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IExtendedEntityProperties not Working !!!


Kloonder

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Is it possible, to load IExtendedEntityProperties to a TileEntity? So I can load a Integer from my  IExtendedEntityProperties to a tileentity, so the Tileentity does other things as normal?

 

For Example when the Integer is 1, my Furnace smelts faster.

 

This is my TileEntity

 

 

 

public class TileEntityPeriodicTable extends TileEntity implements ISidedInventory{

private static final int[] slots_top = new int[] {0};
private static final int[] slots_bottom = new int[] {2, 1};
private static final int[] slots_sides = new int[] {1};


/**
* The ItemStacks that hold the items currently being used in the furnace
*/
private ItemStack[] slots = new ItemStack[11];

/** the speed of this furnace, 200 is normal / how many ticks it takes : 30 ticks = 1 second */
public int LiquidSpeed = 1000;

/** The number of ticks that the furnace will keep burning */
public int power;
public int maxPower = 3000;

/** The number of ticks that the current item has been cooking for */
public int cookTime;

private String field_94130_e;
private int Story;

/**
	* Returns the number of slots in the inventory.
	*/

public int getSizeInventory()
{
    	return this.slots.length;
}


/**
	* Returns the stack in slot i
	*/

public ItemStack getStackInSlot(int par1)
{
    	return this.slots[par1];
}

/**
	* Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
	* new stack.
	*/

public ItemStack decrStackSize(int par1, int par2)
{
    	if (this.slots[par1] != null)
    	{
        		ItemStack itemstack;

        		if (this.slots[par1].stackSize <= par2)
       		{
            		itemstack = this.slots[par1];
            		this.slots[par1] = null;
           			return itemstack;
        		}
        		else
        		{
            		itemstack = this.slots[par1].splitStack(par2);

            		if (this.slots[par1].stackSize == 0)
            		{
                			this.slots[par1] = null;
           			}

            		return itemstack;
        		}
    	}
    	else
    	{
        		return null;
    	}
}

/**
	* When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
	* like when you close a workbench GUI.
	*/

public ItemStack getStackInSlotOnClosing(int par1)
{
    	if (this.slots[par1] != null)
    	{
        		ItemStack itemstack = this.slots[par1];
        		this.slots[par1] = null;
        		return itemstack;
    	}else{
        		return null;
    	}
}

/**
	* Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
	*/

public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
{
    	this.slots[par1] = par2ItemStack;

    	if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
    	{
    		par2ItemStack.stackSize = this.getInventoryStackLimit();
    	}
}

/**
	* Returns the name of the inventory.
	*/

public String getInventoryName()
{
    	return this.hasCustomInventoryName() ? this.field_94130_e : "Periodic Table";
}

/**
	* If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's
	* language. Otherwise it will be used directly.
	*/

public boolean hasCustomInventoryName()
{
    	return this.field_94130_e != null && this.field_94130_e.length() > 0;
}

/**
	* Sets the custom display name to use when opening a GUI linked to this tile entity.
	*/



/**
	* Reads a tile entity from NBT.
	*/
public void readFromNBT(NBTTagCompound p_145839_1_)
    {
        super.readFromNBT(p_145839_1_);
        NBTTagCompound properties = (NBTTagCompound) p_145839_1_.getTag("Extended Player");
        this.Story = properties.getInteger("Story");
        NBTTagList nbttaglist = p_145839_1_.getTagList("Items", 10);
        this.slots = new ItemStack[this.getSizeInventory()];
     
        for (int i = 0; i < nbttaglist.tagCount(); ++i)
        {
            NBTTagCompound nbttagcompound1 = nbttaglist.getCompoundTagAt(i);
            byte b0 = nbttagcompound1.getByte("Slot");

            if (b0 >= 0 && b0 < this.slots.length)
            {
                this.slots[b0] = ItemStack.loadItemStackFromNBT(nbttagcompound1);
            }
        }

        this.LiquidSpeed = p_145839_1_.getShort("BurnTime");
        this.cookTime = p_145839_1_.getShort("CookTime");
        this.power = p_145839_1_.getShort("Energy");
        

        if (p_145839_1_.hasKey("CustomName", )
        {
            this.field_94130_e = p_145839_1_.getString("CustomName");
        }
    }

    public void writeToNBT(NBTTagCompound p_145841_1_)
    {
        super.writeToNBT(p_145841_1_);
        p_145841_1_.setShort("BurnTime", (short)this.LiquidSpeed);
        p_145841_1_.setShort("CookTime", (short)this.cookTime);
        p_145841_1_.setShort("Energy", (short)this.power);
        NBTTagList nbttaglist = new NBTTagList();

        for (int i = 0; i < this.slots.length; ++i)
        {
            if (this.slots[i] != null)
            {
                NBTTagCompound nbttagcompound1 = new NBTTagCompound();
                nbttagcompound1.setByte("Slot", (byte)i);
                this.slots[i].writeToNBT(nbttagcompound1);
                nbttaglist.appendTag(nbttagcompound1);
            }
        }

        p_145841_1_.setTag("Items", nbttaglist);

        if (this.hasCustomInventoryName())
        {
            p_145841_1_.setString("CustomName", this.field_94130_e);
        }
    }


/**
	* Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
	* this more of a set than a get?*
	*/
public int getInventoryStackLimit()
{
    	return 64;
}

@SideOnly(Side.CLIENT)

/**
	* Returns an integer between 0 and the passed value representing how close the current item is to being completely
	* cooked
	*/
public int getCookProgressScaled(int par1)
{
  		return this.cookTime * par1 / this.LiquidSpeed;
}

public int getPowerRemainingScaled(int par1){
    	return this.power * par1 / this.maxPower;
}

/**
	* Returns true if the furnace is currently burning
	*/
public boolean hasPower()
{
    	return this.power > 0;
}

public boolean isSmelting(){
	return this.cookTime > 0;
}

/**
	* Allows the entity to update its state. Overridden in most subclasses, e.g. the mob spawner uses this to count
	* ticks and creates a new spawn inside its implementation.
	*/
public void updateEntity(){
	boolean flag = this.power > 0;
    	boolean flag1 = false;
    	
    	if (hasPower() && isSmelting()){
        		this.power--;
    	}

    	if (!this.worldObj.isRemote){
        	if (this.power < this.maxPower && this.getItemPower(this.slots[10]) > 0){
        		this.power += getItemPower(this.slots[10]);

        		flag1 = true;
        	
        		if (this.slots[10] != null){
                		this.slots[10].stackSize--;

                		if (this.slots[10].stackSize == 0){
                    		this.slots[10] = this.slots[10].getItem().getContainerItem(slots[10]);
                		}
            	}                
        	}

        	if (this.hasPower() && this.canSmelt())
        	{
            	++this.cookTime;

            	if (this.cookTime == this.LiquidSpeed)
            	{
                	this.cookTime = 0;
                	this.smeltItem();
               	flag1 = true;
            	}
        	}
        	else
        	{
            	this.cookTime = 0;
        	}

        	if (flag != this.power > 0)
        	{
            	flag1 = true;
            		
        		}	
    	}

    	if (flag1){
        		this.openInventory();
    	}
}

public boolean isOreAndCanTurnIntoFluid(ItemStack itemstack){
	return true;


}



/**
	* Returns true if the furnace can smelt an item, i.e. has a source item, destination stack isn't full, etc.
	*/
private boolean canSmelt(){

	if (this.slots[4] == null){
        	return false;
    	}else{
        		ItemStack itemstack = CraftingManager.crafting().getSmeltingResult(this.slots[4]);
        		if(itemstack == null) return false;
        		
        		

//        		if(this.slots[3] == null) return false;
//        		if(this.slots[3].getItem() != Items.bucket) return false;
			if(Story == 2){
				if(this.slots[4].getItem() == Items.bucket){
					if((this.slots[0].getItem() != Items.iron_ingot && this.slots[1].getItem() != Items.iron_ingot && this.slots[2].getItem() != Items.iron_ingot && this.slots[3].getItem() != Items.iron_ingot && this.slots[5].getItem() != Items.iron_ingot && this.slots[6].getItem() != Items.iron_ingot && this.slots[7].getItem() != Items.iron_ingot && this.slots[8].getItem() == Items.iron_ingot)){
						return false;
        			}
				}


//        			if(this.slots[0].getItem() != Items.iron_ingot && this.slots[1].getItem() != Items.iron_ingot && this.slots[2].getItem() != Items.iron_ingot && this.slots[3].getItem() != Items.iron_ingot && this.slots[5].getItem() != Items.iron_ingot && this.slots[6].getItem() != Items.iron_ingot && this.slots[7].getItem() != Items.iron_ingot && this.slots[8].getItem() == Items.iron_ingot){
//        				return false;
//        			}
        		}
        		if(!isOreAndCanTurnIntoFluid(this.slots[9])) return false;
        		if(this.slots[9] == null) return true;
        		if(!this.slots[9].isItemEqual(itemstack)) return false;
        		int result = slots[9].stackSize + (itemstack.stackSize*2);
        		return (result <= getInventoryStackLimit() && result <= itemstack.getMaxStackSize());
    	}
}

/**
	* Turn one item from the furnace source stack into the appropriate smelted item in the furnace result stack
	*/
public void smeltItem(){
    	if(this.canSmelt()){
        	ItemStack itemstack = CraftingManager.crafting().getSmeltingResult(this.slots[4]);
        
        	if(this.slots[9] == null){
			this.slots[9] = itemstack.copy();
		}else if(this.slots[9].isItemEqual(itemstack)){
			this.slots[9].stackSize += itemstack.stackSize;
		}

		this.slots[4].stackSize--;
//			this.slots[3].stackSize--;
		if(this.slots[4].stackSize <= 0){	
			this.slots[4] = null;
		}
//			if(this.slots[3].stackSize <= 0){	
//				this.slots[3] = null;
//			}
    	}
}


/**
	* Returns the number of ticks that the supplied fuel item will keep the furnace burning, or 0 if the item isn't
	* fuel
	*/
public static int getItemPower(ItemStack par0ItemStack){
    	if (par0ItemStack == null){
        	return 0;
    	}else{
    		Item i = par0ItemStack.getItem();
    	
    		
    		if (i == Items.redstone) return 100;
        	return 0;
    	}
}

/**
	* Return true if item is a fuel source (getItempower() > 0).
	*/
public static boolean isItemFuel(ItemStack par0ItemStack)
{
    	return getItemPower(par0ItemStack) > 0;
}

/**
	* Do not make give this method the name canInteractWith because it clashes with Container
	*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
    	return this.worldObj.getTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D;
}	


/**
	* Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
*/
public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack)
{
		return par1 == 2 ? false : (par1 == 1 ? isItemFuel(par2ItemStack) : true);
}

/**
	* Returns an array containing the indices of the slots that can be accessed by automation on the given side of this
	* block.
	*/
public int[] getAccessibleSlotsFromSide(int par1)
{
    	return par1 == 0 ? slots_bottom : (par1 == 1 ? slots_top : slots_sides);
}

/**
	* Returns true if automation can insert the given item in the given slot from the given side. Args: Slot, item,
	* side
	*/
public boolean canInsertItem(int par1, ItemStack par2ItemStack, int par3)
{
      return this.isItemValidForSlot(par1, par2ItemStack);
}

/**
* Returns true if automation can extract the given item in the given slot from the given side. Args: Slot, item,
	* side
	*/
public boolean canExtractItem(int par1, ItemStack par2ItemStack, int par3)
{
   	 		return par3 != 0 || par1 != 1 || par2ItemStack == Items.bucket.getContainerItem(par2ItemStack);
}




public void openInventory() {


}


public void closeInventory() {


}
}

 

 

 

Extended Player

 

 

public class ExtendedPlayer implements IExtendedEntityProperties{


public final static String EXT_PROP_NAME = "Extended Player";

private final EntityPlayer player; 

private static int Story;

public ExtendedPlayer(EntityPlayer player)
{
	this.player = player;
}

public static final void register(EntityPlayer player)
{
player.registerExtendedProperties(ExtendedPlayer.EXT_PROP_NAME, new ExtendedPlayer(player));
}

public static final ExtendedPlayer get(EntityPlayer player)
{
return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_NAME);
}

@Override
public void init(Entity entity, World world) {


}

@Override
public void loadNBTData(NBTTagCompound compound) {
	NBTTagCompound properties = (NBTTagCompound) compound.getTag(EXT_PROP_NAME);
	this.Story = properties.getInteger("Story");
	System.out.println("[Periodicsystem] Story state" + this.Story);
}

@Override
public void saveNBTData(NBTTagCompound compound) {
	NBTTagCompound properties = new NBTTagCompound();

	compound.setTag(EXT_PROP_NAME, properties);
	properties.setInteger("Story", this.Story);
}
public int getcurrentStory(){

	return Story;	
}
public int setcurrentStory(int state){
	this.Story = state;

	return this.Story;

}
}

 

 

Creator of Extra Shoes

 

Watch out, I'm total jerk, and I'll troll anybody if it feels like its necessary. Pls report me then

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The extended properties is just an NBT structure that FML will automatically save and load for you.  Other than that it is just an NBT like any other.  You can create any NBT you want in your classes, including TileEntity.

 

NBT sounds fancy but is just a tagged compound that allows you to easily look up values based on string key.

 

Or do you mean you want your tile entity to access the extended properties of some other entity class?

Check out my tutorials here: http://jabelarminecraft.blogspot.com/

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