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author | Draknyte1 <Draknyte1@hotmail.com> | 2016-08-29 18:33:37 +1000 |
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committer | Draknyte1 <Draknyte1@hotmail.com> | 2016-08-29 18:33:37 +1000 |
commit | b0ae00d54790023197a7df31199cdbfd3e54ec10 (patch) | |
tree | e3e4bf0363c10c94dec3f5446f0ef4f5d8b9d9e2 /src/Java/miscutil/core/container | |
parent | 059d00c29b765fd6b5937e9686dda3cd03af08e4 (diff) | |
download | GT5-Unofficial-b0ae00d54790023197a7df31199cdbfd3e54ec10.tar.gz GT5-Unofficial-b0ae00d54790023197a7df31199cdbfd3e54ec10.tar.bz2 GT5-Unofficial-b0ae00d54790023197a7df31199cdbfd3e54ec10.zip |
+ Added Custom Backpacks.
- Removed some old blocks which were statically generated. They still exist, now just are created using the dynamic block creation system.
Diffstat (limited to 'src/Java/miscutil/core/container')
-rw-r--r-- | src/Java/miscutil/core/container/Container_BackpackBase.java | 206 |
1 files changed, 206 insertions, 0 deletions
diff --git a/src/Java/miscutil/core/container/Container_BackpackBase.java b/src/Java/miscutil/core/container/Container_BackpackBase.java new file mode 100644 index 0000000000..7d997b92ed --- /dev/null +++ b/src/Java/miscutil/core/container/Container_BackpackBase.java @@ -0,0 +1,206 @@ +package miscutil.core.container; + +import miscutil.core.inventories.BaseInventoryBackpack; +import miscutil.core.slots.SlotItemBackpackInv; +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_BackpackBase extends Container +{ + /** The Item Inventory for this Container, only needed if you want to reference isUseableByPlayer */ + public final BaseInventoryBackpack 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 = BaseInventoryBackpack.INV_SIZE, INV_END = INV_START+26, + HOTBAR_START = INV_END+1, 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_BackpackBase(EntityPlayer par1Player, InventoryPlayer inventoryPlayer, BaseInventoryBackpack inventoryItem) + { + this.inventory = inventoryItem; + + int i; + + // ITEM INVENTORY - you'll need to adjust the slot locations to match your texture file + // I have them set vertically in columns of 4 to the right of the player model + for (i = 0; i < BaseInventoryBackpack.INV_SIZE; ++i) + { + // You can make a custom Slot if you need different behavior, + // such as only certain item types can be put into this slot + // We made a custom slot to prevent our inventory-storing item + // from being stored within itself, but if you want to allow that and + // you followed my advice at the end of the above step, then you + // could get away with using the vanilla Slot class + this.addSlotToContainer(new SlotItemBackpackInv(this.inventory, i, 80 + (18 * (int)(i/4)), 8 + (18*(i%4)))); + } + + // If you want, you can add ARMOR SLOTS here as well, but you need to + // make a public version of SlotArmor. I won't be doing that in this tutorial. + /* + for (i = 0; i < 4; ++i) + { + // These are the standard positions for survival inventory layout + this.addSlotToContainer(new SlotArmor(this.player, inventoryPlayer, inventoryPlayer.getSizeInventory() - 1 - i, 8, 8 + i * 18, i)); + } + */ + + // PLAYER INVENTORY - uses default locations for standard inventory texture file + for (i = 0; i < 3; ++i) + { + for (int j = 0; j < 9; ++j) + { + this.addSlotToContainer(new Slot(inventoryPlayer, j + i * 9 + 9, 8 + j * 18, 84 + i * 18)); + } + } + + // 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(EntityPlayer entityplayer) + { + // be sure to return the inventory's isUseableByPlayer method + // if you defined special behavior there: + return inventory.isUseableByPlayer(entityplayer); + } + + /** + * Called when a player shift-clicks on a slot. You must override this or you will crash when someone does that. + */ + public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int index) + { + ItemStack itemstack = null; + Slot slot = (Slot) this.inventorySlots.get(index); + + if (slot != null && slot.getHasStack()) + { + 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(int slot, int button, int flag, EntityPlayer player) { + // this will prevent the player from interacting with the item that opened the inventory: + if (slot >= 0 && getSlot(slot) != null && getSlot(slot).getStack() == player.getHeldItem()) { + return null; + } + return super.slotClick(slot, button, flag, player); + } +} |