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authorDraknyte1 <Draknyte1@hotmail.com>2016-10-17 01:39:50 +1000
committerDraknyte1 <Draknyte1@hotmail.com>2016-10-17 01:39:50 +1000
commitd6bf108b40f0b281ff7c3c2bc91e43ed2b9883f7 (patch)
tree0f00f90ad75043f47aac4cf68431f038adc5071d /src/Java/gtPlusPlus/core/item/base
parentb1aa7032fe9e6bfedccf1bb08952c68100002489 (diff)
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+ Added Tesseract Generators and Terminals.
+ Added a handful of new, old textures from GT4. % Rewrote portions of the Blueprint item again, to try make it work better with NBT. + Added an Example NBT item for myself~ because I am a derp. + Added some custom textures for the Industrial Centrifuge. % Moved all the GT4 Tile Entities to their own loading class.
Diffstat (limited to 'src/Java/gtPlusPlus/core/item/base')
-rw-r--r--src/Java/gtPlusPlus/core/item/base/BaseItemBrain.java108
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diff --git a/src/Java/gtPlusPlus/core/item/base/BaseItemBrain.java b/src/Java/gtPlusPlus/core/item/base/BaseItemBrain.java
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+++ b/src/Java/gtPlusPlus/core/item/base/BaseItemBrain.java
@@ -0,0 +1,108 @@
+package gtPlusPlus.core.item.base;
+
+import java.util.List;
+
+import net.minecraft.creativetab.CreativeTabs;
+import net.minecraft.entity.player.EntityPlayer;
+import net.minecraft.item.Item;
+import net.minecraft.item.ItemStack;
+import net.minecraft.nbt.NBTTagCompound;
+import net.minecraft.util.StatCollector;
+import cpw.mods.fml.relauncher.Side;
+import cpw.mods.fml.relauncher.SideOnly;
+
+/*
+ *
+ *
+ Key Point: You can access the NBT compound data from the Item class (in those methods that pass an ItemStack), but the NBT compound can only be set on an ItemStack.
+
+ The steps to add NBT data to an ItemStack:
+ Create or otherwise get an ItemStack of the desired item
+ Create an NBTTagCompound and fill it with the appropriate data
+ Call ItemStack#setTagCompound() method to set it.
+
+ *
+ */
+
+public class BaseItemBrain extends Item{
+ // This is an array of all the types I am going to be adding.
+ String[] brainTypes = { "dead", "preserved", "fresh", "tasty" };
+
+ // This method allows us to have different language translation keys for
+ // each item we add.
+ @Override
+ public String getUnlocalizedName(ItemStack stack)
+ {
+ // This makes sure that the stack has a tag compound. This is how data
+ // is stored on items.
+ if (stack.hasTagCompound())
+ {
+ // This is the object holding all of the item data.
+ NBTTagCompound itemData = stack.getTagCompound();
+ // This checks to see if the item has data stored under the
+ // brainType key.
+ if (itemData.hasKey("brainType"))
+ {
+ // This retrieves data from the brainType key and uses it in
+ // the return value
+ return "item." + itemData.getString("brainType");
+ }
+ }
+ // This will be used if the item is obtained without nbt data on it.
+ return "item.nullBrain";
+ }
+
+
+ // This is a fun method which allows us to run some code when our item is
+ // shown in a creative tab. I am going to use it to add all the brain
+ // types.
+ @SuppressWarnings("unchecked")
+ @Override
+ @SideOnly(Side.CLIENT)
+ public void getSubItems(Item item, CreativeTabs tab, List itemList)
+ {
+ // This creates a loop with a counter. It will go through once for
+ // every listing in brainTypes, and gives us a number associated
+ // with each listing.
+ for (int pos = 0; pos < brainTypes.length; pos++)
+ {
+ // This creates a new ItemStack instance. The item parameter
+ // supplied is this item.
+ ItemStack brainStack = new ItemStack(item);
+ // By default, a new ItemStack does not have any nbt compound data.
+ // We need to give it some.
+ brainStack.setTagCompound(new NBTTagCompound());
+ // Now we set the type of the item, brainType is the key, and
+ // brainTypes[pos] is grabbing a
+ // entry from the brainTypes array.
+ brainStack.getTagCompound().setString("brainType",
+ brainTypes[pos]);
+ // And this adds it to the itemList, which is a list of all items
+ // in the creative tab.
+ itemList.add(brainStack);
+ }
+ }
+
+ // This code will allow us to tell the items apart in game. You can change
+ @SuppressWarnings("unchecked")
+ // texture based on nbt data, but I won't be covering that.
+ @Override
+ @SideOnly(Side.CLIENT)
+ public void addInformation(ItemStack stack, EntityPlayer player, List tooltip, boolean isAdvanced){
+ if ( stack.hasTagCompound()
+ && stack.getTagCompound().hasKey("brainType"))
+ {
+ // StatCollector is a class which allows us to handle string
+ // language translation. This requires that you fill out the
+ // translation in you language class.
+ tooltip.add(StatCollector.translateToLocal("tooltip.yourmod."
+ + stack.getTagCompound().getString("brainType") + ".desc"));
+ }
+ else // If the brain does not have valid tag data, a default message
+ {
+ tooltip.add(StatCollector.translateToLocal(
+ "tooltip.yourmod.nullbrain.desc"));
+ }
+ }
+}
+