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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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205 lines
5.7 KiB
Java
205 lines
5.7 KiB
Java
package com.hbm.inventory.inv;
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import com.hbm.items.special.ItemRadioactive;
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import com.hbm.items.tool.ItemLeadBox;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.IInventory;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTTagList;
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import net.minecraftforge.common.util.Constants;
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public class InventoryLeadBox implements IInventory {
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private String name = "Inventory Item";
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/** Provides NBT Tag Compound to reference */
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private final ItemStack invItem;
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/** Defining your inventory size this way is handy */
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public static final int INV_SIZE = 20;
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/**
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* Inventory's size must be same as number of slots you add to the Container
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* class
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*/
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private ItemStack[] inventory = new ItemStack[INV_SIZE];
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/**
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* @param itemstack - the ItemStack to which this inventory belongs
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*/
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public InventoryLeadBox(ItemStack stack)
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{
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invItem = stack;
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// Create a new NBT Tag Compound if one doesn't already exist, or you will crash
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if (!stack.hasTagCompound()) {
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stack.setTagCompound(new NBTTagCompound());
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}
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// note that it's okay to use stack instead of invItem right there
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// both reference the same memory location, so whatever you change using
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// either reference will change in the other
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// Read the inventory contents from NBT
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readFromNBT(stack.getTagCompound());
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}
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@Override
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public int getSizeInventory() {
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return inventory.length;
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}
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@Override
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public ItemStack getStackInSlot(int slot) {
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return inventory[slot];
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}
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@Override
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public ItemStack decrStackSize(int slot, int amount) {
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ItemStack stack = getStackInSlot(slot);
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if (stack != null) {
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if (stack.stackSize > amount) {
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stack = stack.splitStack(amount);
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// Don't forget this line or your inventory will not be saved!
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markDirty();
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} else {
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// this method also calls onInventoryChanged, so we don't need
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// to call it again
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setInventorySlotContents(slot, null);
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}
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}
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return stack;
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}
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@Override
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public ItemStack getStackInSlotOnClosing(int slot) {
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ItemStack stack = getStackInSlot(slot);
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setInventorySlotContents(slot, null);
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return stack;
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}
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@Override
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public void setInventorySlotContents(int slot, ItemStack stack) {
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inventory[slot] = stack;
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if (stack != null && stack.stackSize > getInventoryStackLimit()) {
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stack.stackSize = getInventoryStackLimit();
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}
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// Don't forget this line or your inventory will not be saved!
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markDirty();
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}
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// 1.7.2+ renamed to getInventoryName
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@Override
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public String getInventoryName() {
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return name;
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}
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// 1.7.2+ renamed to hasCustomInventoryName
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@Override
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public boolean hasCustomInventoryName() {
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return name.length() > 0;
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}
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@Override
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public int getInventoryStackLimit() {
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return 64;
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}
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/**
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* This is the method that will handle saving the inventory contents, as it
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* is called (or should be called!) anytime the inventory changes. Perfect.
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* Much better than using onUpdate in an Item, as this will also let you
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* change things in your inventory without ever opening a Gui, if you want.
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*/
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// 1.7.2+ renamed to markDirty
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@Override
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public void markDirty() {
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for (int i = 0; i < getSizeInventory(); ++i) {
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if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
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inventory[i] = null;
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}
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}
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// This line here does the work:
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writeToNBT(invItem.getTagCompound());
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}
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@Override
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public boolean isUseableByPlayer(EntityPlayer entityplayer) {
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return true;
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}
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// 1.7.2+ renamed to openInventory(EntityPlayer player)
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@Override
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public void openInventory() { }
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// 1.7.2+ renamed to closeInventory(EntityPlayer player)
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@Override
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public void closeInventory() { }
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/**
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* This method doesn't seem to do what it claims to do, as items can still
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* be left-clicked and placed in the inventory even when this returns false
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*/
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@Override
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public boolean isItemValidForSlot(int slot, ItemStack itemstack) {
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// Don't want to be able to store the inventory item within itself
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// Bad things will happen, like losing your inventory
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// Actually, this needs a custom Slot to work
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return (itemstack.getItem() instanceof ItemRadioactive);
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}
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/**
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* A custom method to read our inventory from an ItemStack's NBT compound
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*/
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public void readFromNBT(NBTTagCompound compound) {
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// Gets the custom taglist we wrote to this compound, if any
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// 1.7.2+ change to compound.getTagList("ItemInventory",
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// Constants.NBT.TAG_COMPOUND);
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NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
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for (int i = 0; i < items.tagCount(); ++i) {
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// 1.7.2+ change to items.getCompoundTagAt(i)
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NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);
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int slot = item.getInteger("Slot");
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// Just double-checking that the saved slot index is within our
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// inventory array bounds
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if (slot >= 0 && slot < getSizeInventory()) {
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inventory[slot] = ItemStack.loadItemStackFromNBT(item);
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}
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}
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}
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/**
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* A custom method to write our inventory to an ItemStack's NBT compound
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*/
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public void writeToNBT(NBTTagCompound tagcompound) {
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// Create a new NBT Tag List to store itemstacks as NBT Tags
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NBTTagList items = new NBTTagList();
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for (int i = 0; i < getSizeInventory(); ++i) {
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// Only write stacks that contain items
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if (getStackInSlot(i) != null) {
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// Make a new NBT Tag Compound to write the itemstack and slot
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// index to
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NBTTagCompound item = new NBTTagCompound();
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item.setInteger("Slot", i);
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// Writes the itemstack in slot(i) to the Tag Compound we just
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// made
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getStackInSlot(i).writeToNBT(item);
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// add the tag compound to our tag list
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items.appendTag(item);
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}
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}
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// Add the TagList to the ItemStack's Tag Compound with the name
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// "ItemInventory"
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tagcompound.setTag("ItemInventory", items);
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}
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}
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