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Posted

Basically, I want to replace the code in ContainerEnchantment.class that references bookshelves with an array of possible blocks.

 

Something along the lines of the following:

 

In ContainerEnchantment.class

public static Block[] enchantmentBlocks = new int[4096];
enchantmentBlocks[0] = Block.bookShelf;
private static int currentNumber = 1;

 

In GameRegistry.class

public static void addEnchantmentBlock(Block block)
{
  enchantmentBlocks[currentNumber] = block;
  currentNumber++;
}

 

Then replace all of this

if (this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY, this.posZ + var4 * 2) == Block.bookShelf.blockID)
{
  ++var3;
}

 

with something like this.

for (int i = 0; i < currentNumber; i++)
{
  if (this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY, this.posZ + var4 * 2) == enchantmentBlocks[i].blockID)
  {
        ++var3;
  }
}

 

And the same thing in TileEntityEnchantmentTable.class.

 

Of course, I'm not sure if ContainerEnchantment is the place to put this; it should be somewhere where the array gets initialized once during startup and the testing for blockIDs only happens per table.

Posted

So I tried to implement this myself. Here's what I did:

EnchantmentHelper.java

public static boolean[] enchantBlocks = new boolean[4096];

public static void setBlock(int par1, boolean par2)
{
	enchantBlocks[par1] = par2;
}

public static boolean isEnchantmentBlock(int par1)
{
	if (enchantBlocks[par1]||par1 == Block.bookShelf.blockID)
	{
		return true;
	}
	return false;
}

 

ContainerEnchantment.java

public void onCraftMatrixChanged(IInventory par1IInventory)
    {
        if (par1IInventory == this.tableInventory)
        {
            ItemStack var2 = par1IInventory.getStackInSlot(0);
            int var3;

            if (var2 != null && var2.isItemEnchantable())
            {
                this.nameSeed = this.rand.nextLong();

                if (!this.worldPointer.isRemote)
                {
                    var3 = 0;
                    int var4;

                    for (var4 = -1; var4 <= 1; ++var4)
                    {
                        for (int var5 = -1; var5 <= 1; ++var5)
                        {
                            if ((var4 != 0 || var5 != 0) && this.worldPointer.isAirBlock(this.posX + var5, this.posY, this.posZ + var4) && 
this.worldPointer.isAirBlock(this.posX + var5, this.posY + 1, this.posZ + var4))
                            {
                                if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY, this.posZ + var4 * 2)))
                                {
                                    ++var3;
                                }

                                if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY + 1, this.posZ + var4 * 2)))
                                {
                                    ++var3;
                                }

                                if (var5 != 0 && var4 != 0)
                                {
                                    if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY, this.posZ + var4)))
                                    {
                                        ++var3;
                                    }

                                    if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5 * 2, this.posY + 1, this.posZ + var4)))
                                    {
                                        ++var3;
                                    }

                                    if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5, this.posY, this.posZ + var4 * 2)))
                                    {
                                        ++var3;
                                    }

                                    if (EnchantmentHelper.isEnchantmentBlock(this.worldPointer.getBlockId(this.posX + var5, this.posY + 1, this.posZ + var4 * 2)))
                                    {
                                        ++var3;
                                    }
                                }
                            }
                        }
                    }

                    for (var4 = 0; var4 < 3; ++var4)
                    {
                        this.enchantLevels[var4] = EnchantmentHelper.calcItemStackEnchantability(this.rand, var4, var3, var2);
                    }

                    this.updateCraftingResults();
                }
            }
            else
            {
                for (var3 = 0; var3 < 3; ++var3)
                {
                    this.enchantLevels[var3] = 0;
                }
            }
        }
    }

 

BlockEnchantmentTable.java

public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
        super.randomDisplayTick(par1World, par2, par3, par4, par5Random);

        for (int var6 = par2 - 2; var6 <= par2 + 2; ++var6)
        {
            for (int var7 = par4 - 2; var7 <= par4 + 2; ++var7)
            {
                if (var6 > par2 - 2 && var6 < par2 + 2 && var7 == par4 - 1)
                {
                    var7 = par4 + 2;
                }

                if (par5Random.nextInt(16) == 0)
                {
                    for (int var8 = par3; var8 <= par3 + 1; ++var8)
                    {
                        if (EnchantmentHelper.isEnchantmentBlock(par1World.getBlockId(var6, var8, var7)))
                        {
                            if (!par1World.isAirBlock((var6 - par2) / 2 + par2, var8, (var7 - par4) / 2 + par4))
                            {
                                break;
                            }

                            par1World.spawnParticle("enchantmenttable", (double)par2 + 0.5D, (double)par3 + 2.0D, (double)par4 + 0.5D, 
(double)((float)(var6 - par2) + par5Random.nextFloat()) - 0.5D, (double)((float)(var8 - par3) - par5Random.nextFloat() - 1.0F), 
(double)((float)(var7 - par4) + par5Random.nextFloat()) - 0.5D);
                        }
                    }
                }
            }
        }
    }

 

Though I don't know if ContainerEnchantment is the best place to put those hooks...

  • 2 weeks later...

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