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[Solved] Limiting what goes in inventory slots


defiant810
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Hey there, quick question:

 

How does one block certain items from going into an inventory (like how the vanilla Furnace doesn't allow non-fuels in the bottom slot)?

 

Right now this is my code in my tile entity:

@Override
public void setInventorySlotContents(int slot, ItemStack toPut)
{
	ItemStack old = getStackInSlot(slot);

	if (toPut != null && (toPut.itemID == Item.stick.shiftedIndex || toPut.itemID == Item.pickaxeWood.shiftedIndex 
			|| toPut.itemID == Item.shovelWood.shiftedIndex))
	{
		inventory[slot] = toPut;

		if (toPut.itemID == Item.stick.shiftedIndex) 
		{
			capsuleContained = CapsuleType.LOW;
		} 
		else if (toPut.itemID == Item.pickaxeWood.shiftedIndex) 
		{
			capsuleContained = CapsuleType.MEDIUM;
		}
		else if (toPut.itemID == Item.shovelWood.shiftedIndex)
		{
			capsuleContained = CapsuleType.HIGH;
		}

		if(toPut.stackSize > getInventoryStackLimit())
		{
			toPut.stackSize = getInventoryStackLimit();
		}
	}
	else if (toPut == null)
	{
		inventory[slot] = toPut;
		capsuleContained = CapsuleType.NONE;
	}
	else
	{
		//It eats other items...
	}
}

 

As of right now, the inventory (of only one slot) only allows sticks, wooden picks, and wooden shovels (testing items). When I try to put other things in, instead of doing nothing, the slot remains empty but the original item disappears. How can I make it so that item doesn't disappear, and just stays in the player's cursor?

 

And yes, I've already looked at the furnace code, it didn't help.

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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The vanilla furnace allows non-fuels in the bottom slot, it just doesn't burn them when it's time to get new fuel.

 

There would have to be a function elsewhere that determines what can/can't be put in to a slot, before that function gets called. It seems that setInventorySlotContents happens after the testing, whereever that could be.

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Hmmm... OK, that makes sense.

 

Does anyone out there know if there is a method that defines what can and can't be put into certain slots? Or another way to solve this problem?

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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I looked through the same two classes and came up with the same results. I guess the dropping the inventory solution will be good temporarily until I figure out how to block items from slots, if it is possible.

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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So I tried making a method that takes the item if it is invalid, sets the slot to null, and ejects the item into the world.

 

Good news: it works.

Bad news: it works twice.

 

Whenever it ejects the ItemStack, it makes one legit version that can be picked up, and then it also ejects a ghost version of the same stack that cant be picked up; it just sits there and mocks you.

 

Here is the TileEntity code:

@Override
public void setInventorySlotContents(int slot, ItemStack toPut)
{
	inventory[slot] = toPut;

	if(toPut != null)
	{
		if(toPut.itemID == Item.stick.shiftedIndex)
		{
			this.capsuleContained = CapsuleType.LOW;
		}
		else if(toPut.itemID == Item.pickaxeWood.shiftedIndex)
		{
			this.capsuleContained = CapsuleType.MEDIUM;	
		}
		else if(toPut.itemID == Item.shovelWood.shiftedIndex)
		{
			this.capsuleContained = CapsuleType.HIGH;
		}
		else
		{
			capsuleContained = CapsuleType.NONE;
			checkSlot(slot);
		}
	}
	else
	{
		capsuleContained = CapsuleType.NONE;
	}

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

@Override
protected void checkSlot(int slot)
{
	ItemStack contents = getStackInSlot(slot);

	boolean valid = (contents.itemID == Item.stick.shiftedIndex || 
		contents.itemID == Item.pickaxeWood.shiftedIndex ||
		contents.itemID == Item.shovelWood.shiftedIndex);

	if(!valid)
	{
		inventory[slot] = null;
		dropItem(contents);
	}
}

 

And here is the dropItem method from the super class:

protected void dropItem(ItemStack contents)
{
	Random rand = new Random();

	float rx = rand.nextFloat() * 0.8F + 0.1F;
	float ry = rand.nextFloat() * 0.8F + 0.1F;
	float rz = rand.nextFloat() * 0.8F + 0.1F;

	EntityItem entity = new EntityItem(this.getWorldObj(), this.xCoord + rx, this.yCoord + ry,
		this.zCoord + rz, new ItemStack(contents.itemID, contents.stackSize, contents.getItemDamage()));

	if(contents.hasTagCompound())
	{
		entity.item.setTagCompound((NBTTagCompound)contents.getTagCompound().copy());
	}

	entity.motionX = rand.nextGaussian() * 0.8f;
	entity.motionY = rand.nextGaussian() * 0.8f;
	entity.motionZ = rand.nextGaussian() * 0.8f;
	this.getWorldObj().spawnEntityInWorld(entity);
}

 

I don't see where it could be creating two stacks. This is (almost) the same code I use to eject the items out of my other blocks, and that works just fine.

 

EDIT:

 

Here are the two files that are being used here:

https://github.com/SeanMoss/QuantumCraft/tree/master/src/common/quantumcraft/common/tileentity

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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The dupe item would be a client-side spawned item.  Make sure in your code that spawns the entityItem, that it is only called server-side.

 

For custom inventory validation--I used a custom slot and used the isItemValidForSlot method in the slot.  However, I had to use some workarounds in order to get it to work while shift-clicking items. (normal transfer is easy with the slot method).

 

Using this method, I am able to sucessfully tell a 12 slot inventory that it can only accept certain items in slots 0-5, different items in 6-8, and finally a different set it slots 9-11.

 

I can provide links to source if needed.

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A link to source would be massively appreciated. And how would one make sure that the item spawn only happens on the server? Would the @Sided annotation do that, ir does it need to happen some other way?

 

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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if(world.isRemote){

EntityItem entity = new EntityItem(this.getWorldObj(), this.xCoord + rx, this.yCoord + ry,

    this.zCoord + rz, new ItemStack(contents.itemID, contents.stackSize, contents.getItemDamage()));

}

 

What he meant was

if (!world.isRemote){
EntityItem entity = new EntityItem(this.getWorldObj(), this.xCoord + rx, this.yCoord + ry,
    this.zCoord + rz, new ItemStack(contents.itemID, contents.stackSize, contents.getItemDamage()));
}

(you spawn server-side, not client-side)

Protip: try and find answers yourself before asking on the forum.

It's pretty likely that there is an answer.

 

Was I helpful? Give me a thank you!

 

 

width=635 height=903http://bit.ly/HZ03zy[/img]

 

 

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use BukkitForge! (now with a working version of WorldEdit!)

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*Facepalm* I completely forgot about the world.isRemote flag.

 

And that appears to have fixed my error, there are no longer any ghost ItemStacks appearing.

 

Thanks to everyone who helped.

Creator and co-author of the mod Essencraft: https://github.com/defiant810/Essencraft

 

Please, dear God, learn Java before trying to mod. It saves ALL of us time.

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