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authorAlkalus <draknyte1@hotmail.com>2017-11-18 05:46:28 +1000
committerAlkalus <draknyte1@hotmail.com>2017-11-18 05:46:28 +1000
commit04344136279524749cc07dc979c18baee6a72e4d (patch)
treeb6e41ba36e4dc701f8590d5fcf8cdb3199b8a5a9 /src/Java/gtPlusPlus/core/container
parente8fa34d3ba219a21bcce0cdb07ede8dcdfe9dcb9 (diff)
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+ Added the Grindle, a portable E-reader for Data-Sticks.
Diffstat (limited to 'src/Java/gtPlusPlus/core/container')
-rw-r--r--src/Java/gtPlusPlus/core/container/Container_Grindle.java182
1 files changed, 182 insertions, 0 deletions
diff --git a/src/Java/gtPlusPlus/core/container/Container_Grindle.java b/src/Java/gtPlusPlus/core/container/Container_Grindle.java
new file mode 100644
index 0000000000..8b218f5993
--- /dev/null
+++ b/src/Java/gtPlusPlus/core/container/Container_Grindle.java
@@ -0,0 +1,182 @@
+package gtPlusPlus.core.container;
+
+import gtPlusPlus.core.inventories.BaseInventoryGrindle;
+import gtPlusPlus.core.slots.SlotDataStick;
+import net.minecraft.entity.player.EntityPlayer;
+import net.minecraft.entity.player.InventoryPlayer;
+import net.minecraft.inventory.Container;
+import net.minecraft.inventory.Slot;
+import net.minecraft.item.ItemStack;
+
+public class Container_Grindle extends Container
+{
+ /** The Item Inventory for this Container, only needed if you want to reference isUseableByPlayer */
+ public final BaseInventoryGrindle inventory;
+
+ /** Using these will make transferStackInSlot easier to understand and implement
+ * INV_START is the index of the first slot in the Player's Inventory, so our
+ * BaseInventoryBackpack's number of slots (e.g. 5 slots is array indices 0-4, so start at 5)
+ * Notice how we don't have to remember how many slots we made? We can just use
+ * BaseInventoryBackpack.INV_SIZE and if we ever change it, the Container updates automatically. */
+ private static final int INV_START = BaseInventoryGrindle.INV_SIZE, INV_END = INV_START+0,
+ HOTBAR_START = INV_END, HOTBAR_END = HOTBAR_START+8;
+
+ // If you're planning to add armor slots, put those first like this:
+ // ARMOR_START = BaseInventoryBackpack.INV_SIZE, ARMOR_END = ARMOR_START+3,
+ // INV_START = ARMOR_END+1, and then carry on like above.
+
+ public Container_Grindle(final EntityPlayer par1Player, final InventoryPlayer inventoryPlayer, final BaseInventoryGrindle inventoryItem)
+ {
+ this.inventory = inventoryItem;
+
+ int i;
+
+ //Actual Scan Slot
+ this.addSlotToContainer(new SlotDataStick(this.inventory, 0, 152, 5));
+
+ for (i = 1; i < BaseInventoryGrindle.INV_SIZE; ++i){
+ this.addSlotToContainer(new SlotDataStick(this.inventory, i, 153, 30+(18*i)));
+ }
+
+ // PLAYER ACTION BAR - uses default locations for standard action bar texture file
+ for (i = 0; i < 9; ++i)
+ {
+ this.addSlotToContainer(new Slot(inventoryPlayer, i, 8 + (i * 18), 142));
+ }
+ }
+
+ @Override
+ public boolean canInteractWith(final EntityPlayer entityplayer)
+ {
+ // be sure to return the inventory's isUseableByPlayer method
+ // if you defined special behavior there:
+ return this.inventory.isUseableByPlayer(entityplayer);
+ }
+
+ /**
+ * Called when a player shift-clicks on a slot. You must override this or you will crash when someone does that.
+ */
+ @Override
+ public ItemStack transferStackInSlot(final EntityPlayer par1EntityPlayer, final int index)
+ {
+ ItemStack itemstack = null;
+ final Slot slot = (Slot) this.inventorySlots.get(index);
+
+ if ((slot != null) && slot.getHasStack())
+ {
+ final ItemStack itemstack1 = slot.getStack();
+ itemstack = itemstack1.copy();
+
+ // If item is in our custom Inventory or armor slot
+ if (index < INV_START)
+ {
+ // try to place in player inventory / action bar
+ if (!this.mergeItemStack(itemstack1, INV_START, HOTBAR_END+1, true))
+ {
+ return null;
+ }
+
+ slot.onSlotChange(itemstack1, itemstack);
+ }
+ // Item is in inventory / hotbar, try to place in custom inventory or armor slots
+ else
+ {
+ /*
+ If your inventory only stores certain instances of Items,
+ you can implement shift-clicking to your inventory like this:
+
+ // Check that the item is the right type
+ if (itemstack1.getItem() instanceof ItemCustom)
+ {
+ // Try to merge into your custom inventory slots
+ // We use 'BaseInventoryBackpack.INV_SIZE' instead of INV_START just in case
+ // you also add armor or other custom slots
+ if (!this.mergeItemStack(itemstack1, 0, BaseInventoryBackpack.INV_SIZE, false))
+ {
+ return null;
+ }
+ }
+ // If you added armor slots, check them here as well:
+ // Item being shift-clicked is armor - try to put in armor slot
+ if (itemstack1.getItem() instanceof ItemArmor)
+ {
+ int type = ((ItemArmor) itemstack1.getItem()).armorType;
+ if (!this.mergeItemStack(itemstack1, ARMOR_START + type, ARMOR_START + type + 1, false))
+ {
+ return null;
+ }
+ }
+ Otherwise, you have basically 2 choices:
+ 1. shift-clicking between player inventory and custom inventory
+ 2. shift-clicking between action bar and inventory
+
+ Be sure to choose only ONE of the following implementations!!!
+ */
+ /**
+ * Implementation number 1: Shift-click into your custom inventory
+ */
+ if (index >= INV_START)
+ {
+ // place in custom inventory
+ if (!this.mergeItemStack(itemstack1, 0, INV_START, false))
+ {
+ return null;
+ }
+ }
+
+ /**
+ * Implementation number 2: Shift-click items between action bar and inventory
+ */
+ // item is in player's inventory, but not in action bar
+ if ((index >= INV_START) && (index < HOTBAR_START))
+ {
+ // place in action bar
+ if (!this.mergeItemStack(itemstack1, HOTBAR_START, HOTBAR_END+1, false))
+ {
+ return null;
+ }
+ }
+ // item in action bar - place in player inventory
+ else if ((index >= HOTBAR_START) && (index < (HOTBAR_END+1)))
+ {
+ if (!this.mergeItemStack(itemstack1, INV_START, INV_END+1, false))
+ {
+ return null;
+ }
+ }
+ }
+
+ if (itemstack1.stackSize == 0)
+ {
+ slot.putStack((ItemStack) null);
+ }
+ else
+ {
+ slot.onSlotChanged();
+ }
+
+ if (itemstack1.stackSize == itemstack.stackSize)
+ {
+ return null;
+ }
+
+ slot.onPickupFromSlot(par1EntityPlayer, itemstack1);
+ }
+
+ return itemstack;
+ }
+
+ /**
+ * You should override this method to prevent the player from moving the stack that
+ * opened the inventory, otherwise if the player moves it, the inventory will not
+ * be able to save properly
+ */
+ @Override
+ public ItemStack slotClick(final int slot, final int button, final int flag, final EntityPlayer player) {
+ // this will prevent the player from interacting with the item that opened the inventory:
+ if ((slot >= 0) && (this.getSlot(slot) != null) && (this.getSlot(slot).getStack() == player.getHeldItem())) {
+ return null;
+ }
+ return super.slotClick(slot, button, flag, player);
+ }
+}