コード例 #1
0
  /**
   * Get the total energy request in this network
   *
   * @param ignoreTiles Tiles to ignore in the request calculations (NOTE: only used in initial
   *     (internal) check.
   * @return Amount of energy requested in this network
   */
  @Override
  public float getRequest(TileEntity... ignoreTiles) {
    if (EnergyNetwork.tickCount != this.tickDone) {
      // Start the new tick - initialise everything
      this.ignoreAcceptors.clear();
      this.ignoreAcceptors.addAll(Arrays.asList(ignoreTiles));
      this.doTickStartCalc();

      if (EnergyConfigHandler.isBuildcraftLoaded()) {
        for (IConductor wire : this.conductors) {
          if (wire instanceof TileBaseUniversalConductor) {
            // This will call getRequest() but that's no problem, on the second call it will just
            // return the totalRequested
            ((TileBaseUniversalConductor) wire).reconfigureBC();
          }
        }
      }
    }
    return this.totalRequested - this.totalEnergy - this.totalSent;
  }
コード例 #2
0
/**
 * A universal network that works with multiple energy systems.
 *
 * @author radfast, micdoodle8, Calclavia, Aidancbrady
 */
public class EnergyNetwork implements IElectricityNetwork {
  private boolean isMekLoaded =
      EnergyConfigHandler.isMekanismLoaded() && !EnergyConfigHandler.disableMekanismOutput;
  private boolean isRF1Loaded =
      EnergyConfigHandler.isRFAPIv1Loaded() && !EnergyConfigHandler.disableRFOutput;
  private boolean isRF2Loaded =
      EnergyConfigHandler.isRFAPIv2Loaded() && !EnergyConfigHandler.disableRFOutput;
  private boolean isIC2Loaded =
      EnergyConfigHandler.isIndustrialCraft2Loaded() && !EnergyConfigHandler.disableIC2Output;
  private boolean isBCLoaded =
      EnergyConfigHandler.isBuildcraftLoaded() && !EnergyConfigHandler.disableBuildCraftOutput;

  /* Re-written by radfast for better performance
   *
   * Imagine a 30 producer, 80 acceptor network...
   *
   *   Before: it would have called the inner loop in produce() 2400 times each tick.  Not good!
   *
   *   After: the inner loop runs 80 times - part of it is in doTickStartCalc() at/near the tick start, and part of it is in doProduce() at the end of the tick
   */
  public static int tickCount = 0;
  private int tickDone = -1;
  private float totalRequested = 0F;
  private float totalStorageExcess = 0F;
  private float totalEnergy = 0F;
  private float totalSent = 0F;
  private boolean doneScheduled = false;
  private boolean spamstop = false;
  private boolean loopPrevention = false;
  public int networkTierGC = 1;
  private int producersTierGC = 1;

  /*
   * connectedAcceptors is all the acceptors connected to this network
   * connectedDirections is the directions of those connections (from the point of view of the acceptor tile)
   *   Note: each position in those two linked lists matches
   *         so, an acceptor connected on two sides will be in connectedAcceptors twice
   */
  private List<TileEntity> connectedAcceptors = new LinkedList<TileEntity>();
  private List<ForgeDirection> connectedDirections = new LinkedList<ForgeDirection>();

  /*
   *  availableAcceptors is the acceptors which can receive energy (this tick)
   *  availableconnectedDirections is a map of those acceptors and the directions they will receive from (from the point of view of the acceptor tile)
   *    Note: each acceptor will only be included once in these collections
   *          (there is no point trying to put power into a machine twice from two different sides)
   */
  private Set<TileEntity> availableAcceptors = new HashSet<TileEntity>();
  private Map<TileEntity, ForgeDirection> availableconnectedDirections =
      new HashMap<TileEntity, ForgeDirection>();

  private Map<TileEntity, Float> energyRequests = new HashMap<TileEntity, Float>();
  private List<TileEntity> ignoreAcceptors = new LinkedList<TileEntity>();

  private final Set<IConductor> conductors = new HashSet<IConductor>();

  // This is an energy per tick which exceeds what any normal machine will request, so the requester
  // must be an energy storage - for example, a battery or an energy cube
  private static final float ENERGY_STORAGE_LEVEL = 200F;

  @Override
  public Set<IConductor> getTransmitters() {
    return this.conductors;
  }

  /**
   * Get the total energy request in this network
   *
   * @param ignoreTiles Tiles to ignore in the request calculations (NOTE: only used in initial
   *     (internal) check.
   * @return Amount of energy requested in this network
   */
  @Override
  public float getRequest(TileEntity... ignoreTiles) {
    if (EnergyNetwork.tickCount != this.tickDone) {
      // Start the new tick - initialise everything
      this.ignoreAcceptors.clear();
      this.ignoreAcceptors.addAll(Arrays.asList(ignoreTiles));
      this.doTickStartCalc();

      if (EnergyConfigHandler.isBuildcraftLoaded()) {
        for (IConductor wire : this.conductors) {
          if (wire instanceof TileBaseUniversalConductor) {
            // This will call getRequest() but that's no problem, on the second call it will just
            // return the totalRequested
            ((TileBaseUniversalConductor) wire).reconfigureBC();
          }
        }
      }
    }
    return this.totalRequested - this.totalEnergy - this.totalSent;
  }

  /**
   * Produce energy into the network
   *
   * @param energy Amount of energy to send into the network
   * @param doReceive Whether to put energy into the network (true) or just simulate (false)
   * @param ignoreTiles TileEntities to ignore for energy transfers.
   * @return Amount of energy REMAINING from the passed energy parameter
   */
  @Override
  public float produce(
      float energy, boolean doReceive, int producerTier, TileEntity... ignoreTiles) {
    if (this.loopPrevention) {
      return energy;
    }

    if (energy > 0F) {
      if (EnergyNetwork.tickCount != this.tickDone) {
        this.tickDone = EnergyNetwork.tickCount;
        // Start the new tick - initialise everything
        this.ignoreAcceptors.clear();
        this.ignoreAcceptors.addAll(Arrays.asList(ignoreTiles));
        this.producersTierGC = 1;
        this.doTickStartCalc();
      } else {
        this.ignoreAcceptors.addAll(Arrays.asList(ignoreTiles));
      }

      if (!this.doneScheduled && this.totalRequested > 0.0F) {
        TickHandlerServer.scheduleNetworkTick(this);
        this.doneScheduled = true;
      }

      // On a regular mid-tick produce(), just figure out how much is totalEnergy this tick and
      // return the used amount
      // This will return 0 if totalRequested is 0 - for example a network with no acceptors
      float totalEnergyLast = this.totalEnergy;

      // Add the energy for distribution by this grid later this tick
      // Note: totalEnergy cannot exceed totalRequested
      if (doReceive) {
        this.totalEnergy += Math.min(energy, this.totalRequested - totalEnergyLast);
        if (producerTier > 1) {
          this.producersTierGC = 2;
        }
      }

      if (this.totalRequested >= totalEnergyLast + energy) {
        return 0F; // All the electricity will be used
      }
      if (totalEnergyLast >= this.totalRequested) {
        return energy; // None of the electricity will be used
      }
      return totalEnergyLast + energy - this.totalRequested; // Some of the electricity will be used
    }
    return energy;
  }

  /** Called on server tick end, from the Galacticraft Core tick handler. */
  public void tickEnd() {
    this.doneScheduled = false;
    this.loopPrevention = true;

    // Finish the last tick if there was some to send and something to receive it
    if (this.totalEnergy > 0F) {
      // Call doTickStartCalc a second time in case anything has updated meanwhile
      this.doTickStartCalc();

      if (this.totalRequested > 0F) {
        this.totalSent = this.doProduce();
        if (this.totalSent < this.totalEnergy) {
          // Any spare energy left is retained for the next tick
          this.totalEnergy -= this.totalSent;
        } else {
          this.totalEnergy = 0F;
        }
      } else this.totalEnergy = 0F;
    } else {
      this.totalEnergy = 0F;
    }

    this.loopPrevention = false;
  }

  /**
   * Refreshes all tiles in network, and updates requested energy
   *
   * @param ignoreTiles TileEntities to ignore for energy calculations.
   */
  private void doTickStartCalc() {
    this.tickDone = EnergyNetwork.tickCount;
    this.totalSent = 0F;
    this.refreshAcceptors();

    if (!EnergyUtil.initialisedIC2Methods) {
      EnergyUtil.initialiseIC2Methods();
    }

    if (this.conductors.size() == 0) {
      return;
    }

    this.loopPrevention = true;

    this.availableAcceptors.clear();
    this.availableconnectedDirections.clear();
    this.energyRequests.clear();
    this.totalRequested = 0.0F;
    this.totalStorageExcess = 0F;

    if (!this.connectedAcceptors.isEmpty()) {
      float e;
      final Iterator<ForgeDirection> acceptorDirection = this.connectedDirections.iterator();
      for (TileEntity acceptor : this.connectedAcceptors) {
        // This tries all sides of the acceptor which are connected (see refreshAcceptors())
        ForgeDirection sideFrom = acceptorDirection.next();

        // But the grid will only put energy into the acceptor from one side - once it's in
        // availableAcceptors
        if (!this.ignoreAcceptors.contains(acceptor)
            && !this.availableAcceptors.contains(acceptor)) {
          e = 0.0F;

          if (acceptor instanceof IElectrical) {
            e = ((IElectrical) acceptor).getRequest(sideFrom);
          } else if (isRF2Loaded && acceptor instanceof IEnergyReceiver) {
            e =
                ((IEnergyReceiver) acceptor).receiveEnergy(sideFrom, Integer.MAX_VALUE, true)
                    / EnergyConfigHandler.TO_RF_RATIO;
          } else if (isMekLoaded && acceptor instanceof IStrictEnergyAcceptor) {
            e =
                (float)
                    ((((IStrictEnergyAcceptor) acceptor).getMaxEnergy()
                            - ((IStrictEnergyAcceptor) acceptor).getEnergy())
                        / EnergyConfigHandler.TO_MEKANISM_RATIO);
          } else if (isRF1Loaded && acceptor instanceof IEnergyHandler) {
            e =
                ((IEnergyHandler) acceptor).receiveEnergy(sideFrom, Integer.MAX_VALUE, true)
                    / EnergyConfigHandler.TO_RF_RATIO;
          } else if (isIC2Loaded && acceptor instanceof IEnergySink) {
            double result = 0;
            try {
              result = (Double) EnergyUtil.demandedEnergyIC2.invoke(acceptor);
            } catch (Exception ex) {
              if (ConfigManagerCore.enableDebug) {
                ex.printStackTrace();
              }
            }
            // Cap IC2 power transfer at 128EU/t for standard Alu wire, 256EU/t for heavy Alu wire
            result = Math.max(result, (this.networkTierGC == 2) ? 256D : 128D);
            e = (float) result / EnergyConfigHandler.TO_IC2_RATIO;
          } else if (isBCLoaded
              && EnergyConfigHandler.getBuildcraftVersion() == 6
              && MjAPI.getMjBattery(acceptor, MjAPI.DEFAULT_POWER_FRAMEWORK, sideFrom) != null)
          // New BC API
          {
            e =
                (float)
                        MjAPI.getMjBattery(acceptor, MjAPI.DEFAULT_POWER_FRAMEWORK, sideFrom)
                            .getEnergyRequested()
                    / EnergyConfigHandler.TO_BC_RATIO;
          } else if (isBCLoaded && acceptor instanceof IPowerReceptor)
          // Legacy BC API
          {
            PowerReceiver BCreceiver = ((IPowerReceptor) acceptor).getPowerReceiver(sideFrom);
            if (BCreceiver != null) {
              e = (float) BCreceiver.powerRequest() / EnergyConfigHandler.TO_BC_RATIO;
            }
          }

          if (e > 0.0F) {
            this.availableAcceptors.add(acceptor);
            this.availableconnectedDirections.put(acceptor, sideFrom);
            this.energyRequests.put(acceptor, Float.valueOf(e));
            this.totalRequested += e;
            if (e > EnergyNetwork.ENERGY_STORAGE_LEVEL) {
              this.totalStorageExcess += e - EnergyNetwork.ENERGY_STORAGE_LEVEL;
            }
          }
        }
      }
    }

    this.loopPrevention = false;
  }

  /**
   * Complete the energy transfer. Called internally on server tick end.
   *
   * @return Amount of energy SENT to all acceptors
   */
  private float doProduce() {
    float sent = 0.0F;

    if (!this.availableAcceptors.isEmpty()) {
      float energyNeeded = this.totalRequested;
      float energyAvailable = this.totalEnergy;
      float reducor = 1.0F;
      float energyStorageReducor = 1.0F;

      if (energyNeeded > energyAvailable) {
        // If not enough energy, try reducing what goes into energy storage (if any)
        energyNeeded -= this.totalStorageExcess;
        // If there's still not enough, put the minimum into energy storage (if any) and, anyhow,
        // reduce everything proportionately
        if (energyNeeded > energyAvailable) {
          energyStorageReducor = 0F;
          reducor = energyAvailable / energyNeeded;
        } else {
          // Energyavailable exceeds the total needed but only if storage does not fill all in one
          // go - this is a common situation
          energyStorageReducor = (energyAvailable - energyNeeded) / this.totalStorageExcess;
        }
      }

      float currentSending;
      float sentToAcceptor;
      int tierProduced = Math.min(this.producersTierGC, this.networkTierGC);

      TileEntity debugTE = null;
      try {
        for (TileEntity tileEntity : this.availableAcceptors) {
          debugTE = tileEntity;
          // Exit the loop if there is no energy left at all (should normally not happen, should be
          // some even for the last acceptor)
          if (sent >= energyAvailable) {
            break;
          }

          // The base case is to give each acceptor what it is requesting
          currentSending = this.energyRequests.get(tileEntity);

          // If it's an energy store, we may need to damp it down if energyStorageReducor is less
          // than 1
          if (currentSending > EnergyNetwork.ENERGY_STORAGE_LEVEL) {
            currentSending =
                EnergyNetwork.ENERGY_STORAGE_LEVEL
                    + (currentSending - EnergyNetwork.ENERGY_STORAGE_LEVEL) * energyStorageReducor;
          }

          // Reduce everything proportionately if there is not enough energy for all needs
          currentSending *= reducor;

          if (currentSending > energyAvailable - sent) {
            currentSending = energyAvailable - sent;
          }

          ForgeDirection sideFrom = this.availableconnectedDirections.get(tileEntity);

          if (tileEntity instanceof IElectrical) {
            sentToAcceptor =
                ((IElectrical) tileEntity)
                    .receiveElectricity(sideFrom, currentSending, tierProduced, true);
          } else if (isRF2Loaded && tileEntity instanceof IEnergyReceiver) {
            final int currentSendinginRF =
                (currentSending >= Integer.MAX_VALUE / EnergyConfigHandler.TO_RF_RATIO)
                    ? Integer.MAX_VALUE
                    : (int) (currentSending * EnergyConfigHandler.TO_RF_RATIO);
            sentToAcceptor =
                ((IEnergyReceiver) tileEntity).receiveEnergy(sideFrom, currentSendinginRF, false)
                    / EnergyConfigHandler.TO_RF_RATIO;
          } else if (isMekLoaded && tileEntity instanceof IStrictEnergyAcceptor) {
            sentToAcceptor =
                (float)
                        ((IStrictEnergyAcceptor) tileEntity)
                            .transferEnergyToAcceptor(
                                sideFrom, currentSending * EnergyConfigHandler.TO_MEKANISM_RATIO)
                    / EnergyConfigHandler.TO_MEKANISM_RATIO;
          } else if (isRF1Loaded && tileEntity instanceof IEnergyHandler) {
            final int currentSendinginRF =
                (currentSending >= Integer.MAX_VALUE / EnergyConfigHandler.TO_RF_RATIO)
                    ? Integer.MAX_VALUE
                    : (int) (currentSending * EnergyConfigHandler.TO_RF_RATIO);
            sentToAcceptor =
                ((IEnergyHandler) tileEntity).receiveEnergy(sideFrom, currentSendinginRF, false)
                    / EnergyConfigHandler.TO_RF_RATIO;
          } else if (isIC2Loaded && tileEntity instanceof IEnergySink) {
            double energySendingIC2 = currentSending * EnergyConfigHandler.TO_IC2_RATIO;
            if (energySendingIC2 >= 1D) {
              double result = 0;
              try {
                if (EnergyUtil.voltageParameterIC2) {
                  result =
                      (Double)
                          EnergyUtil.injectEnergyIC2.invoke(
                              tileEntity, sideFrom, energySendingIC2, 120D);
                } else {
                  result =
                      (Double)
                          EnergyUtil.injectEnergyIC2.invoke(tileEntity, sideFrom, energySendingIC2);
                }
              } catch (Exception ex) {
                if (ConfigManagerCore.enableDebug) {
                  ex.printStackTrace();
                }
              }
              sentToAcceptor = currentSending - (float) result / EnergyConfigHandler.TO_IC2_RATIO;
              if (sentToAcceptor < 0F) {
                sentToAcceptor = 0F;
              }
            } else {
              sentToAcceptor = 0F;
            }
          } else if (isBCLoaded
              && EnergyConfigHandler.getBuildcraftVersion() == 6
              && MjAPI.getMjBattery(tileEntity, MjAPI.DEFAULT_POWER_FRAMEWORK, sideFrom) != null)
          // New BC API
          {
            sentToAcceptor =
                (float)
                        MjAPI.getMjBattery(tileEntity, MjAPI.DEFAULT_POWER_FRAMEWORK, sideFrom)
                            .addEnergy(currentSending * EnergyConfigHandler.TO_BC_RATIO)
                    / EnergyConfigHandler.TO_BC_RATIO;
          } else if (isBCLoaded && tileEntity instanceof IPowerReceptor)
          // Legacy BC API
          {
            PowerReceiver receiver = ((IPowerReceptor) tileEntity).getPowerReceiver(sideFrom);

            if (receiver != null) {
              double toSendBC =
                  Math.min(
                      currentSending * EnergyConfigHandler.TO_BC_RATIO, receiver.powerRequest());
              sentToAcceptor =
                  (float)
                          receiver.receiveEnergy(
                              buildcraft.api.power.PowerHandler.Type.PIPE, toSendBC, sideFrom)
                      / EnergyConfigHandler.TO_BC_RATIO;
            } else {
              sentToAcceptor = 0F;
            }
          } else {
            sentToAcceptor = 0F;
          }

          if (sentToAcceptor / currentSending > 1.002F && sentToAcceptor > 0.01F) {
            if (!this.spamstop) {
              FMLLog.info(
                  "Energy network: acceptor took too much energy, offered "
                      + currentSending
                      + ", took "
                      + sentToAcceptor
                      + ". "
                      + tileEntity.toString());
              this.spamstop = true;
            }
            sentToAcceptor = currentSending;
          }

          sent += sentToAcceptor;
        }
      } catch (Exception e) {
        GCLog.severe("DEBUG Energy network loop issue, please report this");
        if (debugTE != null)
          GCLog.severe(
              "Problem was likely caused by tile in dim "
                  + debugTE.getWorldObj().provider.dimensionId
                  + " at "
                  + debugTE.xCoord
                  + ","
                  + debugTE.yCoord
                  + ","
                  + debugTE.zCoord
                  + " Type:"
                  + debugTE.getClass().getSimpleName());
      }
    }

    if (EnergyNetwork.tickCount % 200 == 0) {
      this.spamstop = false;
    }

    float returnvalue = sent;
    if (returnvalue > this.totalEnergy) {
      returnvalue = this.totalEnergy;
    }
    if (returnvalue < 0F) {
      returnvalue = 0F;
    }
    return returnvalue;
  }

  /** Refresh validity of each conductor in the network */
  public void refreshWithChecks() {
    int tierfound = 2;
    Iterator<IConductor> it = this.conductors.iterator();
    while (it.hasNext()) {
      IConductor conductor = it.next();

      if (conductor == null) {
        it.remove();
        continue;
      }

      TileEntity tile = (TileEntity) conductor;
      World world = tile.getWorldObj();
      // Remove any conductors in unloaded chunks
      if (tile.isInvalid()
          || world == null
          || !world.blockExists(tile.xCoord, tile.yCoord, tile.zCoord)) {
        it.remove();
        continue;
      }

      if (conductor != world.getTileEntity(tile.xCoord, tile.yCoord, tile.zCoord)) {
        it.remove();
        continue;
      }

      if (conductor.getTierGC() < 2) {
        tierfound = 1;
      }

      if (conductor.getNetwork() != this) {
        conductor.setNetwork(this);
        conductor.onNetworkChanged();
      }
    }

    // This will set the network tier to 2 if all the conductors are tier 2
    this.networkTierGC = tierfound;
  }

  @Override
  public void refresh() {
    int tierfound = 2;
    Iterator<IConductor> it = this.conductors.iterator();
    while (it.hasNext()) {
      IConductor conductor = it.next();

      if (conductor == null) {
        it.remove();
        continue;
      }

      TileEntity tile = (TileEntity) conductor;
      World world = tile.getWorldObj();
      // Remove any conductors in unloaded chunks
      if (tile.isInvalid() || world == null) {
        it.remove();
        continue;
      }

      if (conductor.getTierGC() < 2) {
        tierfound = 1;
      }

      if (conductor.getNetwork() != this) {
        conductor.setNetwork(this);
        conductor.onNetworkChanged();
      }
    }

    // This will set the network tier to 2 if all the conductors are tier 2
    this.networkTierGC = tierfound;
  }

  /** Refresh all energy acceptors in the network */
  private void refreshAcceptors() {
    this.connectedAcceptors.clear();
    this.connectedDirections.clear();

    this.refreshWithChecks();

    try {
      LinkedList<IConductor> conductorsCopy = new LinkedList();
      conductorsCopy.addAll(this.conductors);
      // This prevents concurrent modifications if something in the loop causes chunk loading
      // (Chunk loading can change the network if new conductors are found)
      for (IConductor conductor : conductorsCopy) {
        final TileEntity[] adjacentConnections =
            EnergyUtil.getAdjacentPowerConnections((TileEntity) conductor);
        for (int i = 0; i < 6; i++) {
          TileEntity acceptor = adjacentConnections[i];

          if (!(acceptor instanceof IConductor) && acceptor != null && !acceptor.isInvalid()) {
            // The direction 'sideFrom' is from the perspective of the acceptor, that's more useful
            // than the conductor's perspective
            ForgeDirection sideFrom = ForgeDirection.getOrientation(i ^ 1);

            if (acceptor instanceof IElectrical) {
              if (((IElectrical) acceptor).canConnect(sideFrom, NetworkType.POWER)) {
                this.connectedAcceptors.add(acceptor);
                this.connectedDirections.add(sideFrom);
              }
            } else if ((isRF2Loaded && acceptor instanceof IEnergyReceiver)
                || (isRF1Loaded && acceptor instanceof IEnergyHandler)) {
              if (((IEnergyConnection) acceptor).canConnectEnergy(sideFrom)) {
                this.connectedAcceptors.add(acceptor);
                this.connectedDirections.add(sideFrom);
              }
            } else if (isMekLoaded && acceptor instanceof IStrictEnergyAcceptor) {
              if (((IStrictEnergyAcceptor) acceptor).canReceiveEnergy(sideFrom)) {
                this.connectedAcceptors.add(acceptor);
                this.connectedDirections.add(sideFrom);
              }
            } else if (isIC2Loaded && acceptor instanceof IEnergyAcceptor) {
              if (((IEnergyAcceptor) acceptor)
                  .acceptsEnergyFrom((TileEntity) conductor, sideFrom)) {
                this.connectedAcceptors.add(acceptor);
                this.connectedDirections.add(sideFrom);
              }
            } else if (isBCLoaded
                && EnergyConfigHandler.getBuildcraftVersion() == 6
                && MjAPI.getMjBattery(acceptor, MjAPI.DEFAULT_POWER_FRAMEWORK, sideFrom) != null) {
              this.connectedAcceptors.add(acceptor);
              this.connectedDirections.add(sideFrom);
            } else if (isBCLoaded && acceptor instanceof IPowerReceptor) {
              if (((IPowerReceptor) acceptor).getPowerReceiver(sideFrom) != null
                  && (!(acceptor instanceof IPowerEmitter)
                      || !((IPowerEmitter) acceptor).canEmitPowerFrom(sideFrom))) {
                this.connectedAcceptors.add(acceptor);
                this.connectedDirections.add(sideFrom);
              }
            }
          }
        }
      }
    } catch (Exception e) {
      FMLLog.severe("Energy Network: Error when trying to refresh list of power acceptors.");
      e.printStackTrace();
    }
  }

  /**
   * Combine this network with another electricitynetwork
   *
   * @param network Network to merge with
   * @return The final, joined network
   */
  @Override
  public IElectricityNetwork merge(IElectricityNetwork network) {
    if (network != null && network != this) {
      Set<IConductor> thisNetwork = this.conductors;
      Set<IConductor> thatNetwork = network.getTransmitters();
      if (thisNetwork.size() >= thatNetwork.size()) {
        thisNetwork.addAll(thatNetwork);
        this.refresh();
        if (network instanceof EnergyNetwork) {
          ((EnergyNetwork) network).destroy();
        }
        return this;
      } else {
        thatNetwork.addAll(thisNetwork);
        network.refresh();
        this.destroy();
        return network;
      }
    }

    return this;
  }

  private void destroy() {
    this.conductors.clear();
    this.connectedAcceptors.clear();
    this.availableAcceptors.clear();
    this.totalEnergy = 0F;
    this.totalRequested = 0F;
    try {
      Class<?> clazz = Class.forName("micdoodle8.mods.galacticraft.core.tick.TickHandlerServer");
      clazz.getMethod("removeNetworkTick", this.getClass()).invoke(null, this);
    } catch (Exception e) {
      e.printStackTrace();
    }
  }

  public void split(IConductor splitPoint) {
    if (splitPoint instanceof TileEntity) {
      this.getTransmitters().remove(splitPoint);
      splitPoint.setNetwork(null);

      // If the size of the residual network is 1, it should simply be preserved
      if (this.getTransmitters().size() > 1) {
        World world = ((TileEntity) splitPoint).getWorldObj();

        if (this.getTransmitters().size() > 0) {
          TileEntity[] nextToSplit = new TileEntity[6];
          boolean[] toDo = {true, true, true, true, true, true};
          TileEntity tileEntity;

          int xCoord = ((TileEntity) splitPoint).xCoord;
          int yCoord = ((TileEntity) splitPoint).yCoord;
          int zCoord = ((TileEntity) splitPoint).zCoord;

          for (int j = 0; j < 6; j++) {
            switch (j) {
              case 0:
                tileEntity = world.getTileEntity(xCoord, yCoord - 1, zCoord);
                break;
              case 1:
                tileEntity = world.getTileEntity(xCoord, yCoord + 1, zCoord);
                break;
              case 2:
                tileEntity = world.getTileEntity(xCoord, yCoord, zCoord - 1);
                break;
              case 3:
                tileEntity = world.getTileEntity(xCoord, yCoord, zCoord + 1);
                break;
              case 4:
                tileEntity = world.getTileEntity(xCoord - 1, yCoord, zCoord);
                break;
              case 5:
                tileEntity = world.getTileEntity(xCoord + 1, yCoord, zCoord);
                break;
              default:
                // Not reachable, only to prevent uninitiated compile errors
                tileEntity = null;
                break;
            }

            if (tileEntity instanceof IConductor) {
              nextToSplit[j] = tileEntity;
            } else toDo[j] = false;
          }

          for (int i1 = 0; i1 < 6; i1++) {
            if (toDo[i1]) {
              TileEntity connectedBlockA = nextToSplit[i1];
              NetworkFinder finder =
                  new NetworkFinder(
                      world,
                      new BlockVec3(connectedBlockA),
                      new BlockVec3((TileEntity) splitPoint));
              List<IConductor> partNetwork = finder.exploreNetwork();

              // Mark any others still to do in the nextToSplit array which are connected to this,
              // as dealt with
              for (int i2 = i1 + 1; i2 < 6; i2++) {
                TileEntity connectedBlockB = nextToSplit[i2];

                if (toDo[i2]) {
                  if (partNetwork.contains(connectedBlockB)) {
                    toDo[i2] = false;
                  }
                }
              }

              // Now make the new network from partNetwork
              EnergyNetwork newNetwork = new EnergyNetwork();
              newNetwork.getTransmitters().addAll(partNetwork);
              newNetwork.refreshWithChecks();
            }
          }

          this.destroy();
        }
      }
      // Splitting a 1-block network leaves nothing
      else if (this.getTransmitters().size() == 0) {
        this.destroy();
      }
    }
  }

  @Override
  public String toString() {
    return "EnergyNetwork["
        + this.hashCode()
        + "|Wires:"
        + this.getTransmitters().size()
        + "|Acceptors:"
        + this.connectedAcceptors.size()
        + "]";
  }
}