.host() == this) { |
| // This restores the node's address, which is required for networks |
| // to continue working without interruption across loads. If the |
| // node is a power connector this is also required to restore the |
| // internal energy buffer of the node. |
| node.load(nbt.getCompoundTag("oc:node" + index)); |
| } |
| ++index; |
| } |
| } |
| |
| @Override |
| public void writeToNBT(NBTTagCompound nbt) { |
| super.writeToNBT(nbt); |
| int index = 0; |
| for (Node node : nodes) { |
| // See readFromNBT() regarding host check. |
| if (node != null && node.host() == this) { |
| final NBTTagCompound nodeNbt = new NBTTagCompound(); |
| node.save(nodeNbt); |
| nbt.setTag("oc:node" + index, nodeNbt); |
| } |
| ++index; |
| } |
| } |
| } |