From d6c2e9fd582594f9e19f732398d1c16d20d3b38e Mon Sep 17 00:00:00 2001 From: Draknyte1 Date: Thu, 20 Oct 2016 20:04:45 +1000 Subject: + Added the Advanced workbench. + Added custom slots for the Adv. Workbench, that take either tools or IElectricItems. % Swapped the textures on most multiblocks/casings. --- .../InventoryWorkbenchToolsElectric.java | 191 +++++++++++++++++++++ 1 file changed, 191 insertions(+) create mode 100644 src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java (limited to 'src/Java/gtPlusPlus/core/inventories') diff --git a/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java new file mode 100644 index 0000000000..77f3351e59 --- /dev/null +++ b/src/Java/gtPlusPlus/core/inventories/InventoryWorkbenchToolsElectric.java @@ -0,0 +1,191 @@ +package gtPlusPlus.core.inventories; + +import gregtech.api.items.GT_MetaGenerated_Tool; +import gtPlusPlus.core.slots.SlotGtToolElectric; +import ic2.api.item.IElectricItem; +import net.minecraft.entity.player.EntityPlayer; +import net.minecraft.inventory.IInventory; +import net.minecraft.inventory.Slot; +import net.minecraft.item.ItemStack; +import net.minecraft.nbt.NBTTagCompound; +import net.minecraft.nbt.NBTTagList; + +public class InventoryWorkbenchToolsElectric implements IInventory{ + + private 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[INV_SIZE]; + private Slot[] toolSlots = new SlotGtToolElectric[INV_SIZE]; //TODO + + /** + * @param itemstack - the ItemStack to which this inventory belongs + */ + public InventoryWorkbenchToolsElectric() + { + + } + + public void readFromNBT(NBTTagCompound nbt) + { + NBTTagList list = nbt.getTagList("Items", 10); + inventory = new ItemStack[INV_SIZE]; + for(int i = 0;i= 0 && slot < INV_SIZE) + { + inventory[slot] = ItemStack.loadItemStackFromNBT(data); + } + } + } + + public void writeToNBT(NBTTagCompound nbt) + { + NBTTagList list = new NBTTagList(); + for(int i = 0;i 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 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. + */ + // 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; + } + } + } + + @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 + if (itemstack.getItem() instanceof GT_MetaGenerated_Tool || itemstack.getItem() instanceof IElectricItem){ + return true; + } + return false; + } + +} \ No newline at end of file -- cgit