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[1.7.10] Add recipes for every item that extends a specific class


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Posted

I want to add a recipe that adds an enchantment to every item that extends ItemArmour without adding a recipe for every single armour item some mod might add. I want to put the armour item together with an item from my mod in the crafting grid and get the armour back with the enchantment added to it. Do I need to use a custom IRecipe for that?

Posted

How would I need to do that? I couldn't find any useful posts while googling. :-\

Posted

Would this work?

package XFactHD.thermalreactors.common.crafting.handlers;

import XFactHD.thermalreactors.common.items.armor.ItemRadArmor;
import XFactHD.thermalreactors.common.util.EnchantmentRadiationProtection;
import net.minecraft.inventory.InventoryCrafting;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.IRecipe;
import net.minecraft.world.World;

public class ArmourEnchantRecipe implements IRecipe
{
    @Override
    public int getRecipeSize()
    {
        return 2;
    }

    @Override
    public boolean matches(InventoryCrafting inventoryCrafting, World world)
    {
        boolean armor = false;
        boolean radArmor = false;
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                if (inventoryCrafting.getStackInRowAndColumn(i, j) != null && inventoryCrafting.getStackInRowAndColumn(i, j).getItem() instanceof ItemArmor && !(inventoryCrafting.getStackInRowAndColumn(i, j).getItem() instanceof ItemRadArmor))
                {
                    armor = true;
                }
                else if (inventoryCrafting.getStackInRowAndColumn(i, j) != null && inventoryCrafting.getStackInRowAndColumn(i, j).getItem() instanceof ItemRadArmor)
                {
                    radArmor = true;
                }
            }
        }
        return armor && radArmor;
    }

    @Override
    public ItemStack getCraftingResult(InventoryCrafting inventoryCrafting)
    {
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                if (inventoryCrafting.getStackInRowAndColumn(i, j) != null && inventoryCrafting.getStackInRowAndColumn(i, j).getItem() instanceof ItemArmor && !(inventoryCrafting.getStackInRowAndColumn(i, j).getItem() instanceof ItemRadArmor))
                {
                    ItemStack stack;
                    stack = inventoryCrafting.getStackInRowAndColumn(i, j);
                    stack.addEnchantment(new EnchantmentRadiationProtection(), 1);
                    return stack;
                }
            }
        }
        return null;
    }

    @Override
    public ItemStack getRecipeOutput()
    {
        return null;
    }
}

 

Also, what is the weight on enchantments and how can I get a free enchantment id?

Posted

Weight on enchantments is how common it is.  If there were only 3 enchants and they had weights:

A: 1

B: 2

C: 4

 

Then the odds of getting B would be 28%, double that of A (14%) and half that of C (57%)

 

For an available ID, there is not a function for that as far as I am aware.  Mine are config-valued.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Does the weight play any role if I disallow the enchantment to be applied in an enchantment table?

Thanks for the idea with the for loop, seems to work.

 

Would the matching check work this way?

@Override
    public boolean matches(InventoryCrafting inventoryCrafting, World world)
    {
        ArrayList<ItemStack> stacks = new ArrayList<ItemStack>(9);
        int armorItems = 0;
        int radArmorItems = 0;

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                stacks.add(inventoryCrafting.getStackInRowAndColumn(i, j));
            }
        }
        
        for (ItemStack stack : stacks)
        {
            if (stack != null)
            {
                if (stack.getItem() instanceof ItemArmor && !(stack.getItem() instanceof ItemRadArmor))
                {
                    armorItems = armorItems + 1;
                }
                else if (stack.getItem() instanceof ItemRadArmor)
                {
                    radArmorItems = radArmorItems + 1;
                }
                else
                {
                    return false;
                }
            }
        }
        return (armorItems == 1 && radArmorItems == 1);
    }

Posted

The crafting inventory can be smaller then 3. e.g. 2x2

so dont iterate until 3, check the size of the crafting and use that as bounds

why are u adding all stacks to the list? why not all that are !=null?

after that u can check if the size of the list is 2. if it is not ur recipe wont match

Posted

I did it like this now:

@Override
    public boolean matches(InventoryCrafting inventoryCrafting, World world)
    {
        int armorItems = 0;
        int radArmorItems = 0;

        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                if (inventoryCrafting.getStackInRowAndColumn(i, j) != null)
                {
                    ItemStack stack = inventoryCrafting.getStackInRowAndColumn(i, j);
                    
                    if (stack.getItem() instanceof ItemArmor && !(stack.getItem() instanceof ItemRadArmor))
                    {
                        armorItems = armorItems + 1;
                    }
                    else if (stack.getItem() instanceof ItemRadArmor)
                    {
                        radArmorItems = radArmorItems + 1;
                    }
                    else
                    {
                        return false;
                    }
                }
            }
        }
        return (armorItems == 1 && radArmorItems == 1);
    }

 

Another question: Is it possible to make the armor not gleam if only a specific enchantment is added?

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