new locksmith table textures, fruitless attempts to finish lead box

This commit is contained in:
HbmMods 2019-03-18 20:02:50 +01:00
parent 71e9818997
commit fb7348128f
13 changed files with 414 additions and 47 deletions

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@ -29,9 +29,11 @@ public class MachineKeyForge extends BlockContainer {
private final Random field_149933_a = new Random();
private Random rand;
private static boolean keepInventory;
@SideOnly(Side.CLIENT)
private IIcon iconTop;
@SideOnly(Side.CLIENT)
private IIcon iconBottom;
public MachineKeyForge(Material p_i45386_1_) {
super(p_i45386_1_);
@ -45,15 +47,16 @@ public class MachineKeyForge extends BlockContainer {
@Override
@SideOnly(Side.CLIENT)
public void registerBlockIcons(IIconRegister iconRegister) {
this.iconTop = iconRegister.registerIcon(RefStrings.MODID + ":machine_keyforge_top");
this.iconBottom = iconRegister.registerIcon(RefStrings.MODID + ":machine_keyforge_bottom");
this.blockIcon = iconRegister.registerIcon(RefStrings.MODID + ":machine_keyforge_side");
}
@Override
@SideOnly(Side.CLIENT)
public IIcon getIcon(int side, int metadata) {
return side == 1 ? this.iconTop : (side == 0 ? this.iconTop : this.blockIcon);
return side == 0 ? this.iconBottom : (side == 1 ? this.iconTop : this.blockIcon);
}
@Override

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@ -3,7 +3,9 @@ package com.hbm.handler;
import com.hbm.blocks.ModBlocks;
import com.hbm.inventory.container.*;
import com.hbm.inventory.gui.*;
import com.hbm.inventory.inv.InventoryLeadBox;
import com.hbm.items.ModItems;
import com.hbm.items.tool.ItemLeadBox;
import com.hbm.tileentity.bomb.*;
import com.hbm.tileentity.machine.*;
@ -742,12 +744,12 @@ public class GUIHandler implements IGuiHandler {
}
}
} else {
//CLIENTONLY CONTAINERS
//NON-TE CONTAINERS
switch(ID)
{
case ModItems.guiID_item_box:
return new ContainerLeadBox(player.inventory);
return new ContainerLeadBox(player, player.inventory, new InventoryLeadBox(player.getHeldItem()));
}
}
@ -1493,7 +1495,7 @@ public class GUIHandler implements IGuiHandler {
case ModItems.guiID_item_sat_interface:
return new GUIScreenSatInterface(player);
case ModItems.guiID_item_box:
return new GUILeadBox(player.inventory);
return new GUILeadBox(new ContainerLeadBox(player, player.inventory, new InventoryLeadBox(player.getHeldItem())));
}
}
return null;

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@ -1,5 +1,6 @@
package com.hbm.inventory.container;
import com.hbm.inventory.inv.InventoryLeadBox;
import com.hbm.items.ModItems;
import com.hbm.items.tool.ItemLeadBox;
@ -8,43 +9,191 @@ import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
public class ContainerLeadBox extends Container {
public ContainerLeadBox(InventoryPlayer invPlayer) {
/*IInventory inv =
/**
* The Item Inventory for this Container, only needed if you want to
* reference isUseableByPlayer
*/
public final InventoryLeadBox inventory;
this.addSlotToContainer(new Slot(inv, 0, 71, 18));
this.addSlotToContainer(new Slot(inv, 1, 71, 18));
this.addSlotToContainer(new Slot(inv, 2, 71, 18));
this.addSlotToContainer(new Slot(inv, 3, 71, 18));
this.addSlotToContainer(new Slot(inv, 4, 71, 18));
this.addSlotToContainer(new Slot(inv, 5, 71, 18));
this.addSlotToContainer(new Slot(inv, 6, 71, 18));
this.addSlotToContainer(new Slot(inv, 7, 71, 18));
this.addSlotToContainer(new Slot(inv, 8, 71, 18));
this.addSlotToContainer(new Slot(inv, 9, 71, 18));
this.addSlotToContainer(new Slot(inv, 10, 71, 18));
this.addSlotToContainer(new Slot(inv, 11, 71, 18));
for(int i = 0; i < 3; i++)
{
for(int j = 0; j < 9; j++)
{
this.addSlotToContainer(new Slot(invPlayer, j + i * 9 + 9, 8 + j * 18, 84 + i * 18 + 20));
/**
* 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 InventoryItem'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 InventoryItem.INV_SIZE and if we ever
* change it, the Container updates automatically.
*/
private static final int INV_START = InventoryLeadBox.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 = InventoryItem.INV_SIZE, ARMOR_END = ARMOR_START+3,
// INV_START = ARMOR_END+1, and then carry on like above.
public ContainerLeadBox(EntityPlayer par1Player, InventoryPlayer inventoryPlayer, InventoryLeadBox 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 < InventoryLeadBox.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 Slot(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));
}
}
for(int i = 0; i < 9; i++)
{
this.addSlotToContainer(new Slot(invPlayer, i, 8 + i * 18, 142 + 20));
}*/
// 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 p_75145_1_) {
return true;
public boolean canInteractWith(EntityPlayer player) {
// be sure to return the inventory's isUseableByPlayer method
// if you defined special behavior there:
return inventory.isUseableByPlayer(player);
}
/**
* 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 player, 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
* 'InventoryItem.INV_SIZE' instead of INV_START just in case //
* you also add armor or other custom slots if
* (!this.mergeItemStack(itemstack1, 0, InventoryItem.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(player, 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);
}
}

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@ -4,6 +4,7 @@ import org.lwjgl.opengl.GL11;
import com.hbm.inventory.container.ContainerLeadBox;
import com.hbm.inventory.container.ContainerWasteDrum;
import com.hbm.inventory.inv.InventoryLeadBox;
import com.hbm.items.ModItems;
import com.hbm.items.tool.ItemLeadBox;
import com.hbm.lib.RefStrings;
@ -19,9 +20,11 @@ import net.minecraft.util.ResourceLocation;
public class GUILeadBox extends GuiContainer {
private static ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":textures/gui/gui_containment.png");
public GUILeadBox(InventoryPlayer invPlayer) {
super(new ContainerLeadBox(invPlayer));
private final InventoryLeadBox inventory;
public GUILeadBox(ContainerLeadBox container) {
super(container);
this.inventory = container.inventory;
this.xSize = 176;
this.ySize = 186;
@ -29,7 +32,7 @@ public class GUILeadBox extends GuiContainer {
@Override
protected void drawGuiContainerForegroundLayer(int i, int j) {
String name = "";//ItemLeadBox.getGuiName();
String name = this.inventory.getInventoryName();
this.fontRendererObj.drawString(name, this.xSize / 2 - this.fontRendererObj.getStringWidth(name) / 2, 6, 4210752);
this.fontRendererObj.drawString(I18n.format("container.inventory"), 8, this.ySize - 96 + 2, 4210752);

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@ -0,0 +1,204 @@
package com.hbm.inventory.inv;
import com.hbm.items.special.ItemRadioactive;
import com.hbm.items.tool.ItemLeadBox;
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 InventoryLeadBox 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 = 20;
/**
* 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
*/
public InventoryLeadBox(ItemStack stack)
{
invItem = stack;
// 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 onInventoryChanged, 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 ItemRadioactive);
}
/**
* 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);
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);
}
}
// Add the TagList to the ItemStack's Tag Compound with the name
// "ItemInventory"
tagcompound.setTag("ItemInventory", items);
}
}

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@ -12,6 +12,12 @@ import net.minecraft.world.World;
public class ItemLeadBox extends Item {
// Without this method, your inventory will NOT work!!!
@Override
public int getMaxItemUseDuration(ItemStack stack) {
return 1; // return any value greater than zero
}
@Override
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) {

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@ -61,44 +61,44 @@ public class GunZOMG extends Item {
if (!player.inventory.hasItem(ModItems.nugget_euphemium)
&& !player.inventory.hasItem(ModItems.ingot_euphemium)) {
stack.stackTagCompound.setBoolean("valid", false);
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Validation lost!"));
player.addChatMessage(new ChatComponentText("[ZOMG] Request new validation!"));
}
}
}
} else {
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Gun not validated!"));
player.addChatMessage(new ChatComponentText("[ZOMG] Validate your gun with shift right-click."));
}
}
} else {
if (stack.stackTagCompound.getBoolean("valid")) {
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Gun has already been validated."));
}
} else {
if (player.inventory.hasItem(ModItems.nugget_euphemium) || player.inventory.hasItem(ModItems.ingot_euphemium)) {
stack.stackTagCompound.setBoolean("valid", true);
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Gun has been validated!"));
}
//if(Library.superuser.contains(player.getUniqueID().toString())) {
if(player.inventory.hasItem(ModItems.polaroid)) {
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Welcome, superuser!"));
}
stack.stackTagCompound.setBoolean("superuser", true);
} else {
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Welcome, user!"));
}
stack.stackTagCompound.setBoolean("superuser", false);
}
} else {
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Validation failed!"));
player.addChatMessage(new ChatComponentText("[ZOMG] No external negative gravity well found!"));
}
@ -176,7 +176,7 @@ public class GunZOMG extends Item {
if (!player.inventory.hasItem(ModItems.nugget_euphemium)
&& !player.inventory.hasItem(ModItems.ingot_euphemium)) {
stack.stackTagCompound.setBoolean("valid", false);
if (world.isRemote) {
if (!world.isRemote) {
player.addChatMessage(new ChatComponentText("[ZOMG] Validation lost!"));
player.addChatMessage(new ChatComponentText("[ZOMG] Request new validation!"));
}

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@ -1455,7 +1455,7 @@ public class CraftingManager {
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(ModItems.photo_panel), new Object[] { " G ", "IPI", " C ", 'G', "paneGlass", 'I', ModItems.plate_polymer, 'P', "dustNetherQuartz", 'C', ModItems.circuit_aluminium }));
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(ModBlocks.machine_satlinker), new Object[] { "PSP", "SCS", "PSP", 'P', "plateSteel", 'S', ModItems.ingot_starmetal, 'C', ModItems.sat_chip }));
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(ModBlocks.machine_telelinker), new Object[] { "PSP", "SCS", "PSP", 'P', "plateSteel", 'S', "ingotAdvanced", 'C', ModItems.turret_biometry }));
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(ModBlocks.machine_keyforge), new Object[] { "PSP", "SCS", "PSP", 'P', "plateSteel", 'S', "ingotTungsten", 'C', ModItems.padlock }));
GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(ModBlocks.machine_keyforge), new Object[] { "PCP", "WSW", "WSW", 'P', "plateSteel", 'S', "ingotTungsten", 'C', ModItems.padlock, 'W', "plankWood" }));
GameRegistry.addRecipe(new ItemStack(ModItems.sat_chip), new Object[] { "WWW", "CIC", "WWW", 'W', ModItems.wire_red_copper, 'C', ModItems.circuit_red_copper, 'I', ModItems.ingot_polymer });
GameRegistry.addRecipe(new ItemStack(ModItems.sat_mapper), new Object[] { "H", "B", 'H', ModItems.sat_head_mapper, 'B', ModItems.sat_base });
GameRegistry.addRecipe(new ItemStack(ModItems.sat_scanner), new Object[] { "H", "B", 'H', ModItems.sat_head_scanner, 'B', ModItems.sat_base });