Interface IGridConnection


public interface IGridConnection
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.

  • Method Summary

    Modifier and Type
    Method
    Description
    a()
     
    b()
     
    void
    by destroying a connection you may create new grids, and trigger un-expected behavior, you should only destroy connections if you created them.
    @Nullable net.minecraft.core.Direction
    getDirection(IGridNode sourceNode)
    determine the direction of the connection based on your node.
    lets you get the opposing node of the connection by passing your own node.
    int
     
    boolean
     
  • Method Details

    • getOtherSide

      IGridNode getOtherSide(IGridNode gridNode)
      lets you get the opposing node of the connection by passing your own node.
      Parameters:
      gridNode - current grid node
      Returns:
      the IGridNode which represents the opposite side of the connection.
    • isInWorld

      boolean isInWorld()
      Returns:
      True if this connection was established via the grid node host's sides, and getDirection(IGridNode) returns a non-null value.
    • getDirection

      @Nullable @Nullable net.minecraft.core.Direction getDirection(IGridNode sourceNode)
      determine the direction of the connection based on your node.
      Parameters:
      sourceNode - current grid node
      Returns:
      the direction of the connection, if isInWorld() is true, otherwise null.
    • destroy

      void destroy()
      by destroying a connection you may create new grids, and trigger un-expected behavior, you should only destroy connections if you created them.
    • a

      Returns:
      node A
    • b

      Returns:
      node B
    • getUsedChannels

      int getUsedChannels()
      Returns:
      how many channels pass over this connections.