120 lines
4.1 KiB
Java
120 lines
4.1 KiB
Java
/*
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* The MIT License (MIT)
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*
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* Copyright (c) 2013 AlgorithmX2
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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package appeng.api.movable;
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import net.minecraft.block.Block;
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import net.minecraft.tileentity.TileEntity;
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/**
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* Used to determine if a tile is marked as movable, a block will be considered movable, if...
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*
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* 1. The Tile or its super classes have been white listed with whiteListTileEntity.
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*
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* 2. The Tile has been register with the IMC ( which basically calls whiteListTileEntity. )
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*
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* 3. The Tile implements IMovableTile 4. A IMovableHandler is register that returns canHandle = true for the Tile
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* Entity Class
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*
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* IMC Example: FMLInterModComms.sendMessage( "appliedenergistics2", "movabletile", "appeng.common.AppEngTile" );
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*
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* The movement process is as follows,
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*
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* 1. IMovableTile.prepareToMove() or TileEntity.invalidate() depending on your opt-in method. 2. The tile will be
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* removed from the world. 3. Its world, coordinates will be changed. *** this can be overridden with a IMovableHandler
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* *** 4. It will then be re-added to the world, or a new world. 5. TileEntity.validate() 6. IMovableTile.doneMoving (
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* if you implemented IMovableTile )
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*
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* Please note, this is a 100% white list only feature, I will never opt in any non-vanilla, non-AE blocks. If you do
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* not want to support your tiles being moved, you don't have to do anything.
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*
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* I appreciate anyone that takes the effort to get their tiles to work with this system to create a better use
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* experience.
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*
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* If you need a build of deobf build of AE for testing, do not hesitate to ask.
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*/
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public interface IMovableRegistry
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{
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/**
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* Black list a block from movement, please only use this to prevent exploits.
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*
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* You can also use the IMC, FMLInterModComms.sendMessage( "appliedenergistics2", "whitelist-spatial",
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* "appeng.common.AppEngTile" );
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*
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* @param blk block
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*/
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void blacklistBlock(Block blk);
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/**
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* White list your tile entity with the registry.
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*
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* You can also use the IMC, FMLInterModComms.sendMessage( "appliedenergistics2", "blacklist-block-spatial", new
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* ItemStack(...) );
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*
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* If you tile is handled with IMovableHandler or IMovableTile you do not need to white list it.
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*/
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void whiteListTileEntity(Class<? extends TileEntity> c);
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/**
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* @param te to be moved tile entity
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* @return true if the tile has accepted your request to move it
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*/
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boolean askToMove(TileEntity te);
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/**
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* tells the tile you are done moving it.
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*
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* @param te moved tile entity
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*/
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void doneMoving(TileEntity te);
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/**
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* add a new handler movable handler.
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*
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* @param handler moving handler
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*/
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void addHandler(IMovableHandler handler);
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/**
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* handlers are used to perform movement, this allows you to override AE's internal version.
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*
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* only valid after askToMove(...) = true
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*
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* @param te tile entity
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* @return moving handler of tile entity
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*/
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IMovableHandler getHandler(TileEntity te);
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/**
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* @return a copy of the default handler
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*/
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IMovableHandler getDefaultHandler();
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/**
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* @param blk block
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* @return true if this block is blacklisted
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*/
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boolean isBlacklisted(Block blk);
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} |