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https://github.com/SquidDev-CC/CC-Tweaked
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/*
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* This file is part of the public ComputerCraft API - http://www.computercraft.info
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* Copyright Daniel Ratcliffe, 2011-2019. This API may be redistributed unmodified and in full only.
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* For help using the API, and posting your mods, visit the forums at computercraft.info.
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*/
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package dan200.computercraft.api.turtle;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import com.mojang.authlib.GameProfile;
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import dan200.computercraft.api.lua.ILuaContext;
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import dan200.computercraft.api.lua.LuaException;
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import dan200.computercraft.api.peripheral.IPeripheral;
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import net.minecraft.inventory.Inventory;
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import net.minecraft.nbt.CompoundTag;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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/**
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* The interface passed to turtle by turtles, providing methods that they can call.
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*
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* This should not be implemented by your classes. Do not interact with turtles except via this interface and {@link ITurtleUpgrade}.
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*/
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public interface ITurtleAccess {
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/**
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* Returns the world in which the turtle resides.
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*
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* @return the world in which the turtle resides.
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*/
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@Nonnull
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World getWorld();
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/**
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* Returns a vector containing the integer co-ordinates at which the turtle resides.
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*
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* @return a vector containing the integer co-ordinates at which the turtle resides.
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*/
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@Nonnull
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BlockPos getPosition();
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/**
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* Attempt to move this turtle to a new position.
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*
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* This will preserve the turtle's internal state, such as it's inventory, computer and upgrades. It should be used before playing a movement animation
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* using {@link #playAnimation(TurtleAnimation)}.
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*
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* @param world The new world to move it to
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* @param pos The new position to move it to.
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* @return Whether the movement was successful. It may fail if the block was not loaded or the block placement was cancelled.
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* @throws UnsupportedOperationException When attempting to teleport on the client side.
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*/
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boolean teleportTo(@Nonnull World world, @Nonnull BlockPos pos);
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/**
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* Returns a vector containing the floating point co-ordinates at which the turtle is rendered. This will shift when the turtle is moving.
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*
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* @param f The subframe fraction.
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* @return A vector containing the floating point co-ordinates at which the turtle resides.
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* @see #getVisualYaw(float)
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*/
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@Nonnull
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Vec3d getVisualPosition(float f);
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/**
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* Returns the yaw the turtle is facing when it is rendered.
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*
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* @param f The subframe fraction.
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* @return The yaw the turtle is facing.
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* @see #getVisualPosition(float)
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*/
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float getVisualYaw(float f);
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/**
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* Returns the world direction the turtle is currently facing.
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*
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* @return The world direction the turtle is currently facing.
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* @see #setDirection(Direction)
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*/
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@Nonnull
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Direction getDirection();
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/**
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* Set the direction the turtle is facing. Note that this will not play a rotation animation, you will also need to call {@link
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* #playAnimation(TurtleAnimation)} to do so.
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*
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* @param dir The new direction to set. This should be on either the x or z axis (so north, south, east or west).
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* @see #getDirection()
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*/
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void setDirection(@Nonnull Direction dir);
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/**
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* Get the currently selected slot in the turtle's inventory.
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*
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* @return An integer representing the current slot.
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* @see #getInventory()
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* @see #setSelectedSlot(int)
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*/
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int getSelectedSlot();
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/**
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* Set the currently selected slot in the turtle's inventory.
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*
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* @param slot The slot to set. This must be greater or equal to 0 and less than the inventory size. Otherwise no action will be taken.
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* @throws UnsupportedOperationException When attempting to change the slot on the client side.
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* @see #getInventory()
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* @see #getSelectedSlot()
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*/
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void setSelectedSlot(int slot);
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/**
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* Get the colour of this turtle as a RGB number.
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*
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* @return The colour this turtle is. This will be a RGB colour between {@code 0x000000} and {@code 0xFFFFFF} or -1 if it has no colour.
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* @see #setColour(int)
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*/
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int getColour();
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/**
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* Set the colour of the turtle to a RGB number.
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*
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* @param colour The colour this turtle should be changed to. This should be a RGB colour between {@code 0x000000} and {@code 0xFFFFFF} or -1 to
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* reset to the default colour.
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* @see #getColour()
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*/
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void setColour(int colour);
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/**
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* Get the player who owns this turtle, namely whoever placed it.
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*
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* @return This turtle's owner.
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*/
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@Nonnull
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GameProfile getOwningPlayer();
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/**
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* Get the inventory of this turtle
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*
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* @return This turtle's inventory
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*/
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@Nonnull
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Inventory getInventory();
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/**
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* Determine whether this turtle will require fuel when performing actions.
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*
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* @return Whether this turtle needs fuel.
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* @see #getFuelLevel()
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* @see #setFuelLevel(int)
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*/
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boolean isFuelNeeded();
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/**
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* Get the current fuel level of this turtle.
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*
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* @return The turtle's current fuel level.
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* @see #isFuelNeeded()
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* @see #setFuelLevel(int)
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*/
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int getFuelLevel();
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/**
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* Set the fuel level to a new value. It is generally preferred to use {@link #consumeFuel(int)}} or {@link #addFuel(int)} instead.
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*
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* @param fuel The new amount of fuel. This must be between 0 and the fuel limit.
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* @see #getFuelLevel()
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* @see #getFuelLimit()
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* @see #addFuel(int)
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* @see #consumeFuel(int)
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*/
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void setFuelLevel(int fuel);
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/**
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* Get the maximum amount of fuel a turtle can hold.
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*
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* @return The turtle's fuel limit.
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*/
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int getFuelLimit();
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/**
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* Removes some fuel from the turtles fuel supply. Negative numbers can be passed in to INCREASE the fuel level of the turtle.
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*
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* @param fuel The amount of fuel to consume.
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* @return Whether the turtle was able to consume the amount of fuel specified. Will return false if you supply a number greater than the current fuel
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* level of the turtle. No fuel will be consumed if {@code false} is returned.
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* @throws UnsupportedOperationException When attempting to consume fuel on the client side.
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*/
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boolean consumeFuel(int fuel);
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/**
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* Increase the turtle's fuel level by the given amount.
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*
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* @param fuel The amount to refuel with.
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* @throws UnsupportedOperationException When attempting to refuel on the client side.
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*/
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void addFuel(int fuel);
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/**
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* Adds a custom command to the turtles command queue. Unlike peripheral methods, these custom commands will be executed on the main thread, so are
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* guaranteed to be able to access Minecraft objects safely, and will be queued up with the turtles standard movement and tool commands. An issued
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* command will return an unique integer, which will be supplied as a parameter to a "turtle_response" event issued to the turtle after the command has
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* completed. Look at the lua source code for "rom/apis/turtle" for how to build a lua wrapper around this functionality.
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*
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* @param context The Lua context to pull events from.
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* @param command An object which will execute the custom command when its point in the queue is reached
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* @return The objects the command returned when executed. you should probably return these to the player unchanged if called from a peripheral method.
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* @throws UnsupportedOperationException When attempting to execute a command on the client side.
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* @throws LuaException If the user presses CTRL+T to terminate the current program while {@code executeCommand()} is waiting for an event, a
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* "Terminated" exception will be thrown here.
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* @throws InterruptedException If the user shuts down or reboots the computer while pullEvent() is waiting for an event, InterruptedException will
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* be thrown. This exception must not be caught or intercepted, or the computer will leak memory and end up in a broken state.
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* @see ITurtleCommand
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* @see ILuaContext#pullEvent(String)
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*/
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@Nonnull
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Object[] executeCommand(@Nonnull ILuaContext context, @Nonnull ITurtleCommand command) throws LuaException, InterruptedException;
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/**
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* Start playing a specific animation. This will prevent other turtle commands from executing until it is finished.
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*
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* @param animation The animation to play.
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* @throws UnsupportedOperationException When attempting to execute play an animation on the client side.
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* @see TurtleAnimation
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*/
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void playAnimation(@Nonnull TurtleAnimation animation);
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/**
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* Returns the turtle on the specified side of the turtle, if there is one.
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*
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* @param side The side to get the upgrade from.
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* @return The upgrade on the specified side of the turtle, if there is one.
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* @see #setUpgrade(TurtleSide, ITurtleUpgrade)
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*/
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@Nullable
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ITurtleUpgrade getUpgrade(@Nonnull TurtleSide side);
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/**
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* Set the upgrade for a given side, resetting peripherals and clearing upgrade specific data.
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*
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* @param side The side to set the upgrade on.
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* @param upgrade The upgrade to set, may be {@code null} to clear.
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* @see #getUpgrade(TurtleSide)
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*/
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void setUpgrade(@Nonnull TurtleSide side, @Nullable ITurtleUpgrade upgrade);
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/**
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* Returns the peripheral created by the upgrade on the specified side of the turtle, if there is one.
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*
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* @param side The side to get the peripheral from.
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* @return The peripheral created by the upgrade on the specified side of the turtle, {@code null} if none exists.
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*/
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@Nullable
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IPeripheral getPeripheral(@Nonnull TurtleSide side);
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/**
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* Get an upgrade-specific NBT compound, which can be used to store arbitrary data.
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*
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* This will be persisted across turtle restarts and chunk loads, as well as being synced to the client. You must call {@link
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* #updateUpgradeNBTData(TurtleSide)} after modifying it.
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*
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* @param side The side to get the upgrade data for.
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* @return The upgrade-specific data.
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* @see #updateUpgradeNBTData(TurtleSide)
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*/
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@Nonnull
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CompoundTag getUpgradeNBTData(@Nullable TurtleSide side);
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/**
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* Mark the upgrade-specific data as dirty on a specific side. This is required for the data to be synced to the client and persisted.
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*
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* @param side The side to mark dirty.
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* @see #updateUpgradeNBTData(TurtleSide)
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*/
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void updateUpgradeNBTData(@Nonnull TurtleSide side);
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}
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