package li.cil.oc.api.internal; import li.cil.oc.api.network.EnvironmentHost; import li.cil.oc.api.network.Environment; import net.minecraft.inventory.ISidedInventory; import net.minecraftforge.fluids.IFluidHandler; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; /** * 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>equipmentInventory.getSizeInventory</tt> hot-swappable components.</li> * <li><tt>mainInventory.getSizeInventory</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). * <p/> * This interface is <em>not meant to be implemented</em>, just used. */ public interface Robot extends Agent, Environment, EnvironmentHost, Tiered, ISidedInventory, IFluidHandler { /** * The number of built-in components in this robot. */ int componentCount(); /** * 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); /** * 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); /** * This essentially returns whether the robot is currently running or not. * <p/> * This is explicitly meant for client side use, to allow upgrade renderers * to know whether to resume animations or not, based on whether the robot * is currently powered on or not. */ @SideOnly(Side.CLIENT) boolean shouldAnimate(); }