Jump to content

[1.6.4] Rendering container stuff into a model


Flenix

Recommended Posts

Hey guys,

 

I want to render some things from a tile entities container physically into the model. However, I'm having a bit of trouble with it.

 

I believe all I need to do is "sync" the container from the server to the client; but I'm not exactly sure how. My code is failing when doing a null check for the itemstack though, so I think that's a good guess.

 

Here is my renderer, tile entity, and container. Anyone able to point me in the right direction?

 

package co.uk.silvania.cities.core.client.models;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.entity.RenderItem;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

import co.uk.silvania.cities.econ.store.entity.TileEntityAdminShop;


public class TileEntityFloatingShelvesRenderer extends TileEntitySpecialRenderer {

private final FloatingShelvesModel model;
private final RenderItem renderer;

private TileEntityAdminShop shelvesEntity;

public TileEntityFloatingShelvesRenderer() {
	this.model = new FloatingShelvesModel();
	this.renderer = new RenderItem();

	renderer.setRenderManager(RenderManager.instance);
}

@Override
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
	this.shelvesEntity = (TileEntityAdminShop) te;
	int i = te.getBlockMetadata();
	int meta = 180;

	if (i == 0) {
		meta = 0;
	}

	if (i == 3) {
		meta = 90;
	}

	if (i == 2) {
		meta = 180;
	}

	if (i == 1) {
		meta = 270;
	}

	Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("flenixcities", "textures/entities/floatingshelves.png"));
	GL11.glPushMatrix();
	GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
	GL11.glRotatef(meta, 0.0F, 1.0F, 0.0F);
	//GL11.glRotatef(((TileEntityBarrierEntity)tile).getRotationPivot()), 0.0F, 1.0F, 0.0F);
	GL11.glScalef(1.0F, -1F, -1F);
	this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
	GL11.glPopMatrix();

	GL11.glPushMatrix();
	System.out.println("Begin item renderer");
	if (shelvesEntity.getStackInSlot(0) != null) {
		System.out.println("Slot 0 contains an item!");
		EntityItem entity = new EntityItem(te.worldObj);
		entity.hoverStart = 0.0F;
		GL11.glTranslated((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
		GL11.glRotatef(0, 0.0F, 1.0F, 0.0F);
		entity.setEntityItemStack(shelvesEntity.getStackInSlot(0));
		System.out.println("Render it now");
		renderer.doRenderItem(entity, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F);
	}
	System.out.println("End item renderer");
	GL11.glPopMatrix();
}

private void adjustLightFixture(World world, int i, int j, int k, Block block) {
	Tessellator tess = Tessellator.instance;
	float brightness = block.getBlockBrightness(world, i, j, k);
	int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
	int modulousModifier = skyLight % 65536;
	int divModifier = skyLight / 65536;
	tess.setColorOpaque_F(brightness, brightness, brightness);
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,  (float) modulousModifier,  divModifier);
}
}

 

 

package co.uk.silvania.cities.econ.store.entity;

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.minecraft.network.packet.Packet;
import net.minecraft.tileentity.TileEntity;
import co.uk.silvania.cities.econ.EconUtils;
import co.uk.silvania.cities.econ.money.ItemCoin;
import co.uk.silvania.cities.econ.money.ItemNote;

public class TileEntityAdminShop extends TileEntity implements IInventory {

public String ownerName;
public String userName;
private ItemStack[] items;
public double buyPrice1;
public double sellPrice1;
public double buyPrice2;
public double sellPrice2;
public double buyPrice3;
public double sellPrice3;
public double buyPrice4;
public double sellPrice4;
public int tabButton;

@Override
public void writeToNBT(NBTTagCompound nbt) {
	super.writeToNBT(nbt);
	NBTTagList nbtTagList = new NBTTagList();
	//Credit to Lumien
	for (int i = 0; i < this.items.length; ++i) {
		if (this.items[i] != null) {
			System.out.println("Writing Item in Slot " + i);
			NBTTagCompound compound = new NBTTagCompound();
			nbt.setByte("Slot", (byte)i);
			this.items[i].writeToNBT(compound);
			nbtTagList.appendTag(compound);
		}
	}
	nbt.setTag("Items",  nbtTagList);
	nbt.setString("ownerName", ownerName);
	nbt.setDouble("buyPrice1", buyPrice1);
	nbt.setDouble("sellPrice1", sellPrice1);
	nbt.setDouble("buyPrice2", buyPrice2);
	nbt.setDouble("sellPrice2", sellPrice2);
	nbt.setDouble("buyPrice3", buyPrice3);
	nbt.setDouble("sellPrice3", sellPrice3);
	nbt.setDouble("buyPrice4", buyPrice4);
	nbt.setDouble("sellPrice4", sellPrice4);

}

@Override
public void readFromNBT(NBTTagCompound nbt) {
	super.readFromNBT(nbt);
	NBTTagList nbtTagList = nbt.getTagList("Items");
	for (int i = 0; i < nbtTagList.tagCount(); i++) {
		NBTTagCompound nbt1 = (NBTTagCompound)nbtTagList.tagAt(i);
		int j = nbt1.getByte("Slot") & 255;
		System.out.println("Reading Item in Slot " + i + "/" + j);
		this.items[i] = ItemStack.loadItemStackFromNBT(nbt1);
	}
	this.ownerName = nbt.getString("ownerName");
	this.buyPrice1 = nbt.getDouble("buyPrice1");
	this.sellPrice1 = nbt.getDouble("sellPrice1");
	this.buyPrice2 = nbt.getDouble("buyPrice2");
	this.sellPrice2 = nbt.getDouble("sellPrice2");
	this.buyPrice3 = nbt.getDouble("buyPrice3");
	this.sellPrice3 = nbt.getDouble("sellPrice3");
	this.buyPrice4 = nbt.getDouble("buyPrice4");
	this.sellPrice4 = nbt.getDouble("sellPrice4");

}

public int getQuantity(int i) {
	int qty;
	int startSlot;
	int endSlot;
	if (i == 0) {

	} else if (i == 1) {

	} else if (i == 2) {

	} else if (i == 3) {

	}
	//For loop.
	return 0;
}

public boolean isShopOpen() {
	return true;
}

public void sellItem(int i, int qty, EntityPlayer entityPlayer) {
	System.out.println("Beginning Sale Process");
	double itemCost = 0;
	if (i == 1) {
		itemCost = buyPrice1;
	}
	if (i == 2) {
		itemCost = buyPrice2;
	}
	if (i == 3) {
		itemCost = buyPrice3;
	}
	if (i == 4) {
		itemCost = buyPrice4;
	}
	double totalItemCost = itemCost * qty;
	double invCash = EconUtils.getInventoryCash(entityPlayer);
	System.out.println("Item Cost: " + totalItemCost + ", Inventory Cash: " + EconUtils.getInventoryCash(entityPlayer));

	if (invCash >= totalItemCost) {
		//Two birds, one stone. Charges the player for us, then tells us how much they paid so we can calculate change.
		double paidAmount = EconUtils.findCashInInventoryWithChange(entityPlayer, totalItemCost); //Complex code to charge the player's inventory
		if (paidAmount == 0) {
			//They didn't pay enough. Don't take the money, and tell 'em to piss off.
			return;
		} else {
			ItemStack item = getStackInSlot(i - 1);
			System.out.println("Item: " + item);
			System.out.println("Qty: " + qty);
			while (qty >= 1) {
				System.out.println("Giving " + item.stackSize + " items, " + qty + " more stacks of this to go.");
				entityPlayer.inventory.addItemStackToInventory(new ItemStack(item.getItem(), item.stackSize, item.getItemDamage()));
				qty--;
			}
		}
	}
}


public TileEntityAdminShop() {
	items = new ItemStack[4]; //Amount of stacks
}

@Override
public int getSizeInventory() {
	return items.length;
}

@Override
public ItemStack getStackInSlot(int i) {
	return items[i];
}

@Override
public ItemStack decrStackSize(int i, int amount) {
	ItemStack itemStack = getStackInSlot(i);

	if (itemStack != null) {
		if (itemStack.stackSize <= amount) {
			setInventorySlotContents(i, null);
		} else {
			itemStack = itemStack.splitStack(amount);
			onInventoryChanged(); //Update the inventory. TODO use this for card removal
		}
	}
	return itemStack;
}

@Override
public ItemStack getStackInSlotOnClosing(int i) {
	ItemStack itemStack = getStackInSlot(i);
	setInventorySlotContents(i, null);
	return itemStack;
}

@Override
public void setInventorySlotContents(int i, ItemStack itemStack) {
	if (isItemValidForSlot(i, itemStack)) {
		items[i] = itemStack;

		if (itemStack != null && itemStack.stackSize > getInventoryStackLimit()) {
			itemStack.stackSize = getInventoryStackLimit();
		}

		onInventoryChanged();
	}
}

public void addMoneyToShopInventory(int i, ItemStack itemStack, double amount) {
	if (isItemValidForSlot(i, itemStack)) {
		items[i] = itemStack;

		if (itemStack != null && itemStack.stackSize > getInventoryStackLimit()) {
			itemStack.stackSize = getInventoryStackLimit();
		}

		onInventoryChanged();
	}
}

@Override
public String getInvName() {
	return "Floating Shelves";
}

@Override //Apparently not used...
public boolean isInvNameLocalized() {
	return true;
}

//Max size of stacks placed inside.
@Override
public int getInventoryStackLimit() {
	return 64;
}

//Checks if the player can use it.
//Wouldn't work for owner only- if I did that, no one else would be able to interact (Maybe? Need to test that.)
@Override
public boolean isUseableByPlayer(EntityPlayer entityPlayer) {
	return entityPlayer.getDistanceSq(xCoord + 0.5, yCoord + 0.5, zCoord + 0.5) <= 64;
}

//Not used
@Override
public void openChest() {}

//Not used
@Override
public void closeChest() {}

//Checks that the item is valid. For shelves, use instanceof to see if it's item or block.
@Override
public boolean isItemValidForSlot(int i, ItemStack item) {
	ItemStack slot1 = getStackInSlot(0);
	ItemStack slot2 = getStackInSlot(1);
	ItemStack slot3 = getStackInSlot(2);
	ItemStack slot4 = getStackInSlot(3);
	if (item != null) {
		if (i > 3 && i <= 39) {
			return item.itemID == slot1.itemID;
		}
		if (i > 39 && i <= 75) {
			return item.itemID == slot2.itemID;
		}
		if (i > 75 && i <= 111) {
			return item.itemID == slot3.itemID;
		}
		if (i > 111 && i <= 147) {
			return item.itemID == slot4.itemID;
		}
		if (i > 147 && i <= 184) {
			if (item.getItem() instanceof ItemCoin || item.getItem() instanceof ItemNote) {
				return true;
			} else {
				return false;
			}
		} if (i > 184) {
			return false;
		}
	}
	return true;
}
}

 

 

package co.uk.silvania.cities.econ.store.container;

import java.util.HashSet;
import java.util.Iterator;
import java.util.List;
import java.util.Set;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import co.uk.silvania.cities.econ.store.entity.TileEntityAdminShop;

public class ContainerAdminShop extends Container {

private TileEntityAdminShop te;
private IInventory adminShopInventory;
public static int tabButton;

private int field_94536_g;
private int field_94535_f = -1;
private final Set field_94537_h = new HashSet();

public ContainerAdminShop(InventoryPlayer invPlayer, TileEntityAdminShop te) {
	this.te = te;
	addSlotToContainer(new Slot(te, 0, 8, 50));
	addSlotToContainer(new Slot(te, 1, 8, 72));
	addSlotToContainer(new Slot(te, 2, 8, 94));
	addSlotToContainer(new Slot(te, 3, 8, 116));
	bindPlayerInventory(invPlayer);
}



protected void bindPlayerInventory(InventoryPlayer invPlayer) {
	//C = vertical inventory slots, "columns"
	//R = horizontal inventory slots, "rows"
	for (int c = 0; c < 3; c++) {
		for (int r = 0; r < 9; r++) {
			addSlotToContainer(new Slot(invPlayer, r + c * 9 + 9, 8 + r * 18, 141 + c * 18));
		}
	}
	//H = hotbar slots
	for (int h = 0; h <9; h++) {
		addSlotToContainer(new Slot(invPlayer, h, 8 + h * 18, 199));
	}
}

@Override
public boolean canInteractWith(EntityPlayer entityPlayer) {
	return true;
}

@Override
    public ItemStack transferStackInSlot(EntityPlayer player, int slot) {
	ItemStack stack = null;
        Slot slotObject = (Slot) inventorySlots.get(slot);

        if (slotObject != null && slotObject.getHasStack()) {
        	ItemStack stackInSlot = slotObject.getStack();
        	stack = stackInSlot.copy();

        	if (slot < 9) {
        		if (!this.mergeItemStack(stackInSlot, 9, 45, true)) {
        			return null;
        		}
        	}

        	else if (!this.mergeItemStack(stackInSlot, 0, 9, false)) {
        		return null;
        	}

        	if (stackInSlot.stackSize == 10) {
        		slotObject.putStack(null);
        	} else {
        		slotObject.onSlotChanged();
        	}

        	if (stackInSlot.stackSize == stack.stackSize) {
        		return null;
        	}
        	slotObject.onPickupFromSlot(player, stackInSlot);
        }
        return stack;
}

@Override
    public void putStackInSlot(int slot, ItemStack item) {
        this.getSlot(slot).putStack(item);
    }

public IInventory getFloatingShelvesInveotry() {
	return this.adminShopInventory;
}

@Override
public ItemStack slotClick(int par1, int par2, int par3, EntityPlayer entityPlayer) {
	System.out.println("Slot clicked!");
	if (entityPlayer.capabilities.isCreativeMode) {
		super.slotClick(par1, par2, par3, entityPlayer);
	}
	return null;
}
}

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

I'm not entirely sure, but you may be able to do all the calculation on the server and use a packet handler to send the data to the client and have the client render the model.

Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!

Link to comment
Share on other sites

You can do this by creating a method in your tile entity to check for the item in the slot like so

 

public boolean hasBook(int slot)
{
// on phone so can't remember method but there is a method in IInventory to check for items in slot
if(items.unknownMethod[slot] instanceof ItemBook)
      return items.unknownMethod[slot];

 

Then do a check in your renderer and if so render that part of the model.

Link to comment
Share on other sites

You can do this by creating a method in your tile entity to check for the item in the slot like so

 

public boolean hasBook(int slot)
{
// on phone so can't remember method but there is a method in IInventory to check for items in slot
if(items.unknownMethod[slot] instanceof ItemBook)
      return items.unknownMethod[slot];

 

That would only work for something like Bibliocraft's bookshelf, where the physical item in the slot has no relevance to what is rendered. I need to know what itemstack is in the slot, because I'll be rendering that exact stack

 

Then do a check in your renderer and if so render that part of the model.

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

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