Initial Fluid Integration (#3510)
* Added Fluid Storage Cells * Added Fluid Import Bus * Added Fluid Export Bus * Added Fluid Storage Bus * Added Fluid Terminal. While holding a item with the FLUID_HANDLER_ITEM_CAPABILITY, such as a tank Left click on a fluid to extract the fluid Right click to insert the fluid
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2015, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.fluids.registries;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import appeng.api.AEApi;
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import appeng.api.implementations.tiles.IChestOrDrive;
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import appeng.api.storage.ICellHandler;
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import appeng.api.storage.ICellInventory;
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import appeng.api.storage.ICellInventoryHandler;
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import appeng.api.storage.IMEInventory;
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import appeng.api.storage.IMEInventoryHandler;
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import appeng.api.storage.ISaveProvider;
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import appeng.api.storage.IStorageChannel;
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import appeng.api.storage.channels.IFluidStorageChannel;
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import appeng.api.storage.data.IAEStack;
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import appeng.fluids.storage.FluidCellInventory;
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import appeng.fluids.storage.FluidCellInventoryHandler;
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public class BasicFluidCellHandler implements ICellHandler
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{
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@Override
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public boolean isCell( final ItemStack is )
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{
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return FluidCellInventory.isCell( is );
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}
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@Override
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public <T extends IAEStack<T>> IMEInventoryHandler<T> getCellInventory( final ItemStack is, final ISaveProvider container, final IStorageChannel<T> channel )
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{
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if( channel == AEApi.instance().storage().getStorageChannel( IFluidStorageChannel.class ) )
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{
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return FluidCellInventory.getCell( is, container );
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}
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return null;
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}
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@Override
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public void openChestGui( final EntityPlayer player, final IChestOrDrive chest, final ICellHandler cellHandler, final IMEInventoryHandler inv, final ItemStack is, final IStorageChannel chan )
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{
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if( chan == AEApi.instance().storage().getStorageChannel( IFluidStorageChannel.class ) )
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{
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//TODO: Open Gui
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//Platform.openGUI( player, (TileEntity) chest, AEPartLocation.fromFacing( chest.getUp() ), GuiBridge.GUI_ME );
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}
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}
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@Override
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public int getStatusForCell( final ItemStack is, final IMEInventory handler )
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{
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if( handler instanceof FluidCellInventoryHandler )
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{
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final FluidCellInventoryHandler ci = (FluidCellInventoryHandler) handler;
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return ci.getStatusForCell();
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}
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return 0;
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}
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@Override
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public double cellIdleDrain( final ItemStack is, final IMEInventory handler )
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{
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final ICellInventory inv = ( (ICellInventoryHandler) handler ).getCellInv();
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return inv.getIdleDrain();
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}
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}
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