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How do I make a furnace like block run by having a set of blocks around it instead of using fuel?


Blue_Atlas

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How do I make a furnace like block run by having a set of blocks around it instead of using fuel?

here is my current code for my tileentity

package com.atlas.thelostportal.objects.blocks.tileentity;

import com.atlas.thelostportal.objects.blocks.BlockNonEnergyForge;
import com.atlas.thelostportal.objects.blocks.recipes.NonEnergyForgeRecipes;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileEntityNonEnergyForge extends TileEntity implements ITickable
{
	private ItemStackHandler handler = new ItemStackHandler(4);
	private String customName;
	private ItemStack smelting = ItemStack.EMPTY;
	
	private int burnTime;
	private int currentBurnTime;
	private int cookTime;
	private int totalCookTime = 200;

	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) 
	{
		if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return true;
		else return false;
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) 
	{
		if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return (T) this.handler;
		return super.getCapability(capability, facing);
	}
	
	public boolean hasCustomName() 
	{
		return this.customName != null && !this.customName.isEmpty();
	}
	
	public void setCustomName(String customName) 
	{
		this.customName = customName;
	}
	
	@Override
	public ITextComponent getDisplayName() 
	{
		return this.hasCustomName() ? new TextComponentString(this.customName) : new TextComponentTranslation("container.sintering_furnace");
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound)
	{
		super.readFromNBT(compound);
		this.handler.deserializeNBT(compound.getCompoundTag("Inventory"));
		this.burnTime = compound.getInteger("BurnTime");
		this.cookTime = compound.getInteger("CookTime");
		this.totalCookTime = compound.getInteger("CookTimeTotal");
		
		if(compound.hasKey("CustomName", 8)) this.setCustomName(compound.getString("CustomName"));
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) 
	{
		super.writeToNBT(compound);
		compound.setInteger("BurnTime", (short)this.burnTime);
		compound.setInteger("CookTime", (short)this.cookTime);
		compound.setInteger("CookTimeTotal", (short)this.totalCookTime);
		compound.setTag("Inventory", this.handler.serializeNBT());
		
		if(this.hasCustomName()) compound.setString("CustomName", this.customName);
		return compound;
	}
	
	public boolean isBurning() 
	{
		return this.burnTime > 0;
	}
	
	@SideOnly(Side.CLIENT)
	public static boolean isBurning(TileEntityNonEnergyForge te) 
	{
		return te.getField(0) > 0;
	}
	
	public void update() 
	{	
		if(this.isBurning())
		{
			--this.burnTime;
			BlockNonEnergyForge.setState(true, world, pos);
		}
		
		ItemStack[] inputs = new ItemStack[] {handler.getStackInSlot(0), handler.getStackInSlot(1)};
		ItemStack fuel = this.handler.getStackInSlot(2);
		
		if(this.isBurning() || !fuel.isEmpty() && !this.handler.getStackInSlot(0).isEmpty() || this.handler.getStackInSlot(1).isEmpty())
		{
			if(!this.isBurning() && this.canSmelt())
			{
				
				if(this.isBurning() && !fuel.isEmpty())
				{
					Item item = fuel.getItem();
					fuel.shrink(1);
					
					if(fuel.isEmpty())
					{
						ItemStack item1 = item.getContainerItem(fuel);
						this.handler.setStackInSlot(2, item1);
					}
				}
			}
		}
		
		if(this.isBurning() && this.canSmelt() && cookTime > 0)
		{
			cookTime++;
			if(cookTime == totalCookTime)
			{
				if(handler.getStackInSlot(3).getCount() > 0)
				{
					handler.getStackInSlot(3).grow(1);
				}
				else
				{
					handler.insertItem(3, smelting, false);
				}
				
				smelting = ItemStack.EMPTY;
				cookTime = 0;
				return;
			}
		}
		else
		{
			if(this.canSmelt() && this.isBurning())
			{
				ItemStack output = NonEnergyForgeRecipes.getInstance().getNonEnergyForgeResult(inputs[0], inputs[1]);
				if(!output.isEmpty())
				{
					smelting = output;
					cookTime++;
					inputs[0].shrink(1);
					inputs[1].shrink(1);
					handler.setStackInSlot(0, inputs[0]);
					handler.setStackInSlot(1, inputs[1]);
				}
			}
		}
	}
	
	private boolean canSmelt() 
	{
		if(((ItemStack)this.handler.getStackInSlot(0)).isEmpty() || ((ItemStack)this.handler.getStackInSlot(1)).isEmpty()) return false;
		else 
		{
			ItemStack result = NonEnergyForgeRecipes.getInstance().getNonEnergyForgeResult((ItemStack)this.handler.getStackInSlot(0), (ItemStack)this.handler.getStackInSlot(1));	
			if(result.isEmpty()) return false;
			else
			{
				ItemStack output = (ItemStack)this.handler.getStackInSlot(3);
				if(output.isEmpty()) return true;
				if(!output.isItemEqual(result)) return false;
				int res = output.getCount() + result.getCount();
				return res <= 64 && res <= output.getMaxStackSize();
			}
		}
	}
	
	public boolean isUsableByPlayer(EntityPlayer player) 
	{
		return this.world.getTileEntity(this.pos) != this ? false : player.getDistanceSq((double)this.pos.getX() + 0.5D, (double)this.pos.getY() + 0.5D, (double)this.pos.getZ() + 0.5D) <= 64.0D;
	}

	public int getField(int id) 
	{
		switch(id) 
		{
		case 0:
			return this.burnTime;
		case 1:
			return this.currentBurnTime;
		case 2:
			return this.cookTime;
		case 3:
			return this.totalCookTime;
		default:
			return 0;
		}
	}

	public void setField(int id, int value) 
	{
		switch(id) 
		{
		case 0:
			this.burnTime = value;
			break;
		case 1:
			this.currentBurnTime = value;
			break;
		case 2:
			this.cookTime = value;
			break;
		case 3:
			this.totalCookTime = value;
		}
	}
}

 

Edited by Blue_Atlas
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10 hours ago, Blue_Atlas said:

public int getField(int id) { switch(id) { case 0: return this.burnTime; case 1: return this.currentBurnTime; case 2: return this.cookTime; case 3: return this.totalCookTime; default: return 0; } } public void setField(int id, int value) { switch(id) { case 0: this.burnTime = value; break; case 1: this.currentBurnTime = value; break; case 2: this.cookTime = value; break; case 3: this.totalCookTime = value; } }

...What...the...

Any specific reasons to use getters and setters with an id instead of the normal getters and setters? (... Stylish)

I would still strongly suggest to use normal getters and setters instead, as using ids is pointless and can be very confusing. 

In addition, your update method is a mess. Clean it up, as there are a lot of redundant and unnecessary checks.

 

The most straight-forward way is to check the positions of the places where you want blocks to be around the furnace.

Use World#getStateAtPos and IBlockState#getBlock (cannot remember the exact name) or something.

Edited by DavidM

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2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

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5. Learn to use your IDE, especially the debugger.

6.

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Support & Bug Reports:

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2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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1 hour ago, DavidM said:
9 hours ago, Blue_Atlas said:

public int getField(int id) { switch(id) { case 0: return this.burnTime; case 1: return this.currentBurnTime; case 2: return this.cookTime; case 3: return this.totalCookTime; default: return 0; } } public void setField(int id, int value) { switch(id) { case 0: this.burnTime = value; break; case 1: this.currentBurnTime = value; break; case 2: this.cookTime = value; break; case 3: this.totalCookTime = value; } }

...What...the...

That's a copy of the vanilla furnace. Yes, this is how things are done in vanilla.

 

1 hour ago, DavidM said:

Use World#getStateAtPos and IBlockState#getBlock (cannot remember the exact name) or something.

World#getBlockState and IBlockState#getBlock.

  • Like 1

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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I think I'm going to try putting a statement like this at the beginning of my update function

If(detect blocks, making sure all are there with && statements)

{

     this.burnTime = 5;

}

Would this.work and which function do I use to detect the blocks?(an example of the check would be nice)

I do know how to do positioning already

Edited by Blue_Atlas
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2 hours ago, Blue_Atlas said:

If(detect blocks, making sure all are there with && statements)

{

     this.burnTime = 5;

}

Why exactly are you setting the burnTime to a constant value?

 

All you have to do is to change all fuel detecting code in your tile entity to block detecting code.

 

2 hours ago, Blue_Atlas said:

which function do I use to detect the blocks

I literally just told you in my previous post; check if world.getBlockState(pos).getBlock() gives the block you want.

 

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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8 minutes ago, Blue_Atlas said:

and in the getBlock() I put something like ModBlocks.COPPER_ORE?

No.

IBlockState#getBlock returns the block (or in your case, the block at the position that is being checked).

Compare the return value of IBlockState#getBlock to whatever block you want.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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