| 21 | // How do "robot builders" work? Don't they have lots of different positions depending |
| 22 | // on which one is executing it? |
| 23 | public interface IBuilderAccessor extends IMaterialProvider { |
| 24 | World getWorld(); |
| 25 | |
| 26 | ImmutableSet<BptPermissions> getPermissions(); |
| 27 | |
| 28 | PlayerOwner getOwner(); |
| 29 | |
| 30 | /** @return The number of ticks the animation will take */ |
| 31 | int startItemStackAnimation(Vec3d target, ItemStack display, int delay); |
| 32 | |
| 33 | /** @return The number of ticks the animation will take. It is an array {start, end} of the fluid flowing |
| 34 | * timings. */ |
| 35 | // FIXME Ambiguous timings doc! |
| 36 | int[] startFluidAnimation(Vec3d target, FluidStack fluid, int delay); |
| 37 | |
| 38 | /** @return The number of ticks the animation will take. It is an array {start, end} of the power flowing |
| 39 | * timings. */ |
| 40 | // FIXME Ambiguous timings doc! |
| 41 | int[] startPowerAnimation(Vec3d target, long microJoules, int delay); |
| 42 | |
| 43 | /** Checks to see if this builder has permission to edit the given block */ |
| 44 | boolean hasPermissionToEdit(BlockPos pos); |
| 45 | |
| 46 | long drainPower(long requested, TaskUsable requestor); |
| 47 | |
| 48 | boolean target(Vec3d vec, TaskUsable requestor); |
| 49 | |
| 50 | void returnItems(Vec3d from, ItemStack stack); |
| 51 | |
| 52 | void returnItems(BlockPos from, ItemStack stack); |
| 53 | } |
no outgoing calls
no test coverage detected