Hbm-s-Nuclear-Tech-GIT/com/hbm/inventory/inv/InventoryLeadBox.java

205 lines
5.7 KiB
Java

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);
}
}