Jump to content

(Solved)Restrict container slot to a specific item? Shift-right click crash help


XxArchangelz

Recommended Posts

I have a tile entity/container for a block and I want to be able to restrict what can go in its inventory slot to a specific item in my mod, but for the life of me I cannot figure out how. I also have it so that shift clicking crashes the game (not supposed to happen xD) and I can see that I need to have something like

public boolean mergeItemStack(itemStack, start, end, backwards)

But I don't know exactly where to put it and what it does.

Here is my tile entity class

 

package archangel.necromancy.tileentity;

 

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 archangel.necromancy.lib.Strings;

 

public class TileAltar extends TileNC implements IInventory {

// Then create a ItemStack array (I.E. ItemStack[])

private ItemStack[] inventory;

 

// Then create a super constructor and give the inventory the amount of

// ItemStacks you want (Slots),

// I.E. (for 1 slot: inventory = new ItemStack[1];, for 5 slots: inventory =

// new ItemStack[5];)

public TileAltar() {

inventory = new ItemStack[1];

}

 

// This returns the inventory size

@Override

public int getSizeInventory() {

return inventory.length;

}

 

// This returns the stack that is in the slot you picked

// This has 1 param

// @param int slotIndex is just the index you selected

@Override

public ItemStack getStackInSlot(int slotIndex) {

return inventory[slotIndex];

}

 

// This sets the slots contents, it has 2 params

// @param int slot, this is the slots number

// @param ItemStack stack, this is the stack you want to add

@Override

public void setInventorySlotContents(int slot, ItemStack stack) {

inventory[slot] = stack;

// This checks to make sure the stack is not nothing, and then makes

// sure the stack is not going over the limit

// Of the stack

if (stack != null && stack.stackSize > getInventoryStackLimit()) {

stack.stackSize = getInventoryStackLimit();

}

}

 

// This decreases the stack size

// It has 2 params

// @param int slotIndex, this is the slot number

// @param int amount, this is the amount you want to decreases by

@Override

public ItemStack decrStackSize(int slotIndex, int amount) {

// This gets the stack with the slot number you want

ItemStack stack = getStackInSlot(slotIndex);

 

// Then it checks to make sure it has something in it

if (stack != null) {

// Then it checks to make sure that it has something that is equal

// or lesser than the amount you want to add

if (stack.stackSize <= amount) {

setInventorySlotContents(slotIndex, null);

} else {

stack = stack.splitStack(amount);

if (stack.stackSize == 0) {

setInventorySlotContents(slotIndex, null);

}

}

}

 

// Then it returns the stack

return stack;

}

 

// This returns the stack in the slot you chose

// It has 1 param

// @param int slotIndex this is the slot number you choose to get

@Override

public ItemStack getStackInSlotOnClosing(int slotIndex) {

// This gets the stack in the slot you chose

ItemStack stack = getStackInSlot(slotIndex);

 

// This checks to make sure it has something in it

if (stack != null) {

setInventorySlotContents(slotIndex, null);

}

 

// Then it returns the stack

return stack;

}

 

// This gets the inventory's stack limit

// This is normally 64 but on some conditions it is something lower

@Override

public int getInventoryStackLimit() {

return 1;

}

 

// Basically this makes sure the player is not to far away to activate the

// block and, makes sure its the Entity you are

// Selecting

@Override

public boolean isUseableByPlayer(EntityPlayer player) {

return worldObj.getBlockTileEntity(xCoord, yCoord, zCoord) == this

&& player.getDistanceSq(xCoord + 0.5, yCoord + 0.5,

zCoord + 0.5) < 64;

}

 

// A dummy, mostly un-used method, for a check to do something when you open

// the Gui

@Override

public void openChest() {

}

 

// Another dummy, mostly un-used method, for a check to do something when

// you close the Gui

@Override

public void closeChest() {

}

 

@Override

public void readFromNBT(NBTTagCompound tagCompound) {

super.readFromNBT(tagCompound);

 

NBTTagList tagList = tagCompound.getTagList("Inventory");

 

for (int i = 0; i < tagList.tagCount(); i++) {

NBTTagCompound tag = (NBTTagCompound) tagList.tagAt(i);

 

byte slot = tag.getByte("Slot");

 

if (slot >= 0 && slot < inventory.length) {

inventory[slot] = ItemStack.loadItemStackFromNBT(tag);

}

}

}

 

@Override

public void writeToNBT(NBTTagCompound tagCompound) {

super.writeToNBT(tagCompound);

 

NBTTagList itemList = new NBTTagList();

 

for (int i = 0; i < inventory.length; i++) {

ItemStack stack = inventory;

 

if (stack != null) {

NBTTagCompound tag = new NBTTagCompound();

 

tag.setByte("Slot", (byte) i);

stack.writeToNBT(tag);

itemList.appendTag(tag);

}

}

 

tagCompound.setTag("Inventory", itemList);

}

 

// This returns the inventory's name

@Override

public String getInvName() {

return "container." + Strings.ALTAR_NAME;

}

 

}

 

 

 

and the container class

 

package archangel.necromancy.inventory;

 

import net.minecraft.entity.player.EntityPlayer;

import net.minecraft.entity.player.InventoryPlayer;

import net.minecraft.inventory.Container;

import net.minecraft.inventory.Slot;

import net.minecraft.item.ItemStack;

import archangel.necromancy.tileentity.TileAltar;

 

public class ContainerAltar extends Container {

 

private TileAltar altar;

 

public ContainerAltar(InventoryPlayer inventoryPlayer, TileAltar altar) {

 

// Set the instance of the TileAltar for the container

this.altar = altar;

 

// Add the book slot to the container

this.addSlotToContainer(new Slot(altar, 0, 56, 17));

 

// Add the player's inventory slots to the container

for (int inventoryRowIndex = 0; inventoryRowIndex < 3; ++inventoryRowIndex) {

for (int inventoryColumnIndex = 0; inventoryColumnIndex < 9; ++inventoryColumnIndex) {

this.addSlotToContainer(new Slot(inventoryPlayer,

inventoryColumnIndex + inventoryRowIndex * 9 + 9,

8 + inventoryColumnIndex * 18,

94 + inventoryRowIndex * 18));

}

}

 

// Add the player's action bar slots to the container

for (int actionBarSlotIndex = 0; actionBarSlotIndex < 9; ++actionBarSlotIndex) {

this.addSlotToContainer(new Slot(inventoryPlayer,

actionBarSlotIndex, 8 + actionBarSlotIndex * 18, 152));

}

}

 

public boolean canInteractWith(EntityPlayer player) {

 

return true;

}

 

@Override

public ItemStack transferStackInSlot(EntityPlayer player, int slot) {

ItemStack stack = null;

Slot slotObject = (Slot) inventorySlots.get(slot);

 

// null checks and checks if the item can be stacked (maxStackSize > 1)

if (slotObject != null && slotObject.getHasStack()) {

ItemStack stackInSlot = slotObject.getStack();

stack = stackInSlot.copy();

 

// merges the item into player inventory since its in the tileEntity

if (slot < 9) {

if (!this.mergeItemStack(stackInSlot, 9, 45, true)) {

return null;

}

}

// places it into the tileEntity is possible since its in the player

// inventory

else if (!this.mergeItemStack(stackInSlot, 0, 9, false)) {

return null;

}

 

if (stackInSlot.stackSize == 0) {

slotObject.putStack(null);

} else {

slotObject.onSlotChanged();

}

 

if (stackInSlot.stackSize == stack.stackSize) {

return null;

}

slotObject.onPickupFromSlot(player, stackInSlot);

 

}

return stack;

}

 

}

 

 

Link to comment
Share on other sites

I figured it out and fixed the shift right click crash

I use

@Override

public ItemStack transferStackInSlot(EntityPlayer entityPlayer, int slot) {

Slot slotObject = (Slot) inventorySlots.get(slot);

if(slotObject != null && slotObject.getHasStack()) {

ItemStack stackInSlot = slotObject.getStack();

ItemStack stack = stackInSlot.copy();

if(slot <= 1) {

if(!mergeItemStack(stackInSlot, 2, inventorySlots.size(), true))

return null;

} else if(slot != 1 && stack.itemID == ModItems.necronomicon.itemID && !getSlot(0).getHasStack()) {

ItemStack copy = slotObject.decrStackSize(1);

getSlot(0).putStack(copy);

return null;

 

} else {

return null;

}

 

if(stackInSlot.stackSize == 0)

slotObject.putStack(null);

else

slotObject.onSlotChanged();

 

return stack;

}

return null;

}

 

 

 

But I don't entirely understand it and I still cannot restrict ONLY allowing a specific item into the slot

Link to comment
Share on other sites

NINJA EDIT

I figured it all out. The solution is to create a custom slot (non vanilla slot) and specify it in the class to only allow said items

example

 

package archangel.necromancy.inventory;

 

import net.minecraft.inventory.IInventory;

import net.minecraft.inventory.Slot;

import net.minecraft.item.ItemStack;

import archangel.necromancy.item.ModItems;

 

public class SlotNecronomicon extends Slot {

public SlotNecronomicon(IInventory inventory, int par2, int par3, int par4) {

super(inventory, par2, par3, par4);

}

 

@Override

public boolean isItemValid(ItemStack itemstack) {

return itemstack.itemID == ModItems.necronomicon.itemID;

}

 

@Override

public int getSlotStackLimit() {

return 1;

}

}

 

 

the slot inside container class

 

// Add the book slot to the container

this.addSlotToContainer(new SlotNecronomicon(altar, 0, 56, 17));

 

  • Thanks 1
Link to comment
Share on other sites

  • 6 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.