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authorDraknyte1 <Draknyte1@hotmail.com>2016-08-29 18:33:37 +1000
committerDraknyte1 <Draknyte1@hotmail.com>2016-08-29 18:33:37 +1000
commitb0ae00d54790023197a7df31199cdbfd3e54ec10 (patch)
treee3e4bf0363c10c94dec3f5446f0ef4f5d8b9d9e2 /src/Java/miscutil/core/inventories
parent059d00c29b765fd6b5937e9686dda3cd03af08e4 (diff)
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+ 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/inventories')
-rw-r--r--src/Java/miscutil/core/inventories/BaseInventoryBackpack.java240
1 files changed, 240 insertions, 0 deletions
diff --git a/src/Java/miscutil/core/inventories/BaseInventoryBackpack.java b/src/Java/miscutil/core/inventories/BaseInventoryBackpack.java
new file mode 100644
index 0000000000..ba3acbc79e
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+++ b/src/Java/miscutil/core/inventories/BaseInventoryBackpack.java
@@ -0,0 +1,240 @@
+package miscutil.core.inventories;
+
+import java.util.UUID;
+
+import miscutil.core.item.base.BaseItemBackpack;
+import net.minecraft.entity.player.EntityPlayer;
+import net.minecraft.inventory.IInventory;
+import net.minecraft.item.ItemStack;
+import net.minecraft.nbt.NBTTagCompound;
+import net.minecraft.nbt.NBTTagList;
+import net.minecraftforge.common.util.Constants;
+
+public class BaseInventoryBackpack implements IInventory{
+
+ private String name = "Inventory Item";
+
+ /** Provides NBT Tag Compound to reference */
+ private final ItemStack invItem;
+
+ /** 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;
+
+ /**
+ * @param itemstack - the ItemStack to which this inventory belongs
+ */
+ public BaseInventoryBackpack(ItemStack stack)
+ {
+ invItem = stack;
+
+ /** initialize variable within the constructor: */
+ uniqueID = "";
+
+ if (!stack.hasTagCompound())
+ {
+ stack.setTagCompound(new NBTTagCompound());
+ // 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());
+ }
+ // note that it's okay to use stack instead of invItem right there
+ // both reference the same memory location, so whatever you change using
+ // either reference will change in the other
+
+ // Read the inventory contents from NBT
+ readFromNBT(stack.getTagCompound());
+ }
+ @Override
+ public int getSizeInventory()
+ {
+ return inventory.length;
+ }
+
+ @Override
+ public ItemStack getStackInSlot(int slot)
+ {
+ return inventory[slot];
+ }
+
+ @Override
+ 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!
+ markDirty();
+ }
+ else
+ {
+ // this method also calls markDirty, so we don't need to call it again
+ setInventorySlotContents(slot, null);
+ }
+ }
+ return stack;
+ }
+
+ @Override
+ public ItemStack getStackInSlotOnClosing(int slot)
+ {
+ ItemStack stack = getStackInSlot(slot);
+ setInventorySlotContents(slot, null);
+ return stack;
+ }
+
+ @Override
+ 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 boolean hasCustomInventoryName()
+ {
+ return name.length() > 0;
+ }
+
+ @Override
+ 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.
+ */
+ // 1.7.2+ renamed to markDirty
+ @Override
+ 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:
+ writeToNBT(invItem.getTagCompound());
+ }
+
+ @Override
+ 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
+ */
+ @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(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);
+ NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
+
+ if ("".equals(uniqueID))
+ {
+ // try to read unique ID from NBT
+ uniqueID = compound.getString("uniqueID");
+ // if it's still "", assign a new one:
+ if ("".equals(uniqueID))
+ {
+ uniqueID = UUID.randomUUID().toString();
+ }
+ }
+
+ for (int i = 0; i < items.tagCount(); ++i)
+ {
+ // 1.7.2+ change to items.getCompoundTagAt(i)
+ 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 < getSizeInventory()) {
+ inventory[slot] = ItemStack.loadItemStackFromNBT(item);
+ }
+ }
+ }
+
+ /**
+ * A custom method to write our inventory to an ItemStack's NBT compound
+ */
+ public void writeToNBT(NBTTagCompound tagcompound)
+ {
+ // Create a new NBT Tag List to store itemstacks as NBT Tags
+ NBTTagList items = new NBTTagList();
+
+ for (int i = 0; i < getSizeInventory(); ++i)
+ {
+ // Only write stacks that contain items
+ 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
+ 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"
+ tagcompound.setTag("ItemInventory", items);
+ }
+} \ No newline at end of file