package ic2.api.item; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.ItemStack; /** * This interface specifies a manager to handle the various tasks for electric items. * * The default implementation does the following: * - store and retrieve the charge * - handle charging, taking amount, tier, transfer limit, canProvideEnergy and simulate into account * - replace item IDs if appropriate (getChargedItemId() and getEmptyItemId()) * - update and manage the damage value for the visual charge indicator * * @note If you're implementing your own variant (ISpecialElectricItem), you can delegate to the * default implementations through ElectricItem.rawManager. The default implementation is designed * to minimize its dependency on its own constraints/structure and delegates most work back to the * more atomic features in the gateway manager. */ public interface IElectricItemManager { /** * Charge an item with a specified amount of energy. * * @param itemStack electric item's stack * @param amount amount of energy to charge in EU * @param tier tier of the charging device, has to be at least as high as the item to charge * @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit() * @param simulate don't actually change the item, just determine the return value * @return Energy transferred into the electric item */ double charge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean simulate); /** * Discharge an item by a specified amount of energy * * @param itemStack electric item's stack * @param amount amount of energy to discharge in EU * @param tier tier of the discharging device, has to be at least as high as the item to discharge * @param ignoreTransferLimit ignore the transfer limit specified by getTransferLimit() * @param externally use the supplied item externally, i.e. to power something else as if it was a battery * @param simulate don't actually discharge the item, just determine the return value * @return Energy retrieved from the electric item */ double discharge(ItemStack stack, double amount, int tier, boolean ignoreTransferLimit, boolean externally, boolean simulate); /** * Determine the charge level for the specified item. * * @param itemStack ItemStack containing the electric item * @return charge level in EU */ double getCharge(ItemStack stack); /** * Determine if the specified electric item has at least a specific amount of EU. * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item. * BatPacks are not taken into account. * * @param itemStack electric item's stack * @param amount minimum amount of energy required * @return true if there's enough energy */ boolean canUse(ItemStack stack, double amount); /** * Try to retrieve a specific amount of energy from an Item, and if applicable, a BatPack. * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item. * * @param itemStack electric item's stack * @param amount amount of energy to discharge in EU * @param entity entity holding the item * @return true if the operation succeeded */ boolean use(ItemStack stack, double amount, EntityLivingBase entity); /** * Charge an item from the BatPack a player is wearing. * This is supposed to be used in the item code during operation, for example if you want to implement your own electric item. * use() already contains this functionality. * * @param itemStack electric item's stack * @param entity entity holding the item */ void chargeFromArmor(ItemStack stack, EntityLivingBase entity); /** * Get the tool tip to display for electric items. * * @param itemStack ItemStack to determine the tooltip for * @return tool tip string or null for none */ String getToolTip(ItemStack stack); // TODO: add tier getter }