Posted December 8, 20213 yr Hey! So, following: I want to create backpacks that open when you right click with my custom item. This is in my custom item class: @Nullable @Override public ICapabilityProvider initCapabilities(ItemStack stack, @Nullable CompoundTag nbt) { ItemStackHandler itemHandler = new ItemStackHandler(27); return ChestItemProvider.from(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, () -> itemHandler); } This is my ChestItemProvider: public class ChestItemProvider implements ICapabilityProvider { private final Capability<IItemHandler> capability; private final LazyOptional<IItemHandler> implementation; public ChestItemProvider(Capability<IItemHandler> capability, LazyOptional<IItemHandler> implementation) { this.capability = capability; this.implementation = implementation; } public static ChestItemProvider from(Capability<IItemHandler> cap, NonNullSupplier<IItemHandler> impl) { return new ChestItemProvider(cap, LazyOptional.of(impl)); } @Nonnull @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) { if (cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) { return implementation.cast(); } return LazyOptional.empty(); } } So, a few questions: Is this implementation correct to this point? How do I open a gui with IItemHandler and how do I save the changed contents? This is what I have now: @SubscribeEvent public void onRightClick(PlayerInteractEvent.RightClickItem event) { if (!(event.getItemStack().is(this))) return; if (event.getSide() == LogicalSide.CLIENT) return; ItemStack item = event.getItemStack(); ServerPlayer player = (ServerPlayer) event.getPlayer(); LazyOptional<IItemHandler> cap = item.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY); if (cap.isPresent()) { NetworkHooks.openGui(((ServerPlayer) event.getPlayer()), new SimpleMenuProvider((windowId, playerInventory, playerEntity) -> ChestMenu.threeRows(1, new Inventory(player)), new TextComponent("Test"))); } } But this just opens a blank inventory, I could copy the IItemHandler's content to a new Inventory instance, but is this really the way you do it?
December 8, 20213 yr Author 14 minutes ago, diesieben07 said: Implement INBTSerializable on your ICapabilityProvider. Can I use the ItemStackHandler's serialization like this? public class ChestItemProvider implements ICapabilityProvider, INBTSerializable<CompoundTag> { private final Capability<IItemHandler> capability; private final LazyOptional<IItemHandler> implementation; public ChestItemProvider(Capability<IItemHandler> capability, LazyOptional<IItemHandler> implementation) { this.capability = capability; this.implementation = implementation; } public static ChestItemProvider from(Capability<IItemHandler> cap, NonNullSupplier<IItemHandler> impl) { return new ChestItemProvider(cap, LazyOptional.of(impl)); } @Nonnull @Override public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) { if (cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) { return implementation.cast(); } return LazyOptional.empty(); } @Override public CompoundTag serializeNBT() { AtomicReference<CompoundTag> tag = new AtomicReference<>(new CompoundTag()); implementation.resolve().ifPresent(itemHandler -> { tag.set(((ItemStackHandler) itemHandler).serializeNBT()); }); return tag.get(); } @Override public void deserializeNBT(CompoundTag nbt) { implementation.resolve().ifPresent(itemHandler -> { ((ItemStackHandler) itemHandler).deserializeNBT(nbt); }); } }
December 8, 20213 yr Author 36 minutes ago, diesieben07 said: You need to create and register a custom MenuType and register it like any other registry entry. Use IForgeMenuType for this. Like this? public class ChestItemMenu implements IForgeMenuType<ChestMenu> { private static final MenuType<ChestMenu> CHEST_ITEM_MENU = register("chest_item_menu", ChestMenu::threeRows); private static <T extends AbstractContainerMenu> MenuType<T> register(String p_39989_, MenuType.MenuSupplier<T> p_39990_) { return Registry.register(Registry.MENU, p_39989_, new MenuType<>(p_39990_)); } @Override public ChestMenu create(int windowId, Inventory playerInv, FriendlyByteBuf extraData) { return ChestMenu.threeRows(windowId, playerInv); } }
December 8, 20213 yr Author @SubscribeEvent public void onSetup(FMLClientSetupEvent event) { event.enqueueWork(() -> { MenuScreens.register(ChestItemMenu.CHEST_ITEM_MENU, ContainerScreen::new); }); } And this is how I register it. How can I open that GUI now?
December 9, 20213 yr Author Okay, so this is my code now: public class CIContainer extends AbstractContainerMenu { public final IItemHandler handler; public static CIContainer fromNetwork(final int windowId, final Inventory playerInventory, FriendlyByteBuf data) { return new CIContainer(windowId, playerInventory, new ItemStackHandler(27)); } public CIContainer(final int windowId, final Inventory playerInventory, IItemHandler handler) { super(BannedTools.CI_CONTAINER.get(), windowId); this.handler = handler; addPlayerSlots(playerInventory); addMySlots(); } private void addPlayerSlots(Inventory playerInventory) { int originX = 7; int originY = 67; //Hotbar for (int col = 0; col < 9; col++) { int x = originX + col * 18; int y = originY + 58; this.addSlot(new Slot(playerInventory, col, x+1, y+1)); } //Player Inventory for (int row = 0; row < 3; row++) { for (int col = 0; col < 9; col++) { int x = originX + col * 18; int y = originY + row * 18; int index = (col + row * 9) + 9; this.addSlot(new Slot(playerInventory, index, x+1, y+1)); } } } private void addMySlots() { if (this.handler == null) return; int cols = 9; int rows = 3; int slot_index = 0; for (int row = 0; row < rows; row++) { for (int col = 0; col < cols; col++) { int x = 7 + col * 18; int y = 17 + row * 18; this.addSlot(new SlotItemHandler(this.handler, slot_index, x + 1, y + 1)); slot_index++; if (slot_index >= 27) break; } } } @Override public void clicked(int slot, int dragType, ClickType clickTypeIn, Player player) { getSlot(slot).container.setChanged(); super.clicked(slot, dragType, clickTypeIn, player); } @Override public boolean stillValid(Player player) { return true; } @Override @Nonnull public ItemStack quickMoveStack(@Nonnull Player playerIn, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = this.slots.get(index); if (slot.hasItem()) { int bagslotcount = this.slots.size(); ItemStack itemstack1 = slot.getItem(); itemstack = itemstack1.copy(); if (index < playerIn.getInventory().items.size()) { if (!this.moveItemStackTo(itemstack1, playerIn.getInventory().items.size(), bagslotcount, false)) return ItemStack.EMPTY; } else if (!this.moveItemStackTo(itemstack1, 0, playerIn.getInventory().items.size(), false)) { return ItemStack.EMPTY; } if (itemstack1.isEmpty()) slot.set(ItemStack.EMPTY); else slot.setChanged(); } return itemstack; } } Registering: private static final DeferredRegister<MenuType<?>> CONTAINERS = DeferredRegister.create(ForgeRegistries.CONTAINERS, MODID); public static final RegistryObject<MenuType<CIContainer>> CI_CONTAINER = CONTAINERS.register("ci_container", () -> IForgeMenuType.create(CIContainer::fromNetwork)); And this is how I open the inventory: @SubscribeEvent public void onRightClick(PlayerInteractEvent.RightClickItem event) { if (!(event.getItemStack().is(this))) return; if (event.getSide() == LogicalSide.CLIENT) return; ItemStack item = event.getItemStack(); ServerPlayer player = (ServerPlayer) event.getPlayer(); LazyOptional<IItemHandler> cap = item.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY); if (cap.isPresent()) { IItemHandler itemHandler = cap.resolve().get(); NetworkHooks.openGui(player, new SimpleMenuProvider( (windowId, playerInventory, playerEntity) -> new CIContainer(windowId, playerInventory, itemHandler), new TextComponent("Test"))); } } openGui() is executed, but nothing happens.
December 9, 20213 yr Author 26 minutes ago, diesieben07 said: Are you sure this worked correctly? I figured it out, didn't register correctly. Thank you!
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