/* * The MIT License (MIT) * * Copyright (c) 2013 AlgorithmX2 * * Permission is hereby granted, free of charge, to any person obtaining a copy of * this software and associated documentation files (the "Software"), to deal in * the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of * the Software, and to permit persons to whom the Software is furnished to do so, * subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package appeng.api.networking; import net.minecraftforge.common.util.ForgeDirection; /** * Access to AE's internal grid connections. * * Messing with connection is generally completely unnecessary, you should be able to just use IGridNode.updateState() * to have AE manage them for you. * * Don't Implement. */ public interface IGridConnection { /** * lets you get the opposing node of the connection by passing your own node. * * @param gridNode current grid node * * @return the IGridNode which represents the opposite side of the connection. */ IGridNode getOtherSide( IGridNode gridNode ); /** * determine the direction of the connection based on your node. * * @param gridNode current grid node * * @return the direction of the connection, only valid for in world connections. */ ForgeDirection getDirection( IGridNode gridNode ); /** * by destroying a connection you may create new grids, and trigger un-expected behavior, you should only destroy * connections if you created them. */ void destroy(); /** * @return node A */ IGridNode a(); /** * @return node B */ IGridNode b(); /** * @return if the connection is invisible this returns false */ boolean hasDirection(); /** * @return how many channels pass over this connections. */ int getUsedChannels(); }