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authorDraknyte1 <Draknyte1@hotmail.com>2016-11-06 19:32:27 +1000
committerDraknyte1 <Draknyte1@hotmail.com>2016-11-06 19:32:27 +1000
commitcbe0e497be8e466c380a5b4fa781b314ede9ada3 (patch)
treeb85848b432adf458e3abda466ee46d9dfc3e454b /src/Java/gtPlusPlus/core/inventories
parentc40416b036c0e89451e1558253ccf07bbee028d0 (diff)
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Revert "$ Cleaned up the entire project."
This reverts commit 0669f5eb9d5029a8b94ec552171b0837605f7747. # Conflicts: # src/Java/gtPlusPlus/xmod/gregtech/common/tileentities/machines/multi/GregtechMTE_NuclearReactor.java # src/Java/gtPlusPlus/xmod/gregtech/common/tileentities/machines/multi/GregtechMetaTileEntity_MassFabricator.java Revert "% Cleaned up Imports." This reverts commit 3654052fb63a571c5eaca7f20714b87c17f7e966.
Diffstat (limited to 'src/Java/gtPlusPlus/core/inventories')
-rw-r--r--src/Java/gtPlusPlus/core/inventories/BaseInventoryBackpack.java255
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchChest.java231
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchCrafting.java260
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloCrafting.java180
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloSlots.java344
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchTools.java232
-rw-r--r--src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java234
7 files changed, 943 insertions, 793 deletions
diff --git a/src/Java/gtPlusPlus/core/inventories/BaseInventoryBackpack.java b/src/Java/gtPlusPlus/core/inventories/BaseInventoryBackpack.java
index 64e7c9cef5..59fe8aa4fa 100644
--- a/src/Java/gtPlusPlus/core/inventories/BaseInventoryBackpack.java
+++ b/src/Java/gtPlusPlus/core/inventories/BaseInventoryBackpack.java
@@ -1,8 +1,9 @@
package gtPlusPlus.core.inventories;
+import gtPlusPlus.core.item.base.BaseItemBackpack;
+
import java.util.UUID;
-import gtPlusPlus.core.item.base.BaseItemBackpack;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
@@ -10,44 +11,40 @@ import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraftforge.common.util.Constants;
-public class BaseInventoryBackpack implements IInventory {
-
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 8;
+public class BaseInventoryBackpack implements IInventory{
- private final String name = "Inventory Item";
+ private String name = "Inventory Item";
/** Provides NBT Tag Compound to reference */
- private final ItemStack invItem;
+ private final ItemStack invItem;
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private final ItemStack[] inventory = new ItemStack[BaseInventoryBackpack.INV_SIZE];
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 8;
+
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
// declaration of variable:
- protected String uniqueID;
+ protected String uniqueID;
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public BaseInventoryBackpack(final ItemStack stack) {
- this.invItem = stack;
+ public BaseInventoryBackpack(ItemStack stack)
+ {
+ invItem = stack;
/** initialize variable within the constructor: */
- this.uniqueID = "";
+ uniqueID = "";
- if (!stack.hasTagCompound()) {
+ if (!stack.hasTagCompound())
+ {
stack.setTagCompound(new NBTTagCompound());
- // no tag compound means the itemstack does not yet have a UUID, so
- // assign one:
- this.uniqueID = UUID.randomUUID().toString();
- }
-
- // Create a new NBT Tag Compound if one doesn't already exist, or you
- // will crash
+ // no tag compound means the itemstack does not yet have a UUID, so assign one:
+ uniqueID = UUID.randomUUID().toString();
+ }
+
+ // Create a new NBT Tag Compound if one doesn't already exist, or you will crash
if (!stack.hasTagCompound()) {
stack.setTagCompound(new NBTTagCompound());
}
@@ -56,175 +53,189 @@ public class BaseInventoryBackpack implements IInventory {
// either reference will change in the other
// Read the inventory contents from NBT
- this.readFromNBT(stack.getTagCompound());
+ readFromNBT(stack.getTagCompound());
+ }
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
@Override
- public void closeInventory() {
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
stack = stack.splitStack(amount);
// Don't forget this line or your inventory will not be saved!
- this.markDirty();
+ markDirty();
}
- else {
- // this method also calls markDirty, so we don't need to call it
- // again
- this.setInventorySlotContents(slot, null);
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
}
return stack;
}
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public int getInventoryStackLimit() {
- return 64;
- }
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
- @Override
- public int getSizeInventory() {
- return this.inventory.length;
- }
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
- @Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
}
+ // 1.7.2+ renamed to getInventoryName
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public String getInventoryName()
+ {
+ return name;
}
// 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
- }
-
- /**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
- */
- @Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- return !(itemstack.getItem() instanceof BaseItemBackpack);
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
@Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 64;
}
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
// 1.7.2+ renamed to markDirty
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0) {
- this.inventory[i] = null;
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
+ inventory[i] = null;
}
}
- // This line here does the work:
- this.writeToNBT(this.invItem.getTagCompound());
+ // This line here does the work:
+ writeToNBT(invItem.getTagCompound());
+ }
+
+ @Override
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
// 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void openInventory() {
+ public void openInventory() {}
+
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
+
+ /**
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
+ */
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ // Don't want to be able to store the inventory item within itself
+ // Bad things will happen, like losing your inventory
+ // Actually, this needs a custom Slot to work
+ return !(itemstack.getItem() instanceof BaseItemBackpack);
}
/**
* A custom method to read our inventory from an ItemStack's NBT compound
*/
- public void readFromNBT(final NBTTagCompound compound) {
+ public void readFromNBT(NBTTagCompound compound)
+ {
// Gets the custom taglist we wrote to this compound, if any
- // 1.7.2+ change to compound.getTagList("ItemInventory",
- // Constants.NBT.TAG_COMPOUND);
- final NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
-
- if ("".equals(this.uniqueID)) {
+ // 1.7.2+ change to compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
+ NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
+
+ if ("".equals(uniqueID))
+ {
// try to read unique ID from NBT
- this.uniqueID = compound.getString("uniqueID");
+ uniqueID = compound.getString("uniqueID");
// if it's still "", assign a new one:
- if ("".equals(this.uniqueID)) {
- this.uniqueID = UUID.randomUUID().toString();
+ if ("".equals(uniqueID))
+ {
+ uniqueID = UUID.randomUUID().toString();
}
}
- for (int i = 0; i < items.tagCount(); ++i) {
+ for (int i = 0; i < items.tagCount(); ++i)
+ {
// 1.7.2+ change to items.getCompoundTagAt(i)
- final NBTTagCompound item = items.getCompoundTagAt(i);
- final int slot = item.getInteger("Slot");
+ NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);
+ int slot = item.getInteger("Slot");
- // Just double-checking that the saved slot index is within our
- // inventory array bounds
- if (slot >= 0 && slot < this.getSizeInventory()) {
- this.inventory[slot] = ItemStack.loadItemStackFromNBT(item);
+ // Just double-checking that the saved slot index is within our inventory array bounds
+ if (slot >= 0 && slot < getSizeInventory()) {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(item);
}
}
}
- @Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
-
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
-
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
-
/**
* A custom method to write our inventory to an ItemStack's NBT compound
*/
- public void writeToNBT(final NBTTagCompound tagcompound) {
+ public void writeToNBT(NBTTagCompound tagcompound)
+ {
// Create a new NBT Tag List to store itemstacks as NBT Tags
- final NBTTagList items = new NBTTagList();
+ NBTTagList items = new NBTTagList();
- for (int i = 0; i < this.getSizeInventory(); ++i) {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
// Only write stacks that contain items
- if (this.getStackInSlot(i) != null) {
- // Make a new NBT Tag Compound to write the itemstack and slot
- // index to
- final NBTTagCompound item = new NBTTagCompound();
+ if (getStackInSlot(i) != null)
+ {
+ // Make a new NBT Tag Compound to write the itemstack and slot index to
+ NBTTagCompound item = new NBTTagCompound();
item.setInteger("Slot", i);
- // Writes the itemstack in slot(i) to the Tag Compound we just
- // made
- this.getStackInSlot(i).writeToNBT(item);
+ // Writes the itemstack in slot(i) to the Tag Compound we just made
+ getStackInSlot(i).writeToNBT(item);
// add the tag compound to our tag list
items.appendTag(item);
}
}
tagcompound.setString("uniqueID", this.uniqueID);
- // Add the TagList to the ItemStack's Tag Compound with the name
- // "ItemInventory"
+ // Add the TagList to the ItemStack's Tag Compound with the name "ItemInventory"
tagcompound.setTag("ItemInventory", items);
}
} \ No newline at end of file
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchChest.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchChest.java
index 7a3507ec55..8d147ad21c 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchChest.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchChest.java
@@ -6,168 +6,183 @@ import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
-public class InventoryWorkbenchChest implements IInventory {
+public class InventoryWorkbenchChest implements IInventory{
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 16;
+ private String name = "Inventory Chest";
- private final String name = "Inventory Chest";
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 16;
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private ItemStack[] inventory = new ItemStack[InventoryWorkbenchChest.INV_SIZE];
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public InventoryWorkbenchChest() {
-
+ public InventoryWorkbenchChest()
+ {
+
+ }
+
+ public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 0 && slot < INV_SIZE)
+ {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
+ }
+
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = inventory[i];
+ if(stack != null)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
+ }
+ }
+ nbt.setTag("Items", list);
+ }
+
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
+ }
+
+ public ItemStack[] getInventory(){
+ return inventory;
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
@Override
- public void closeInventory() {
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
stack = stack.splitStack(amount);
// Don't forget this line or your inventory will not be saved!
- this.markDirty();
+ markDirty();
}
- else {
- // this method also calls markDirty, so we don't need to call it
- // again
- this.setInventorySlotContents(slot, null);
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
}
return stack;
}
- public ItemStack[] getInventory() {
- return this.inventory;
- }
-
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public int getInventoryStackLimit() {
- return 64;
- }
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
- @Override
- public int getSizeInventory() {
- return this.inventory.length;
- }
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
- @Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
}
+ // 1.7.2+ renamed to getInventoryName
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public String getInventoryName()
+ {
+ return name;
}
// 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
- /**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
- */
@Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- return true;
- }
-
- @Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 64;
}
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
// 1.7.2+ renamed to markDirty
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- final ItemStack temp = this.getStackInSlot(i);
- if (temp != null) {
- // Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+"
- // x"+temp.stackSize);
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ ItemStack temp = getStackInSlot(i);
+ if (temp != null){
+ //Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+" x"+temp.stackSize);
}
-
+
if (temp != null && temp.stackSize == 0) {
- this.inventory[i] = null;
+ inventory[i] = null;
}
}
}
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void openInventory() {
- }
-
- public void readFromNBT(final NBTTagCompound nbt) {
- final NBTTagList list = nbt.getTagList("Items", 10);
- this.inventory = new ItemStack[InventoryWorkbenchChest.INV_SIZE];
- for (int i = 0; i < list.tagCount(); i++) {
- final NBTTagCompound data = list.getCompoundTagAt(i);
- final int slot = data.getInteger("Slot");
- if (slot >= 0 && slot < InventoryWorkbenchChest.INV_SIZE) {
- this.inventory[slot] = ItemStack.loadItemStackFromNBT(data);
- }
- }
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
+ // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
-
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
+ public void openInventory() {}
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
- public void writeToNBT(final NBTTagCompound nbt) {
- final NBTTagList list = new NBTTagList();
- for (int i = 0; i < InventoryWorkbenchChest.INV_SIZE; i++) {
- final ItemStack stack = this.inventory[i];
- if (stack != null) {
- final NBTTagCompound data = new NBTTagCompound();
- stack.writeToNBT(data);
- data.setInteger("Slot", i);
- list.appendTag(data);
- }
- }
- nbt.setTag("Items", list);
+ /**
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
+ */
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ // Don't want to be able to store the inventory item within itself
+ // Bad things will happen, like losing your inventory
+ // Actually, this needs a custom Slot to work
+ return true;
}
} \ No newline at end of file
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchCrafting.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchCrafting.java
index ff39d3a241..333bb5c847 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchCrafting.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchCrafting.java
@@ -1,183 +1,201 @@
package gtPlusPlus.core.inventories;
import net.minecraft.entity.player.EntityPlayer;
-import net.minecraft.inventory.*;
+import net.minecraft.inventory.Container;
+import net.minecraft.inventory.IInventory;
+import net.minecraft.inventory.InventoryCrafting;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
-public class InventoryWorkbenchCrafting implements IInventory {
+public class InventoryWorkbenchCrafting implements IInventory{
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 9;
+ private String name = "Inventory Crafting";
- private final String name = "Inventory Crafting";
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 9;
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private ItemStack[] inventory = new ItemStack[InventoryWorkbenchCrafting.INV_SIZE];
- public final InventoryCrafting craftMatrix;
- public final Container parentContainer;
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
+ public final InventoryCrafting craftMatrix;
+ public final Container parentContainer;
+
+ public InventoryCrafting getCrafting(){
+ return craftMatrix;
+ }
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public InventoryWorkbenchCrafting(final Container containerR) {
+ public InventoryWorkbenchCrafting(Container containerR)
+ {
this.parentContainer = containerR;
- this.craftMatrix = new InventoryCrafting(this.parentContainer, 3, 3);
+ this.craftMatrix = new InventoryCrafting(parentContainer, 3, 3);
+ }
+
+ private ItemStack[] getArrayOfCraftingItems(){
+ ItemStack[] array = new ItemStack[9];
+ for (int i=0; i<craftMatrix.getSizeInventory();i++){
+ if(craftMatrix.getStackInSlot(i) != null){
+ array[i] = craftMatrix.getStackInSlot(i);
+ }
+ }
+ return array;
+ }
+
+ public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 0 && slot < INV_SIZE)
+ {
+ getInventory()[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
+ }
+
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = getInventory()[i];
+ if(stack != null)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
+ }
+ }
+ nbt.setTag("Items", list);
+ }
+
+ @Override
+ public int getSizeInventory()
+ {
+ return getInventory().length;
+ }
+
+ public ItemStack[] getInventory(){
+ return getArrayOfCraftingItems();
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
@Override
- public void closeInventory() {
+ public ItemStack getStackInSlot(int slot)
+ {
+ return getInventory()[slot];
}
@Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
stack = stack.splitStack(amount);
// Don't forget this line or your inventory will not be saved!
- this.markDirty();
+ markDirty();
}
- else {
- // this method also calls markDirty, so we don't need to call it
- // again
- this.setInventorySlotContents(slot, null);
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
}
return stack;
}
- private ItemStack[] getArrayOfCraftingItems() {
- final ItemStack[] array = new ItemStack[9];
- for (int i = 0; i < this.craftMatrix.getSizeInventory(); i++) {
- if (this.craftMatrix.getStackInSlot(i) != null) {
- array[i] = this.craftMatrix.getStackInSlot(i);
- }
- }
- return array;
- }
-
- public InventoryCrafting getCrafting() {
- return this.craftMatrix;
- }
-
- public ItemStack[] getInventory() {
- return this.getArrayOfCraftingItems();
- }
-
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public int getInventoryStackLimit() {
- return 64;
- }
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ getInventory()[slot] = stack;
- @Override
- public int getSizeInventory() {
- return this.getInventory().length;
- }
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
- @Override
- public ItemStack getStackInSlot(final int slot) {
- return this.getInventory()[slot];
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
}
+ // 1.7.2+ renamed to getInventoryName
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public String getInventoryName()
+ {
+ return name;
}
// 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
- /**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
- */
@Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- return true;
- }
-
- @Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 64;
}
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
// 1.7.2+ renamed to markDirty
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0) {
- this.getInventory()[i] = null;
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
+ getInventory()[i] = null;
}
}
}
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void openInventory() {
- }
-
- public void readFromNBT(final NBTTagCompound nbt) {
- final NBTTagList list = nbt.getTagList("Items", 10);
- this.inventory = new ItemStack[InventoryWorkbenchCrafting.INV_SIZE];
- for (int i = 0; i < list.tagCount(); i++) {
- final NBTTagCompound data = list.getCompoundTagAt(i);
- final int slot = data.getInteger("Slot");
- if (slot >= 0 && slot < InventoryWorkbenchCrafting.INV_SIZE) {
- this.getInventory()[slot] = ItemStack.loadItemStackFromNBT(data);
- }
- }
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
+ // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.getInventory()[slot] = stack;
+ public void openInventory() {}
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
-
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
- public void writeToNBT(final NBTTagCompound nbt) {
- final NBTTagList list = new NBTTagList();
- for (int i = 0; i < InventoryWorkbenchCrafting.INV_SIZE; i++) {
- final ItemStack stack = this.getInventory()[i];
- if (stack != null) {
- final NBTTagCompound data = new NBTTagCompound();
- stack.writeToNBT(data);
- data.setInteger("Slot", i);
- list.appendTag(data);
- }
- }
- nbt.setTag("Items", list);
+ /**
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
+ */
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ // Don't want to be able to store the inventory item within itself
+ // Bad things will happen, like losing your inventory
+ // Actually, this needs a custom Slot to work
+ return true;
}
} \ No newline at end of file
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloCrafting.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloCrafting.java
index 9cfa57ec08..f4fe78d458 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloCrafting.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloCrafting.java
@@ -4,133 +4,161 @@ import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
-public class InventoryWorkbenchHoloCrafting implements IInventory {
+public class InventoryWorkbenchHoloCrafting implements IInventory{
+
+ private String name = "Inventory Crafting";
/** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 9;
+ public static final int INV_SIZE = 9;
- private final String name = "Inventory Crafting";
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
/**
- * Inventory's size must be same as number of slots you add to the Container
- * class
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- private final ItemStack[] inventory = new ItemStack[InventoryWorkbenchHoloCrafting.INV_SIZE];
-
- /**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
- */
- public InventoryWorkbenchHoloCrafting() {
+ public InventoryWorkbenchHoloCrafting()
+ {
}
- /*
- * public void readFromNBT(NBTTagCompound nbt) { NBTTagList list =
- * nbt.getTagList("Items", 10); inventory = new ItemStack[INV_SIZE]; for(int
- * i = 0;i<list.tagCount();i++) { NBTTagCompound data =
- * list.getCompoundTagAt(i); int slot = data.getInteger("Slot"); if(slot >=
- * 0 && slot < INV_SIZE) { inventory[slot] =
- * ItemStack.loadItemStackFromNBT(data); } } }
- *
- * public void writeToNBT(NBTTagCompound nbt) { NBTTagList list = new
- * NBTTagList(); for(int i = 0;i<INV_SIZE;i++) { ItemStack stack =
- * inventory[i]; if(stack != null) { NBTTagCompound data = new
- * NBTTagCompound(); stack.writeToNBT(data); data.setInteger("Slot", i);
- * list.appendTag(data); } } nbt.setTag("Items", list); }
- */
-
- @Override
- public void closeInventory() {
+ /*public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 0 && slot < INV_SIZE)
+ {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
}
- @Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
- stack = stack.splitStack(amount);
- this.markDirty();
- }
- else {
- this.setInventorySlotContents(slot, null);
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = inventory[i];
+ if(stack != null)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
}
}
- return stack;
- }
+ nbt.setTag("Items", list);
+ }*/
- public ItemStack[] getInventory() {
- return this.inventory;
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
}
- @Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack[] getInventory(){
+ return inventory;
}
@Override
- public int getInventoryStackLimit() {
- return 64;
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public int getSizeInventory() {
- return this.inventory.length;
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
+ stack = stack.splitStack(amount);
+ markDirty();
+ }
+ else
+ {
+ setInventorySlotContents(slot, null);
+ }
+ }
+ return stack;
}
@Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
+ markDirty();
}
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
+ public String getInventoryName()
+ {
+ return name;
}
@Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- return true;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
@Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 64;
}
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- final ItemStack temp = this.getStackInSlot(i);
- if (temp != null) {
- // Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+"
- // x"+temp.stackSize);
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ ItemStack temp = getStackInSlot(i);
+ if (temp != null){
+ //Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+" x"+temp.stackSize);
}
if (temp != null && temp.stackSize == 0) {
- this.inventory[i] = null;
+ inventory[i] = null;
}
}
}
@Override
- public void openInventory() {
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
@Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
- this.markDirty();
+ public void openInventory() {}
+
+ @Override
+ public void closeInventory() {}
+
+
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ return true;
}
} \ No newline at end of file
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloSlots.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloSlots.java
index 7c4482be7c..c5da273a11 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloSlots.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchHoloSlots.java
@@ -8,215 +8,261 @@ import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
-public class InventoryWorkbenchHoloSlots implements IInventory {
+public class InventoryWorkbenchHoloSlots implements IInventory{
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 6;
-
- private final String name = "Inventory Holo";
+ private String name = "Inventory Holo";
- // Output Slot
- public IInventory craftResult = new InventoryCraftResult();
-
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private ItemStack[] inventory = new ItemStack[InventoryWorkbenchHoloSlots.INV_SIZE];
+ //Output Slot
+ public IInventory craftResult = new InventoryCraftResult();
+
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 6;
- /** A list of one item containing the result of the crafting formula */
- private final ItemStack[] stackResult = new ItemStack[1];
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public InventoryWorkbenchHoloSlots() {
+ public InventoryWorkbenchHoloSlots()
+ {
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
- @Override
- public void closeInventory() {
+ public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 1 && slot < INV_SIZE)
+ {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
}
- /**
- * Removes from an inventory slot (first arg) up to a specified number
- * (second arg) of items and returns them in a new stack.
- */
- /*
- * @Override public ItemStack decrStackSize(int p_70298_1_, int p_70298_2_)
- * { ItemStack stack = getStackInSlot(0); if (this.stackResult[0] != null) {
- * ItemStack itemstack = this.stackResult[0]; this.stackResult[0] = null;
- * return itemstack; } if(stack != null) { if(stack.stackSize > p_70298_2_)
- * { stack = stack.splitStack(p_70298_2_); // Don't forget this line or your
- * inventory will not be saved! markDirty(); } else { // this method also
- * calls markDirty, so we don't need to call it again
- * setInventorySlotContents(p_70298_1_, null); } } return stack; }
- */
- @Override
- public ItemStack decrStackSize(final int p_70298_1_, final int p_70298_2_) {
- if (this.getStackInSlot(0) != null) {
- Utils.LOG_INFO("getStackInSlot(0) contains " + this.getStackInSlot(0).getDisplayName());
- if (this.stackResult[0] == null) {
- Utils.LOG_INFO("this.stackResult[0] == null");
- this.stackResult[0] = this.getStackInSlot(0);
- }
- else if (this.stackResult[0] != null) {
- Utils.LOG_INFO("this.stackResult[0] != null");
- if (this.stackResult[0].getDisplayName().toLowerCase()
- .equals(this.getStackInSlot(0).getDisplayName().toLowerCase())) {
- Utils.LOG_INFO("Items are the same?");
- }
- else {
- Utils.LOG_INFO("Items are not the same.");
- }
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = inventory[i];
+ if(stack != null && i != 0)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
}
}
+ nbt.setTag("Items", list);
+ }
- if (this.stackResult[0] != null) {
- Utils.LOG_INFO("this.stackResult[0] != null - Really never should be though. - Returning "
- + this.stackResult[0].getDisplayName());
- final ItemStack itemstack = this.stackResult[0];
- this.stackResult[0] = null;
- return itemstack;
- }
- return null;
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
}
- public ItemStack[] getInventory() {
- return this.inventory;
+ public ItemStack[] getInventory(){
+ return inventory;
}
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public int getInventoryStackLimit() {
- return 1;
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
+
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
+
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
+ }
+
+ // 1.7.2+ renamed to getInventoryName
+ @Override
+ public String getInventoryName()
+ {
+ return name;
}
+ // 1.7.2+ renamed to hasCustomInventoryName
@Override
- public int getSizeInventory() {
- return this.inventory.length;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
@Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ public int getInventoryStackLimit()
+ {
+ return 1;
}
/**
- * When some containers are closed they call this on each slot, then drop
- * whatever it returns as an EntityItem - like when you close a workbench
- * GUI.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
+ // 1.7.2+ renamed to markDirty
@Override
- public ItemStack getStackInSlotOnClosing(final int p_70304_1_) {
- if (this.stackResult[0] != null) {
- final ItemStack itemstack = this.stackResult[0];
- this.stackResult[0] = null;
- return itemstack;
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
+ inventory[i] = null;
+ }
}
- return null;
}
- // 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
+ // 1.7.2+ renamed to openInventory(EntityPlayer player)
+ @Override
+ public void openInventory() {}
+
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
+
/**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
*/
@Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
return false;
}
- @Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
- }
+ /** A list of one item containing the result of the crafting formula */
+ private ItemStack[] stackResult = new ItemStack[1];
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
+ * new stack.
*/
- // 1.7.2+ renamed to markDirty
+ /*@Override
+ public ItemStack decrStackSize(int p_70298_1_, int p_70298_2_)
+ {
+ ItemStack stack = getStackInSlot(0);
+ if (this.stackResult[0] != null)
+ {
+ ItemStack itemstack = this.stackResult[0];
+ this.stackResult[0] = null;
+ return itemstack;
+ }
+ if(stack != null)
+ {
+ if(stack.stackSize > p_70298_2_)
+ {
+ stack = stack.splitStack(p_70298_2_);
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
+ }
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(p_70298_1_, null);
+ }
+ }
+ return stack;
+ }*/
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0) {
- this.inventory[i] = null;
+ public ItemStack decrStackSize(int p_70298_1_, int p_70298_2_)
+ {
+ if (getStackInSlot(0) != null){
+ Utils.LOG_INFO("getStackInSlot(0) contains "+getStackInSlot(0).getDisplayName());
+ if (this.stackResult[0] == null){
+ Utils.LOG_INFO("this.stackResult[0] == null");
+ this.stackResult[0] = getStackInSlot(0);
+ }
+ else if (this.stackResult[0] != null){
+ Utils.LOG_INFO("this.stackResult[0] != null");
+ if (this.stackResult[0].getDisplayName().toLowerCase().equals(getStackInSlot(0).getDisplayName().toLowerCase())){
+ Utils.LOG_INFO("Items are the same?");
+ }
+ else {
+ Utils.LOG_INFO("Items are not the same.");
+ }
}
}
- }
+
+ if (this.stackResult[0] != null)
+ {
+ Utils.LOG_INFO("this.stackResult[0] != null - Really never should be though. - Returning "+this.stackResult[0].getDisplayName());
+ ItemStack itemstack = this.stackResult[0];
+ this.stackResult[0] = null;
+ return itemstack;
+ }
+ return null;
+ }
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
+ /**
+ * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
+ * like when you close a workbench GUI.
+ */
@Override
- public void openInventory() {
- }
-
- public void readFromNBT(final NBTTagCompound nbt) {
- final NBTTagList list = nbt.getTagList("Items", 10);
- this.inventory = new ItemStack[InventoryWorkbenchHoloSlots.INV_SIZE];
- for (int i = 0; i < list.tagCount(); i++) {
- final NBTTagCompound data = list.getCompoundTagAt(i);
- final int slot = data.getInteger("Slot");
- if (slot >= 1 && slot < InventoryWorkbenchHoloSlots.INV_SIZE) {
- this.inventory[slot] = ItemStack.loadItemStackFromNBT(data);
- }
+ public ItemStack getStackInSlotOnClosing(int p_70304_1_)
+ {
+ if (this.stackResult[0] != null)
+ {
+ ItemStack itemstack = this.stackResult[0];
+ this.stackResult[0] = null;
+ return itemstack;
}
+ return null;
}
- @Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
+}
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
- public void writeToNBT(final NBTTagCompound nbt) {
- final NBTTagList list = new NBTTagList();
- for (int i = 0; i < InventoryWorkbenchHoloSlots.INV_SIZE; i++) {
- final ItemStack stack = this.inventory[i];
- if (stack != null && i != 0) {
- final NBTTagCompound data = new NBTTagCompound();
- stack.writeToNBT(data);
- data.setInteger("Slot", i);
- list.appendTag(data);
- }
+//Default Behaviour
+/*@Override
+public ItemStack decrStackSize(int slot, int amount)
+{
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
+ stack = stack.splitStack(amount);
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
+ }
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
- nbt.setTag("Items", list);
}
+ return stack;
+}*/
-}
+//Default Behaviour
+/*@Override
+public ItemStack getStackInSlotOnClosing(int slot)
+{
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
+}*/
-// Default Behaviour
-/*
- * @Override public ItemStack decrStackSize(int slot, int amount) { if(stack !=
- * null) { if(stack.stackSize > amount) { stack = stack.splitStack(amount); //
- * Don't forget this line or your inventory will not be saved! markDirty(); }
- * else { // this method also calls markDirty, so we don't need to call it again
- * setInventorySlotContents(slot, null); } } return stack; }
- */
-
-// Default Behaviour
-/*
- * @Override public ItemStack getStackInSlotOnClosing(int slot) { ItemStack
- * stack = getStackInSlot(slot); setInventorySlotContents(slot, null); return
- * stack; }
- */
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchTools.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchTools.java
index 114776dc49..7e3e7c3aef 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchTools.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchTools.java
@@ -7,165 +7,181 @@ import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
-public class InventoryWorkbenchTools implements IInventory {
+public class InventoryWorkbenchTools implements IInventory{
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 5;
+ private String name = "Inventory Tools";
- private final String name = "Inventory Tools";
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 5;
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private ItemStack[] inventory = new ItemStack[InventoryWorkbenchTools.INV_SIZE];
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public InventoryWorkbenchTools() {
-
+ public InventoryWorkbenchTools()
+ {
+
+ }
+
+ public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 0 && slot < INV_SIZE)
+ {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
+ }
+
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = inventory[i];
+ if(stack != null)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
+ }
+ }
+ nbt.setTag("Items", list);
+ }
+
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
+ }
+
+ public ItemStack[] getInventory(){
+ return inventory;
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
@Override
- public void closeInventory() {
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
stack = stack.splitStack(amount);
// Don't forget this line or your inventory will not be saved!
- this.markDirty();
+ markDirty();
}
- else {
- // this method also calls markDirty, so we don't need to call it
- // again
- this.setInventorySlotContents(slot, null);
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
}
return stack;
}
- public ItemStack[] getInventory() {
- return this.inventory;
- }
-
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public int getInventoryStackLimit() {
- return 1;
- }
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
- @Override
- public int getSizeInventory() {
- return this.inventory.length;
- }
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
- @Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
}
+ // 1.7.2+ renamed to getInventoryName
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public String getInventoryName()
+ {
+ return name;
}
// 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
- }
-
- /**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
- */
- @Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- if (itemstack.getItem() instanceof GT_MetaGenerated_Tool) {
- return true;
- }
- return false;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
@Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 1;
}
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
// 1.7.2+ renamed to markDirty
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0) {
- this.inventory[i] = null;
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
+ inventory[i] = null;
}
}
}
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void openInventory() {
- }
-
- public void readFromNBT(final NBTTagCompound nbt) {
- final NBTTagList list = nbt.getTagList("Items", 10);
- this.inventory = new ItemStack[InventoryWorkbenchTools.INV_SIZE];
- for (int i = 0; i < list.tagCount(); i++) {
- final NBTTagCompound data = list.getCompoundTagAt(i);
- final int slot = data.getInteger("Slot");
- if (slot >= 0 && slot < InventoryWorkbenchTools.INV_SIZE) {
- this.inventory[slot] = ItemStack.loadItemStackFromNBT(data);
- }
- }
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
+ // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
+ public void openInventory() {}
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
-
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
- public void writeToNBT(final NBTTagCompound nbt) {
- final NBTTagList list = new NBTTagList();
- for (int i = 0; i < InventoryWorkbenchTools.INV_SIZE; i++) {
- final ItemStack stack = this.inventory[i];
- if (stack != null) {
- final NBTTagCompound data = new NBTTagCompound();
- stack.writeToNBT(data);
- data.setInteger("Slot", i);
- list.appendTag(data);
- }
- }
- nbt.setTag("Items", list);
+ /**
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
+ */
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ // Don't want to be able to store the inventory item within itself
+ // Bad things will happen, like losing your inventory
+ // Actually, this needs a custom Slot to work
+ if (itemstack.getItem() instanceof GT_MetaGenerated_Tool){
+ return true;
+ }
+ return false;
}
-
+
} \ No newline at end of file
diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java
index fbfb45a518..77f3351e59 100644
--- a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java
+++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java
@@ -10,166 +10,182 @@ import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
-public class InventoryWorkbenchToolsElectric implements IInventory {
+public class InventoryWorkbenchToolsElectric implements IInventory{
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 5;
+ private String name = "Inventory Tools";
- private final String name = "Inventory Tools";
+ /** Defining your inventory size this way is handy */
+ public static final int INV_SIZE = 5;
- /**
- * Inventory's size must be same as number of slots you add to the Container
- * class
- */
- private ItemStack[] inventory = new ItemStack[InventoryWorkbenchToolsElectric.INV_SIZE];
- private final Slot[] toolSlots = new SlotGtToolElectric[InventoryWorkbenchToolsElectric.INV_SIZE]; // TODO
+ /** Inventory's size must be same as number of slots you add to the Container class */
+ private ItemStack[] inventory = new ItemStack[INV_SIZE];
+ private Slot[] toolSlots = new SlotGtToolElectric[INV_SIZE]; //TODO
/**
- * @param itemstack
- * - the ItemStack to which this inventory belongs
+ * @param itemstack - the ItemStack to which this inventory belongs
*/
- public InventoryWorkbenchToolsElectric() {
-
+ public InventoryWorkbenchToolsElectric()
+ {
+
+ }
+
+ public void readFromNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = nbt.getTagList("Items", 10);
+ inventory = new ItemStack[INV_SIZE];
+ for(int i = 0;i<list.tagCount();i++)
+ {
+ NBTTagCompound data = list.getCompoundTagAt(i);
+ int slot = data.getInteger("Slot");
+ if(slot >= 0 && slot < INV_SIZE)
+ {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(data);
+ }
+ }
+ }
+
+ public void writeToNBT(NBTTagCompound nbt)
+ {
+ NBTTagList list = new NBTTagList();
+ for(int i = 0;i<INV_SIZE;i++)
+ {
+ ItemStack stack = inventory[i];
+ if(stack != null)
+ {
+ NBTTagCompound data = new NBTTagCompound();
+ stack.writeToNBT(data);
+ data.setInteger("Slot", i);
+ list.appendTag(data);
+ }
+ }
+ nbt.setTag("Items", list);
+ }
+
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
+ }
+
+ public ItemStack[] getInventory(){
+ return inventory;
}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
@Override
- public void closeInventory() {
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
}
@Override
- public ItemStack decrStackSize(final int slot, final int amount) {
- ItemStack stack = this.getStackInSlot(slot);
- if (stack != null) {
- if (stack.stackSize > amount) {
+ public ItemStack decrStackSize(int slot, int amount)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ if(stack != null)
+ {
+ if(stack.stackSize > amount)
+ {
stack = stack.splitStack(amount);
// Don't forget this line or your inventory will not be saved!
- this.markDirty();
+ markDirty();
}
- else {
- // this method also calls markDirty, so we don't need to call it
- // again
- this.setInventorySlotContents(slot, null);
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
}
}
return stack;
}
- public ItemStack[] getInventory() {
- return this.inventory;
- }
-
- // 1.7.2+ renamed to getInventoryName
@Override
- public String getInventoryName() {
- return this.name;
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
}
@Override
- public int getInventoryStackLimit() {
- return 1;
- }
+ public void setInventorySlotContents(int slot, ItemStack stack)
+ {
+ inventory[slot] = stack;
- @Override
- public int getSizeInventory() {
- return this.inventory.length;
- }
+ if (stack != null && stack.stackSize > getInventoryStackLimit())
+ {
+ stack.stackSize = getInventoryStackLimit();
+ }
- @Override
- public ItemStack getStackInSlot(final int slot) {
- return this.inventory[slot];
+ // Don't forget this line or your inventory will not be saved!
+ markDirty();
}
+ // 1.7.2+ renamed to getInventoryName
@Override
- public ItemStack getStackInSlotOnClosing(final int slot) {
- final ItemStack stack = this.getStackInSlot(slot);
- this.setInventorySlotContents(slot, null);
- return stack;
+ public String getInventoryName()
+ {
+ return name;
}
// 1.7.2+ renamed to hasCustomInventoryName
@Override
- public boolean hasCustomInventoryName() {
- return this.name.length() > 0;
- }
-
- /**
- * This method doesn't seem to do what it claims to do, as items can still
- * be left-clicked and placed in the inventory even when this returns false
- */
- @Override
- public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- if (itemstack.getItem() instanceof GT_MetaGenerated_Tool || itemstack.getItem() instanceof IElectricItem) {
- return true;
- }
- return false;
+ public boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
}
@Override
- public boolean isUseableByPlayer(final EntityPlayer entityplayer) {
- return true;
+ public int getInventoryStackLimit()
+ {
+ return 1;
}
/**
- * This is the method that will handle saving the inventory contents, as it
- * is called (or should be called!) anytime the inventory changes. Perfect.
- * Much better than using onUpdate in an Item, as this will also let you
- * change things in your inventory without ever opening a Gui, if you want.
+ * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
+ * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
+ * let you change things in your inventory without ever opening a Gui, if you want.
*/
// 1.7.2+ renamed to markDirty
@Override
- public void markDirty() {
- for (int i = 0; i < this.getSizeInventory(); ++i) {
- if (this.getStackInSlot(i) != null && this.getStackInSlot(i).stackSize == 0) {
- this.inventory[i] = null;
+ public void markDirty()
+ {
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
+ inventory[i] = null;
}
}
}
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void openInventory() {
- }
-
- public void readFromNBT(final NBTTagCompound nbt) {
- final NBTTagList list = nbt.getTagList("Items", 10);
- this.inventory = new ItemStack[InventoryWorkbenchToolsElectric.INV_SIZE];
- for (int i = 0; i < list.tagCount(); i++) {
- final NBTTagCompound data = list.getCompoundTagAt(i);
- final int slot = data.getInteger("Slot");
- if (slot >= 0 && slot < InventoryWorkbenchToolsElectric.INV_SIZE) {
- this.inventory[slot] = ItemStack.loadItemStackFromNBT(data);
- }
- }
+ public boolean isUseableByPlayer(EntityPlayer entityplayer)
+ {
+ return true;
}
+ // 1.7.2+ renamed to openInventory(EntityPlayer player)
@Override
- public void setInventorySlotContents(final int slot, final ItemStack stack) {
- this.inventory[slot] = stack;
+ public void openInventory() {}
- if (stack != null && stack.stackSize > this.getInventoryStackLimit()) {
- stack.stackSize = this.getInventoryStackLimit();
- }
-
- // Don't forget this line or your inventory will not be saved!
- this.markDirty();
- }
+ // 1.7.2+ renamed to closeInventory(EntityPlayer player)
+ @Override
+ public void closeInventory() {}
- public void writeToNBT(final NBTTagCompound nbt) {
- final NBTTagList list = new NBTTagList();
- for (int i = 0; i < InventoryWorkbenchToolsElectric.INV_SIZE; i++) {
- final ItemStack stack = this.inventory[i];
- if (stack != null) {
- final NBTTagCompound data = new NBTTagCompound();
- stack.writeToNBT(data);
- data.setInteger("Slot", i);
- list.appendTag(data);
- }
- }
- nbt.setTag("Items", list);
+ /**
+ * This method doesn't seem to do what it claims to do, as
+ * items can still be left-clicked and placed in the inventory
+ * even when this returns false
+ */
+ @Override
+ public boolean isItemValidForSlot(int slot, ItemStack itemstack)
+ {
+ // Don't want to be able to store the inventory item within itself
+ // Bad things will happen, like losing your inventory
+ // Actually, this needs a custom Slot to work
+ if (itemstack.getItem() instanceof GT_MetaGenerated_Tool || itemstack.getItem() instanceof IElectricItem){
+ return true;
+ }
+ return false;
}
-
+
} \ No newline at end of file