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Hey all!

 

So I have a custom tile here, and it seems to crash when I try to open it with

Caused by: java.lang.RuntimeException: class com.lambda.PlentifulMisc.blocks.tile.TileEnityCrystallizer is missing a mapping! This is a bug!

at

	super.writeToNBT(parentNBTTagCompound); // The super call is required to save and load the tiles location

and

	writeToNBT(nbtTagCompound);

 

Can't really figure out the problem though.

 

here is the tile

package com.lambda.PlentifulMisc.blocks.tile;

import net.minecraft.tileentity.TileEntity;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.item.crafting.FurnaceRecipes;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagIntArray;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.network.NetworkManager;
import net.minecraft.network.play.server.SPacketUpdateTileEntity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityFurnace;
import net.minecraft.util.ITickable;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.EnumSkyBlock;

import javax.annotation.Nullable;
import java.util.Arrays;

/**
* User: brandon3055
* Date: 06/01/2015
*
* TileInventorySmelting is an advanced sided inventory that works like a vanilla furnace except that it has 5 input and output slots,
* 4 fuel slots and cooks at up to four times the speed.
* The input slots are used sequentially rather than in parallel, i.e. the first slot cooks, then the second, then the third, etc
* The fuel slots are used in parallel.  The more slots burning in parallel, the faster the cook time.
* The code is heavily based on TileEntityFurnace.
*/
public class TileEnityCrystallizer extends TileEntity implements IInventory, ITickable {
// Create and initialize the itemStacks variable that will store store the itemStacks
public static final int FUEL_SLOTS_COUNT = 4;
public static final int INPUT_SLOTS_COUNT = 5;
public static final int OUTPUT_SLOTS_COUNT = 5;
public static final int TOTAL_SLOTS_COUNT = FUEL_SLOTS_COUNT + INPUT_SLOTS_COUNT + OUTPUT_SLOTS_COUNT;

public static final int FIRST_FUEL_SLOT = 0;
public static final int FIRST_INPUT_SLOT = FIRST_FUEL_SLOT + FUEL_SLOTS_COUNT;
public static final int FIRST_OUTPUT_SLOT = FIRST_INPUT_SLOT + INPUT_SLOTS_COUNT;

private ItemStack[] itemStacks = new ItemStack[TOTAL_SLOTS_COUNT];

/** The number of burn ticks remaining on the current piece of fuel */
private int [] burnTimeRemaining = new int[FUEL_SLOTS_COUNT];
/** The initial fuel value of the currently burning fuel (in ticks of burn duration) */
private int [] burnTimeInitialValue = new int[FUEL_SLOTS_COUNT];

/**The number of ticks the current item has been cooking*/
private short cookTime;
/**The number of ticks required to cook an item*/
private static final short COOK_TIME_FOR_COMPLETION = 200;  // vanilla value is 200 = 10 seconds

private int cachedNumberOfBurningSlots = -1;

/**
 * Returns the amount of fuel remaining on the currently burning item in the given fuel slot.
 * @fuelSlot the number of the fuel slot (0..3)
 * @return fraction remaining, between 0 - 1
 */
public double fractionOfFuelRemaining(int fuelSlot)
{
	if (burnTimeInitialValue[fuelSlot] <= 0 ) return 0;
	double fraction = burnTimeRemaining[fuelSlot] / (double)burnTimeInitialValue[fuelSlot];
	return MathHelper.clamp_double(fraction, 0.0, 1.0);
}

/**
 * return the remaining burn time of the fuel in the given slot
 * @param fuelSlot the number of the fuel slot (0..3)
 * @return seconds remaining
 */
public int secondsOfFuelRemaining(int fuelSlot)
{
	if (burnTimeRemaining[fuelSlot] <= 0 ) return 0;
	return burnTimeRemaining[fuelSlot] / 20; // 20 ticks per second
}

/**
 * Get the number of slots which have fuel burning in them.
 * @return number of slots with burning fuel, 0 - FUEL_SLOTS_COUNT
 */
public int numberOfBurningFuelSlots()
{
	int burningCount = 0;
	for (int burnTime : burnTimeRemaining) {
		if (burnTime > 0) ++burningCount;
	}
	return burningCount;
}

/**
 * Returns the amount of cook time completed on the currently cooking item.
 * @return fraction remaining, between 0 - 1
 */
public double fractionOfCookTimeComplete()
{
	double fraction = cookTime / (double)COOK_TIME_FOR_COMPLETION;
	return MathHelper.clamp_double(fraction, 0.0, 1.0);
}

// This method is called every tick to update the tile entity, i.e.
// - see if the fuel has run out, and if so turn the furnace "off" and slowly uncook the current item (if any)
// - see if any of the items have finished smelting
// It runs both on the server and the client.
@Override
public void update() {
	// If there is nothing to smelt or there is no room in the output, reset cookTime and return
	if (canSmelt()) {
		int numberOfFuelBurning = burnFuel();

		// If fuel is available, keep cooking the item, otherwise start "uncooking" it at double speed
		if (numberOfFuelBurning > 0) {
			cookTime += numberOfFuelBurning;
		}	else {
			cookTime -= 2;
		}

		if (cookTime < 0) cookTime = 0;

		// If cookTime has reached maxCookTime smelt the item and reset cookTime
		if (cookTime >= COOK_TIME_FOR_COMPLETION) {
			smeltItem();
			cookTime = 0;
		}
	}	else {
		cookTime = 0;
	}

	// when the number of burning slots changes, we need to force the block to re-render, otherwise the change in
	//   state will not be visible.  Likewise, we need to force a lighting recalculation.
	// The block update (for renderer) is only required on client side, but the lighting is required on both, since
	//    the client needs it for rendering and the server needs it for crop growth etc
	int numberBurning = numberOfBurningFuelSlots();
	if (cachedNumberOfBurningSlots != numberBurning) {
		cachedNumberOfBurningSlots = numberBurning;
		if (worldObj.isRemote) {
        IBlockState iblockstate = this.worldObj.getBlockState(pos);
        final int FLAGS = 3;  // I'm not sure what these flags do, exactly.
        worldObj.notifyBlockUpdate(pos, iblockstate, iblockstate, FLAGS);
		}
		worldObj.checkLightFor(EnumSkyBlock.BLOCK, pos);
	}
}

/**
 * 	for each fuel slot: decreases the burn time, checks if burnTimeRemaining = 0 and tries to consume a new piece of fuel if one is available
 * @return the number of fuel slots which are burning
 */
private int burnFuel() {
	int burningCount = 0;
	boolean inventoryChanged = false;
	// Iterate over all the fuel slots
	for (int i = 0; i < FUEL_SLOTS_COUNT; i++) {
		int fuelSlotNumber = i + FIRST_FUEL_SLOT;
		if (burnTimeRemaining[i] > 0) {
			--burnTimeRemaining[i];
			++burningCount;
		}
		if (burnTimeRemaining[i] == 0) {
			if (itemStacks[fuelSlotNumber] != null && getItemBurnTime(itemStacks[fuelSlotNumber]) > 0) {
				// If the stack in this slot is not null and is fuel, set burnTimeRemaining & burnTimeInitialValue to the
				// item's burn time and decrease the stack size
				burnTimeRemaining[i] = burnTimeInitialValue[i] = getItemBurnTime(itemStacks[fuelSlotNumber]);
				--itemStacks[fuelSlotNumber].stackSize;
				++burningCount;
				inventoryChanged = true;
			// If the stack size now equals 0 set the slot contents to the items container item. This is for fuel
			// items such as lava buckets so that the bucket is not consumed. If the item dose not have
			// a container item getContainerItem returns null which sets the slot contents to null
				if (itemStacks[fuelSlotNumber].stackSize == 0) {
					itemStacks[fuelSlotNumber] = itemStacks[fuelSlotNumber].getItem().getContainerItem(itemStacks[fuelSlotNumber]);
				}
			}
		}
	}
	if (inventoryChanged) markDirty();
	return burningCount;
}

/**
 * Check if any of the input items are smeltable and there is sufficient space in the output slots
 * @return true if smelting is possible
 */
private boolean canSmelt() {return smeltItem(false);}

/**
 * Smelt an input item into an output slot, if possible
 */
private void smeltItem() {smeltItem(true);}

/**
 * checks that there is an item to be smelted in one of the input slots and that there is room for the result in the output slots
 * If desired, performs the smelt
 * @param performSmelt if true, perform the smelt.  if false, check whether smelting is possible, but don't change the inventory
 * @return false if no items can be smelted, true otherwise
 */
private boolean smeltItem(boolean performSmelt)
{
	Integer firstSuitableInputSlot = null;
	Integer firstSuitableOutputSlot = null;
	ItemStack result = null;

	// finds the first input slot which is smeltable and whose result fits into an output slot (stacking if possible)
	for (int inputSlot = FIRST_INPUT_SLOT; inputSlot < FIRST_INPUT_SLOT + INPUT_SLOTS_COUNT; inputSlot++)	{
		if (itemStacks[inputSlot] != null) {
			result = getSmeltingResultForItem(itemStacks[inputSlot]);
  			if (result != null) {
				// find the first suitable output slot- either empty, or with identical item that has enough space
				for (int outputSlot = FIRST_OUTPUT_SLOT; outputSlot < FIRST_OUTPUT_SLOT + OUTPUT_SLOTS_COUNT; outputSlot++) {
					ItemStack outputStack = itemStacks[outputSlot];
					if (outputStack == null) {
						firstSuitableInputSlot = inputSlot;
						firstSuitableOutputSlot = outputSlot;
						break;
					}

					if (outputStack.getItem() == result.getItem() && (!outputStack.getHasSubtypes() || outputStack.getMetadata() == outputStack.getMetadata())
									&& ItemStack.areItemStackTagsEqual(outputStack, result)) {
						int combinedSize = itemStacks[outputSlot].stackSize + result.stackSize;
						if (combinedSize <= getInventoryStackLimit() && combinedSize <= itemStacks[outputSlot].getMaxStackSize()) {
							firstSuitableInputSlot = inputSlot;
							firstSuitableOutputSlot = outputSlot;
							break;
						}
					}
				}
				if (firstSuitableInputSlot != null) break;
			}
		}
	}

	if (firstSuitableInputSlot == null) return false;
	if (!performSmelt) return true;

	// alter input and output
	itemStacks[firstSuitableInputSlot].stackSize--;
	if (itemStacks[firstSuitableInputSlot].stackSize <=0) itemStacks[firstSuitableInputSlot] = null;
	if (itemStacks[firstSuitableOutputSlot] == null) {
		itemStacks[firstSuitableOutputSlot] = result.copy(); // Use deep .copy() to avoid altering the recipe
	} else {
		itemStacks[firstSuitableOutputSlot].stackSize += result.stackSize;
	}
	markDirty();
	return true;
}

// returns the smelting result for the given stack. Returns null if the given stack can not be smelted
public static ItemStack getSmeltingResultForItem(ItemStack stack) { return FurnaceRecipes.instance().getSmeltingResult(stack); }

// returns the number of ticks the given item will burn. Returns 0 if the given item is not a valid fuel
public static short getItemBurnTime(ItemStack stack)
{
	int burntime = TileEntityFurnace.getItemBurnTime(stack);  // just use the vanilla values
	return (short)MathHelper.clamp_int(burntime, 0, Short.MAX_VALUE);
}

// Gets the number of slots in the inventory
@Override
public int getSizeInventory() {
	return itemStacks.length;
}

// Gets the stack in the given slot
@Override
public ItemStack getStackInSlot(int i) {
	return itemStacks[i];
}

/**
 * Removes some of the units from itemstack in the given slot, and returns as a separate itemstack
 * @param slotIndex the slot number to remove the items from
 * @param count the number of units to remove
 * @return a new itemstack containing the units removed from the slot
 */
@Override
public ItemStack decrStackSize(int slotIndex, int count) {
	ItemStack itemStackInSlot = getStackInSlot(slotIndex);
	if (itemStackInSlot == null) return null;

	ItemStack itemStackRemoved;
	if (itemStackInSlot.stackSize <= count) {
		itemStackRemoved = itemStackInSlot;
		setInventorySlotContents(slotIndex, null);
	} else {
		itemStackRemoved = itemStackInSlot.splitStack(count);
		if (itemStackInSlot.stackSize == 0) {
			setInventorySlotContents(slotIndex, null);
		}
	}
	markDirty();
	return itemStackRemoved;
}

// overwrites the stack in the given slotIndex with the given stack
@Override
public void setInventorySlotContents(int slotIndex, ItemStack itemstack) {
	itemStacks[slotIndex] = itemstack;
	if (itemstack != null && itemstack.stackSize > getInventoryStackLimit()) {
		itemstack.stackSize = getInventoryStackLimit();
	}
	markDirty();
}

// This is the maximum number if items allowed in each slot
// This only affects things such as hoppers trying to insert items you need to use the container to enforce this for players
// inserting items via the gui
@Override
public int getInventoryStackLimit() {
	return 64;
}

// Return true if the given player is able to use this block. In this case it checks that
// 1) the world tileentity hasn't been replaced in the meantime, and
// 2) the player isn't too far away from the centre of the block
@Override
public boolean isUseableByPlayer(EntityPlayer player) {
	if (this.worldObj.getTileEntity(this.pos) != this) return false;
	final double X_CENTRE_OFFSET = 0.5;
	final double Y_CENTRE_OFFSET = 0.5;
	final double Z_CENTRE_OFFSET = 0.5;
	final double MAXIMUM_DISTANCE_SQ = 8.0 * 8.0;
	return player.getDistanceSq(pos.getX() + X_CENTRE_OFFSET, pos.getY() + Y_CENTRE_OFFSET, pos.getZ() + Z_CENTRE_OFFSET) < MAXIMUM_DISTANCE_SQ;
}

// Return true if the given stack is allowed to be inserted in the given slot
// Unlike the vanilla furnace, we allow anything to be placed in the fuel slots
static public boolean isItemValidForFuelSlot(ItemStack itemStack)
{
	return true;
}

// Return true if the given stack is allowed to be inserted in the given slot
// Unlike the vanilla furnace, we allow anything to be placed in the fuel slots
static public boolean isItemValidForInputSlot(ItemStack itemStack)
{
	return true;
}

// Return true if the given stack is allowed to be inserted in the given slot
// Unlike the vanilla furnace, we allow anything to be placed in the fuel slots
static public boolean isItemValidForOutputSlot(ItemStack itemStack)
{
	return false;
}

//------------------------------

// This is where you save any data that you don't want to lose when the tile entity unloads
// In this case, it saves the state of the furnace (burn time etc) and the itemstacks stored in the fuel, input, and output slots
@Override
public NBTTagCompound writeToNBT(NBTTagCompound parentNBTTagCompound)
{
	super.writeToNBT(parentNBTTagCompound); // The super call is required to save and load the tiles location

//		// Save the stored item stacks

	// to use an analogy with Java, this code generates an array of hashmaps
	// The itemStack in each slot is converted to an NBTTagCompound, which is effectively a hashmap of key->value pairs such
	//   as slot=1, id=2353, count=1, etc
	// Each of these NBTTagCompound are then inserted into NBTTagList, which is similar to an array.
	NBTTagList dataForAllSlots = new NBTTagList();
	for (int i = 0; i < this.itemStacks.length; ++i) {
		if (this.itemStacks[i] != null) {
			NBTTagCompound dataForThisSlot = new NBTTagCompound();
			dataForThisSlot.setByte("Slot", (byte) i);
			this.itemStacks[i].writeToNBT(dataForThisSlot);
			dataForAllSlots.appendTag(dataForThisSlot);
		}
	}
	// the array of hashmaps is then inserted into the parent hashmap for the container
	parentNBTTagCompound.setTag("Items", dataForAllSlots);

	// Save everything else
	parentNBTTagCompound.setShort("CookTime", cookTime);
  parentNBTTagCompound.setTag("burnTimeRemaining", new NBTTagIntArray(burnTimeRemaining));
	parentNBTTagCompound.setTag("burnTimeInitial", new NBTTagIntArray(burnTimeInitialValue));
    return parentNBTTagCompound;
}

// This is where you load the data that you saved in writeToNBT
@Override
public void readFromNBT(NBTTagCompound nbtTagCompound)
{
	super.readFromNBT(nbtTagCompound); // The super call is required to save and load the tiles location
	final byte NBT_TYPE_COMPOUND = 10;       // See NBTBase.createNewByType() for a listing
	NBTTagList dataForAllSlots = nbtTagCompound.getTagList("Items", NBT_TYPE_COMPOUND);

	Arrays.fill(itemStacks, null);           // set all slots to empty
	for (int i = 0; i < dataForAllSlots.tagCount(); ++i) {
		NBTTagCompound dataForOneSlot = dataForAllSlots.getCompoundTagAt(i);
		byte slotNumber = dataForOneSlot.getByte("Slot");
		if (slotNumber >= 0 && slotNumber < this.itemStacks.length) {
			this.itemStacks[slotNumber] = ItemStack.loadItemStackFromNBT(dataForOneSlot);
		}
	}

	// Load everything else.  Trim the arrays (or pad with 0) to make sure they have the correct number of elements
	cookTime = nbtTagCompound.getShort("CookTime");
	burnTimeRemaining = Arrays.copyOf(nbtTagCompound.getIntArray("burnTimeRemaining"), FUEL_SLOTS_COUNT);
	burnTimeInitialValue = Arrays.copyOf(nbtTagCompound.getIntArray("burnTimeInitial"), FUEL_SLOTS_COUNT);
	cachedNumberOfBurningSlots = -1;
}

//	// When the world loads from disk, the server needs to send the TileEntity information to the client
//	//  it uses getUpdatePacket(), getUpdateTag(), onDataPacket(), and handleUpdateTag() to do this
  @Override
  @Nullable
  public SPacketUpdateTileEntity getUpdatePacket()
  {
    NBTTagCompound updateTagDescribingTileEntityState = getUpdateTag();
    final int METADATA = 0;
    return new SPacketUpdateTileEntity(this.pos, METADATA, updateTagDescribingTileEntityState);
  }

  @Override
  public void onDataPacket(NetworkManager net, SPacketUpdateTileEntity pkt) {
    NBTTagCompound updateTagDescribingTileEntityState = pkt.getNbtCompound();
    handleUpdateTag(updateTagDescribingTileEntityState);
  }

  /* Creates a tag containing the TileEntity information, used by vanilla to transmit from server to client
     Warning - although our getUpdatePacket() uses this method, vanilla also calls it directly, so don't remove it.
   */
  @Override
  public NBTTagCompound getUpdateTag()
  {
	NBTTagCompound nbtTagCompound = new NBTTagCompound();
	writeToNBT(nbtTagCompound);
    return nbtTagCompound;
  }

  /* Populates this TileEntity with information from the tag, used by vanilla to transmit from server to client
   Warning - although our onDataPacket() uses this method, vanilla also calls it directly, so don't remove it.
*/
  @Override
  public void handleUpdateTag(NBTTagCompound tag)
  {
    this.readFromNBT(tag);
  }
  //------------------------

// set all slots to empty
@Override
public void clear() {
	Arrays.fill(itemStacks, null);
}

// will add a key for this container to the lang file so we can name it in the GUI
@Override
public String getName() {
	return "container.Crystallizer.name";
}

@Override
public boolean hasCustomName() {
	return false;
}

  @Nullable
  @Override
  public ITextComponent getDisplayName() {
	return this.hasCustomName() ? new TextComponentString(this.getName()) : new TextComponentTranslation(this.getName());
}


private static final byte COOK_FIELD_ID = 0;
private static final byte FIRST_BURN_TIME_REMAINING_FIELD_ID = 1;
private static final byte FIRST_BURN_TIME_INITIAL_FIELD_ID = FIRST_BURN_TIME_REMAINING_FIELD_ID + (byte)FUEL_SLOTS_COUNT;
private static final byte NUMBER_OF_FIELDS = FIRST_BURN_TIME_INITIAL_FIELD_ID + (byte)FUEL_SLOTS_COUNT;

@Override
public int getField(int id) {
	if (id == COOK_FIELD_ID) return cookTime;
	if (id >= FIRST_BURN_TIME_REMAINING_FIELD_ID && id < FIRST_BURN_TIME_REMAINING_FIELD_ID + FUEL_SLOTS_COUNT) {
		return burnTimeRemaining[id - FIRST_BURN_TIME_REMAINING_FIELD_ID];
	}
	if (id >= FIRST_BURN_TIME_INITIAL_FIELD_ID && id < FIRST_BURN_TIME_INITIAL_FIELD_ID + FUEL_SLOTS_COUNT) {
		return burnTimeInitialValue[id - FIRST_BURN_TIME_INITIAL_FIELD_ID];
	}
	System.err.println("Invalid field ID in TileInventorySmelting.getField:" + id);
	return 0;
}

@Override
public void setField(int id, int value)
{
	if (id == COOK_FIELD_ID) {
		cookTime = (short)value;
	} else if (id >= FIRST_BURN_TIME_REMAINING_FIELD_ID && id < FIRST_BURN_TIME_REMAINING_FIELD_ID + FUEL_SLOTS_COUNT) {
		burnTimeRemaining[id - FIRST_BURN_TIME_REMAINING_FIELD_ID] = value;
	} else if (id >= FIRST_BURN_TIME_INITIAL_FIELD_ID && id < FIRST_BURN_TIME_INITIAL_FIELD_ID + FUEL_SLOTS_COUNT) {
		burnTimeInitialValue[id - FIRST_BURN_TIME_INITIAL_FIELD_ID] = value;
	} else {
		System.err.println("Invalid field ID in TileInventorySmelting.setField:" + id);
	}
}

@Override
public int getFieldCount() {
	return NUMBER_OF_FIELDS;
}

@Override
public boolean isItemValidForSlot(int slotIndex, ItemStack itemstack) {
	return false;
}

/**
 * This method removes the entire contents of the given slot and returns it.
 * Used by containers such as crafting tables which return any items in their slots when you close the GUI
 * @param slotIndex
 * @return
 */
@Override
public ItemStack removeStackFromSlot(int slotIndex) {
	ItemStack itemStack = getStackInSlot(slotIndex);
	if (itemStack != null) setInventorySlotContents(slotIndex, null);
	return itemStack;
}

@Override
public void openInventory(EntityPlayer player) {}

@Override
public void closeInventory(EntityPlayer player) {}

}

Not new to java >> New to modding.

Posted

You need to register a name for your

TileEntity

class with

GameRegistry.registerTileEntity

in preInit.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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