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Posted

Isin't the vanilla TileEntityChestRenderer like my renderer? Why does the lid open for the minecraft one?

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Posted (edited)

Because it doesn't call new every time.

Edited by Draco18s

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Posted

wtf? I think I am missing something very stupid...

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Posted

Why are you doing this?

why.png

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Posted

because of this:

float f = tec.prevLidAngle + (tec.lidAngle - tec.prevLidAngle) * partialTicks;

I need to create new if I want to do that, before it was the TileEntityChest te.

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Posted

Every time you create a new one, those fields get set back to default.

You can't do that.  You want those fields, put them in YOUR tile entity!

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Posted

OK I addded the fields and stuff. When I tried to open the grill.... It didnt even open the gui and this happened:

[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: java.util.ConcurrentModificationException
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at java.util.HashMap$HashIterator.nextNode(HashMap.java:1429)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at java.util.HashMap$KeyIterator.next(HashMap.java:1453)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraft.util.ClassInheritanceMultiMap.<init>(ClassInheritanceMultiMap.java:27)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraft.world.chunk.Chunk.<init>(Chunk.java:106)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraft.world.chunk.storage.AnvilChunkLoader.readChunkFromNBT(AnvilChunkLoader.java:453)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraft.world.chunk.storage.AnvilChunkLoader.checkedReadChunkFromNBT__Async(AnvilChunkLoader.java:138)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadChunk__Async(AnvilChunkLoader.java:108)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at net.minecraftforge.common.chunkio.ChunkIOProvider.run(ChunkIOProvider.java:68)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)
[22:17:44] [Chunk I/O Executor Thread-1/INFO] [STDERR]: [java.lang.ThreadGroup:uncaughtException:1052]: 	at java.lang.Thread.run(Thread.java:745)

 

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Posted

Bump. By the way thats not a crash, its just what happens.

Grill code:

package com.leomelonseeds.moarstuff.tileentity;

import java.util.Arrays;

import javax.annotation.Nullable;

import com.leomelonseeds.moarstuff.blocks.BlockGrill;

import net.minecraft.block.BlockChest;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
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.SoundCategory;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;

public class Grill extends TileEntity implements IInventory, ITickable {
	
	public boolean isBurning;
	
	public float lidAngle;
    /** The angle of the lid last tick */
    public float prevLidAngle;
    public int numPlayersUsing;
	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()) {
			this.isBurning = true;
			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;
			this.isBurning = false;
		}
		
		int i = this.pos.getX();
        int j = this.pos.getY();
        int k = this.pos.getZ();
        
        this.prevLidAngle = this.lidAngle;
        float f1 = 0.1F;

        if (this.numPlayersUsing > 0 && this.lidAngle == 0.0F)
        {
            double d1 = (double)i + 0.5D;
            double d2 = (double)k + 0.5D;

            

            this.worldObj.playSound((EntityPlayer)null, d1, (double)j + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
        }

        if (this.numPlayersUsing == 0 && this.lidAngle > 0.0F || this.numPlayersUsing > 0 && this.lidAngle < 1.0F)
        {
            float f2 = this.lidAngle;

            if (this.numPlayersUsing > 0)
            {
                this.lidAngle += 0.1F;
            }
            else
            {
                this.lidAngle -= 0.1F;
            }

            if (this.lidAngle > 1.0F)
            {
                this.lidAngle = 1.0F;
            }

            float f3 = 0.5F;

            if (this.lidAngle < 0.5F && f2 >= 0.5F)
            {
                double d3 = (double)i + 0.5D;
                double d0 = (double)k + 0.5D;

                

                this.worldObj.playSound((EntityPlayer)null, d3, (double)j + 0.5D, d0, SoundEvents.BLOCK_CHEST_CLOSE, SoundCategory.BLOCKS, 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
            }

            if (this.lidAngle < 0.0F)
            {
                this.lidAngle = 0.0F;
            }
        }
    }

	

	/**
	 * 	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.grill.name";
	}

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

	// standard code to look up what the human-readable name is
  @Nullable
  @Override
  public ITextComponent getDisplayName() {
		return this.hasCustomName() ? new TextComponentString(this.getName()) : new TextComponentTranslation(this.getName());
	}

	// Fields are used to send non-inventory information from the server to interested clients
	// The container code caches the fields and sends the client any fields which have changed.
	// The field ID is limited to byte, and the field value is limited to short. (if you use more than this, they get cast down
	//   in the network packets)
	// If you need more than this, or shorts are too small, use a custom packet in your container instead.

	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;
	}

	// -----------------------------------------------------------------------------------------------------------
	// The following methods are not needed for this example but are part of IInventory so they must be implemented

	// Unused unless your container specifically uses it.
	// Return true if the given stack is allowed to go in the given slot
	@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;
	}

	public boolean receiveClientEvent(int id, int type)
    {
        if (id == 1)
        {
            this.numPlayersUsing = type;
            return true;
        }
        else
        {
            return super.receiveClientEvent(id, type);
        }
    }

    public void openInventory(EntityPlayer player)
    {
        if (!player.isSpectator())
        {
            if (this.numPlayersUsing < 0)
            {
                this.numPlayersUsing = 0;
            }

            ++this.numPlayersUsing;
            this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
            this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
            this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
        }
    }
    public void closeInventory(EntityPlayer player)
    {
        if (!player.isSpectator() && this.getBlockType() instanceof BlockChest)
        {
            --this.numPlayersUsing;
            this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
            this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
            this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
        }
    }
	
	


}

Also, do you think I should lock this thread and start a new one?This one has too many replies

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted
Quote

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

so you dont want to put stuff in your slots ??

Quote

	@Override
	public String getName() {
		return "container.grill.name";
	}

this will not localize you must use I18n#format(String translateKey, Object... parameters)

Posted (edited)
1 hour ago, Leomelonseeds said:

this.worldObj.playSound((EntityPlayer)null, d1, (double)j + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);

why are you playing every tick a Sound, look at BlockFurnace line 109 how MC is doing it

Edited by loordgek
Posted

Why are you still using IInventory? Use the IItemHandler capability.

 

And no, don't make a second thread for the same problem.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

Ok I fixed it by importing more methods from TileEntityChest, but it still doesn't open... how do you not create an empty instance of Grill?

package com.leomelonseeds.moarstuff.client.render.blocks;

import com.leomelonseeds.moarstuff.blocks.BlockGrill;
import com.leomelonseeds.moarstuff.tileentity.Grill;

import net.minecraft.block.Block;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class TileGrillRenderer extends TileEntitySpecialRenderer<Grill>
{
    
    private static final ResourceLocation TEXTURE_BURNING = new ResourceLocation("moarstuff:textures/entity/grill/grill_on.png");
    private static final ResourceLocation TEXTURE_NORMAL = new ResourceLocation("moarstuff:textures/entity/grill/grill_off.png");
    private final ModelChest simpleChest = new ModelChest();
    Grill grill = new Grill();
   

    
    public TileGrillRenderer(){
    	
    }
  
    @Override
    public void renderTileEntityAt(Grill te, double x, double y, double z, float partialTicks, int destroyStage)
    {
    	 
        GlStateManager.depthFunc(515);
        GlStateManager.depthMask(true);
        GlStateManager.scale(1.1, 1.1, 1.1);
        int i;

        if (te.hasWorldObj())
        {
            Block block = te.getBlockType();
            i = te.getBlockMetadata();

        }
        else
        {
            i = 0;
        }

        ModelChest modelchest = this.simpleChest;
                

                if (destroyStage >= 0)
                {
                    this.bindTexture(DESTROY_STAGES[destroyStage]);
                    GlStateManager.matrixMode(5890);
                    GlStateManager.pushMatrix();
                    GlStateManager.scale(4.0F, 4.0F, 1.0F);
                    GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
                    GlStateManager.matrixMode(5888);
                }
                else if(grill.isBurning == true){
                	this.bindTexture(TEXTURE_BURNING);
                }
           
                else
                {
                    this.bindTexture(TEXTURE_NORMAL);
                }
            
         
            GlStateManager.pushMatrix();
            GlStateManager.enableRescaleNormal();

            if (destroyStage < 0)
            {
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            }

            GlStateManager.translate((float)x, (float)y + 1.0F, (float)z + 1.0F);
            GlStateManager.scale(1.0F, -1.0F, -1.0F);
            GlStateManager.translate(0.5F, 0.5F, 0.5F);
            int j = 0;

            if (i == 2)
            {
                j = 180;
            }

            if (i == 3)
            {
                j = 0;
            }

            if (i == 4)
            {
                j = 90;
            }

            if (i == 5)
            {
                j = -90;
            }

           

            GlStateManager.rotate((float)j, 0.0F, 1.0F, 0.0F);
            GlStateManager.translate(-0.5F, -0.5F, -0.5F);
            float f = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * partialTicks;

            

            

            f = 1.0F - f;
            f = 1.0F - f * f * f;
            modelchest.chestLid.rotateAngleX = -(f * ((float)Math.PI / 2F));
            modelchest.renderAll();
            GlStateManager.disableRescaleNormal();
            GlStateManager.popMatrix();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

            if (destroyStage >= 0)
            {
                GlStateManager.matrixMode(5890);
                GlStateManager.popMatrix();
                GlStateManager.matrixMode(5888);
            }
        }
    }

 

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted

Also, which GlStateManager.scale scales it so that it is a bit smaller than normal blocks?

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted
On 1/20/2017 at 11:49 AM, diesieben07 said:

Vanilla's TESRs that render in the inventory are hardcoded in


TileEntityItemStackRenderer
 

. You can add your own using


ForgeHooksClient.registerTESRItemStack
 

ForgeHooksClient.registerTESRItemStack is deprecated. should I still use it?

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted
11 hours ago, Leomelonseeds said:

how do you not create an empty instance of Grill?

 
11 hours ago, Leomelonseeds said:

Grill grill = new Grill();

 

You are still making a new instance of Grill. Use the one supplied in the method:

public void renderTileEntityAt(Grill te, double x, double y, double z, float partialTicks, int destroyStage)

 

See the Grill te part? It's the first parameter of the method. Use it.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted


OK ForgeHooksClient.registerTESRItemStack brings a crash:

Spoiler

[16:03:32] [Client thread/INFO] [STDOUT]: [net.minecraft.init.Bootstrap:printToSYSOUT:649]: ---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!

Time: 2/7/17 4:03 PM
Description: Rendering item

java.lang.NullPointerException: Rendering item
	at com.leomelonseeds.moarstuff.client.render.blocks.TileGrillRenderer.renderTileEntityAt(TileGrillRenderer.java:36)
	at com.leomelonseeds.moarstuff.client.render.blocks.TileGrillRenderer.renderTileEntityAt(TileGrillRenderer.java:1)
	at net.minecraftforge.client.ForgeHooksClient.renderTileItem(ForgeHooksClient.java:603)
	at net.minecraft.client.renderer.tileentity.TileEntityItemStackRenderer.renderByItem(TileEntityItemStackRenderer.java:101)
	at net.minecraft.client.renderer.RenderItem.renderItem(RenderItem.java:151)
	at net.minecraft.client.renderer.RenderItem.renderItemModelIntoGUI(RenderItem.java:317)
	at net.minecraft.client.renderer.RenderItem.renderItemAndEffectIntoGUI(RenderItem.java:356)
	at net.minecraft.client.gui.GuiIngame.renderHotbarItem(GuiIngame.java:1144)
	at net.minecraft.client.gui.GuiIngame.renderHotbar(GuiIngame.java:528)
	at net.minecraftforge.client.GuiIngameForge.renderHotbar(GuiIngameForge.java:329)
	at net.minecraftforge.client.GuiIngameForge.renderGameOverlay(GuiIngameForge.java:140)
	at net.minecraft.client.renderer.EntityRenderer.updateCameraAndRender(EntityRenderer.java:1125)
	at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:1139)
	at net.minecraft.client.Minecraft.run(Minecraft.java:406)
	at net.minecraft.client.main.Main.main(Main.java:118)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:483)
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:483)
	at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97)
	at GradleStart.main(GradleStart.java:26)

 

TESR:

package com.leomelonseeds.moarstuff.client.render.blocks;

import com.leomelonseeds.moarstuff.blocks.BlockGrill;
import com.leomelonseeds.moarstuff.tileentity.Grill;

import net.minecraft.block.Block;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class TileGrillRenderer extends TileEntitySpecialRenderer<Grill>
{
    
    private static final ResourceLocation TEXTURE_BURNING = new ResourceLocation("moarstuff:textures/entity/grill/grill_on.png");
    private static final ResourceLocation TEXTURE_NORMAL = new ResourceLocation("moarstuff:textures/entity/grill/grill_off.png");
    private final ModelChest simpleChest = new ModelChest();
  
    public TileGrillRenderer(){
    	
    }
  
    @Override
    public void renderTileEntityAt(Grill te, double x, double y, double z, float partialTicks, int destroyStage)
    {
    	 
        GlStateManager.depthFunc(515);
        GlStateManager.depthMask(true);
        GlStateManager.scale(1.1, 1.1, 1.1);
        EnumFacing facing = te.getWorld().getBlockState(te.getPos()).getValue(BlockGrill.FACING);
        int i;

        if (te.hasWorldObj())
        {
            Block block = te.getBlockType();
            i = te.getBlockMetadata();

        }
        else
        {
            i = 0;
        }

        ModelChest modelchest = this.simpleChest;
                

                if (destroyStage >= 0)
                {
                    this.bindTexture(DESTROY_STAGES[destroyStage]);
                    GlStateManager.matrixMode(5890);
                    GlStateManager.pushMatrix();
                    GlStateManager.scale(4.0F, 4.0F, 1.0F);
                    GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
                    GlStateManager.matrixMode(5888);
                }
                else if(te.isBurning == true){
                	this.bindTexture(TEXTURE_BURNING);
                }
           
                else
                {
                    this.bindTexture(TEXTURE_NORMAL);
                }
            
         
            GlStateManager.pushMatrix();
            GlStateManager.enableRescaleNormal();

            if (destroyStage < 0)
            {
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            }

            GlStateManager.translate((float)x, (float)y + 1.0F, (float)z + 1.0F);
            GlStateManager.scale(1.0F, -1.0F, -1.0F);
            GlStateManager.translate(0.5F, 0.5F, 0.5F);
            int j = 0;

            if (i == 2)
            {
                j = 180;
            }

            if (i == 3)
            {
                j = 0;
            }

            if (i == 4)
            {
                j = 90;
            }

            if (i == 5)
            {
                j = -90;
            }

           

            GlStateManager.rotate((float)j, 0.0F, 1.0F, 0.0F);
            GlStateManager.translate(-0.5F, -0.5F, -0.5F);
            
            float f = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * partialTicks;

            

            

            f = 1.0F - f;
            f = 1.0F - f * f * f;
            modelchest.chestLid.rotateAngleX = -(f * ((float)Math.PI / 2F));
            modelchest.renderAll();
            GlStateManager.disableRescaleNormal();
            GlStateManager.popMatrix();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

            if (destroyStage >= 0)
            {
                GlStateManager.matrixMode(5890);
                GlStateManager.popMatrix();
                GlStateManager.matrixMode(5888);
            }
        }
    }
On 2/5/2017 at 5:58 PM, Leomelonseeds said:

 

Also, which GlStateManager.scale scales it so that it is a bit smaller than normal blocks?

 

The lid still doesnt open... why...

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted

Ok

package com.leomelonseeds.moarstuff.tileentity;

import java.util.Arrays;

import javax.annotation.Nullable;

import com.leomelonseeds.moarstuff.blocks.BlockGrill;

import net.minecraft.block.BlockChest;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.inventory.ContainerChest;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.InventoryLargeChest;
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.SoundCategory;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;

public class Grill extends TileEntity implements IInventory, ITickable {
	
	public boolean isBurning;
	
	public float lidAngle;
    /** The angle of the lid last tick */
    public float prevLidAngle;
    public int numPlayersUsing;
    private int ticksSinceSync;
	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()) {
			this.isBurning = true;
			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;
			this.isBurning = false;
		}
		
		int i = this.pos.getX();
        int j = this.pos.getY();
        int k = this.pos.getZ();
        ++this.ticksSinceSync;

        if (!this.worldObj.isRemote && this.numPlayersUsing != 0 && (this.ticksSinceSync + i + j + k) % 200 == 0)
        {
            this.numPlayersUsing = 0;
            float f = 5.0F;

            for (EntityPlayer entityplayer : this.worldObj.getEntitiesWithinAABB(EntityPlayer.class, new AxisAlignedBB((double)((float)i - 5.0F), (double)((float)j - 5.0F), (double)((float)k - 5.0F), (double)((float)(i + 1) + 5.0F), (double)((float)(j + 1) + 5.0F), (double)((float)(k + 1) + 5.0F))))
            {
                if (entityplayer.openContainer instanceof ContainerChest)
                {
                    IInventory iinventory = ((ContainerChest)entityplayer.openContainer).getLowerChestInventory();

                }
            }
        }
        
        this.prevLidAngle = this.lidAngle;
        float f1 = 0.1F;

        if (this.numPlayersUsing > 0 && this.lidAngle == 0.0F)
        {
            double d1 = (double)i + 0.5D;
            double d2 = (double)k + 0.5D;

            

            this.worldObj.playSound((EntityPlayer)null, d1, (double)j + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
        }

        if (this.numPlayersUsing == 0 && this.lidAngle > 0.0F || this.numPlayersUsing > 0 && this.lidAngle < 1.0F)
        {
            float f2 = this.lidAngle;

            if (this.numPlayersUsing > 0)
            {
                this.lidAngle += 0.1F;
            }
            else
            {
                this.lidAngle -= 0.1F;
            }

            if (this.lidAngle > 1.0F)
            {
                this.lidAngle = 1.0F;
            }

            float f3 = 0.5F;

            if (this.lidAngle < 0.5F && f2 >= 0.5F)
            {
                double d3 = (double)i + 0.5D;
                double d0 = (double)k + 0.5D;

                

                this.worldObj.playSound((EntityPlayer)null, d3, (double)j + 0.5D, d0, SoundEvents.BLOCK_CHEST_CLOSE, SoundCategory.BLOCKS, 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
            }

            if (this.lidAngle < 0.0F)
            {
                this.lidAngle = 0.0F;
            }
        }
    }

	

	/**
	 * 	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.grill.name";
	}

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

	// standard code to look up what the human-readable name is
  @Nullable
  @Override
  public ITextComponent getDisplayName() {
		return this.hasCustomName() ? new TextComponentString(this.getName()) : new TextComponentTranslation(this.getName());
	}

	// Fields are used to send non-inventory information from the server to interested clients
	// The container code caches the fields and sends the client any fields which have changed.
	// The field ID is limited to byte, and the field value is limited to short. (if you use more than this, they get cast down
	//   in the network packets)
	// If you need more than this, or shorts are too small, use a custom packet in your container instead.

	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;
	}

	// -----------------------------------------------------------------------------------------------------------
	// The following methods are not needed for this example but are part of IInventory so they must be implemented

	// Unused unless your container specifically uses it.
	// Return true if the given stack is allowed to go in the given slot
	@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;
	}

	public boolean receiveClientEvent(int id, int type)
    {
        if (id == 1)
        {
            this.numPlayersUsing = type;
            return true;
        }
        else
        {
            return super.receiveClientEvent(id, type);
        }
    }

    public void openInventory(EntityPlayer player)
    {
        if (!player.isSpectator())
        {
            if (this.numPlayersUsing < 0)
            {
                this.numPlayersUsing = 0;
            }

            ++this.numPlayersUsing;
            this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
            this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
            this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
        }
    }
    public void closeInventory(EntityPlayer player)
    {
        if (!player.isSpectator() && this.getBlockType() instanceof BlockChest)
        {
            --this.numPlayersUsing;
            this.worldObj.addBlockEvent(this.pos, this.getBlockType(), 1, this.numPlayersUsing);
            this.worldObj.notifyNeighborsOfStateChange(this.pos, this.getBlockType());
            this.worldObj.notifyNeighborsOfStateChange(this.pos.down(), this.getBlockType());
        }
    }
	
	


}

Its very long 

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted (edited)

Again, why are you still using IInventory instead of the IItemHandler capability?

Edited by larsgerrits

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted
package com.leomelonseeds.moarstuff.guicontainer;

import com.leomelonseeds.moarstuff.tileentity.Grill;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IContainerListener;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class ContainerGrill extends Container {
	
	private Grill tileGrill;

	// These store cache values, used by the server to only update the client side tile entity when values have changed
	private int [] cachedFields;

	// must assign a slot index to each of the slots used by the GUI.
	// For this container, we can see the furnace fuel, input, and output slots as well as the player inventory slots and the hotbar.
	// Each time we add a Slot to the container using addSlotToContainer(), it automatically increases the slotIndex, which means
	//  0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 8)
	//  9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35)
	//  36 - 39 = fuel slots (tileEntity 0 - 3)
	//  40 - 44 = input slots (tileEntity 4 - 8)
	//  45 - 49 = output slots (tileEntity 9 - 13)

	private final int HOTBAR_SLOT_COUNT = 9;
	private final int PLAYER_INVENTORY_ROW_COUNT = 3;
	private final int PLAYER_INVENTORY_COLUMN_COUNT = 9;
	private final int PLAYER_INVENTORY_SLOT_COUNT = PLAYER_INVENTORY_COLUMN_COUNT * PLAYER_INVENTORY_ROW_COUNT;
	private final int VANILLA_SLOT_COUNT = HOTBAR_SLOT_COUNT + PLAYER_INVENTORY_SLOT_COUNT;

	public final int FUEL_SLOTS_COUNT = 4;
	public final int INPUT_SLOTS_COUNT = 5;
	public final int OUTPUT_SLOTS_COUNT = 5;
	public final int FURNACE_SLOTS_COUNT = FUEL_SLOTS_COUNT + INPUT_SLOTS_COUNT + OUTPUT_SLOTS_COUNT;

	// slot index is the unique index for all slots in this container i.e. 0 - 35 for invPlayer then 36 - 49 for tileGrill
	private final int VANILLA_FIRST_SLOT_INDEX = 0;
	private final int FIRST_FUEL_SLOT_INDEX = VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT;
	private final int FIRST_INPUT_SLOT_INDEX = FIRST_FUEL_SLOT_INDEX + FUEL_SLOTS_COUNT;
	private final int FIRST_OUTPUT_SLOT_INDEX = FIRST_INPUT_SLOT_INDEX + INPUT_SLOTS_COUNT;

	// slot number is the slot number within each component; i.e. invPlayer slots 0 - 35, and tileGrill slots 0 - 14
	private final int FIRST_FUEL_SLOT_NUMBER = 0;
	private final int FIRST_INPUT_SLOT_NUMBER = FIRST_FUEL_SLOT_NUMBER + FUEL_SLOTS_COUNT;
	private final int FIRST_OUTPUT_SLOT_NUMBER = FIRST_INPUT_SLOT_NUMBER + INPUT_SLOTS_COUNT;

	public ContainerGrill(InventoryPlayer invPlayer, Grill tileGrill) {
		this.tileGrill = tileGrill;

		final int SLOT_X_SPACING = 18;
		final int SLOT_Y_SPACING = 18;
		final int HOTBAR_XPOS = 8;
		final int HOTBAR_YPOS = 183;
		// Add the players hotbar to the gui - the [xpos, ypos] location of each item
		for (int x = 0; x < HOTBAR_SLOT_COUNT; x++) {
			int slotNumber = x;
			addSlotToContainer(new Slot(invPlayer, slotNumber, HOTBAR_XPOS + SLOT_X_SPACING * x, HOTBAR_YPOS));
		}

		final int PLAYER_INVENTORY_XPOS = 8;
		final int PLAYER_INVENTORY_YPOS = 125;
		// Add the rest of the players inventory to the gui
		for (int y = 0; y < PLAYER_INVENTORY_ROW_COUNT; y++) {
			for (int x = 0; x < PLAYER_INVENTORY_COLUMN_COUNT; x++) {
				int slotNumber = HOTBAR_SLOT_COUNT + y * PLAYER_INVENTORY_COLUMN_COUNT + x;
				int xpos = PLAYER_INVENTORY_XPOS + x * SLOT_X_SPACING;
				int ypos = PLAYER_INVENTORY_YPOS + y * SLOT_Y_SPACING;
				addSlotToContainer(new Slot(invPlayer, slotNumber,  xpos, ypos));
			}
		}

		final int FUEL_SLOTS_XPOS = 53;
		final int FUEL_SLOTS_YPOS = 96;
		// Add the tile fuel slots
		for (int x = 0; x < FUEL_SLOTS_COUNT; x++) {
			int slotNumber = x + FIRST_FUEL_SLOT_NUMBER;
			addSlotToContainer(new SlotFuel(tileGrill, slotNumber, FUEL_SLOTS_XPOS + SLOT_X_SPACING * x, FUEL_SLOTS_YPOS));
		}

		final int INPUT_SLOTS_XPOS = 26;
		final int INPUT_SLOTS_YPOS = 24;
		// Add the tile input slots
		for (int y = 0; y < INPUT_SLOTS_COUNT; y++) {
			int slotNumber = y + FIRST_INPUT_SLOT_NUMBER;
			addSlotToContainer(new SlotSmeltableInput(tileGrill, slotNumber, INPUT_SLOTS_XPOS, INPUT_SLOTS_YPOS+ SLOT_Y_SPACING * y));
		}

		final int OUTPUT_SLOTS_XPOS = 134;
		final int OUTPUT_SLOTS_YPOS = 24;
		// Add the tile output slots
		for (int y = 0; y < OUTPUT_SLOTS_COUNT; y++) {
			int slotNumber = y + FIRST_OUTPUT_SLOT_NUMBER;
			addSlotToContainer(new SlotOutput(tileGrill, slotNumber, OUTPUT_SLOTS_XPOS, OUTPUT_SLOTS_YPOS + SLOT_Y_SPACING * y));
		}
	}

	// Checks each tick to make sure the player is still able to access the inventory and if not closes the gui
	@Override
	public boolean canInteractWith(EntityPlayer player)
	{
		return tileGrill.isUseableByPlayer(player);
	}

	// This is where you specify what happens when a player shift clicks a slot in the gui
	//  (when you shift click a slot in the TileEntity Inventory, it moves it to the first available position in the hotbar and/or
	//    player inventory.  When you you shift-click a hotbar or player inventory item, it moves it to the first available
	//    position in the TileEntity inventory - either input or fuel as appropriate for the item you clicked)
	// At the very least you must override this and return null or the game will crash when the player shift clicks a slot
	// returns null if the source slot is empty, or if none of the source slot items could be moved.
	//   otherwise, returns a copy of the source stack
	@Override
	public ItemStack transferStackInSlot(EntityPlayer player, int sourceSlotIndex)
	{
		Slot sourceSlot = (Slot)inventorySlots.get(sourceSlotIndex);
		if (sourceSlot == null || !sourceSlot.getHasStack()) return null;
		ItemStack sourceStack = sourceSlot.getStack();
		ItemStack copyOfSourceStack = sourceStack.copy();

		// Check if the slot clicked is one of the vanilla container slots
		if (sourceSlotIndex >= VANILLA_FIRST_SLOT_INDEX && sourceSlotIndex < VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT) {
			// This is a vanilla container slot so merge the stack into one of the furnace slots
			// If the stack is smeltable try to merge merge the stack into the input slots
			if (Grill.getSmeltingResultForItem(sourceStack) != null){
				if (!mergeItemStack(sourceStack, FIRST_INPUT_SLOT_INDEX, FIRST_INPUT_SLOT_INDEX + INPUT_SLOTS_COUNT, false)){
					return null;
				}
			}	else if (Grill.getItemBurnTime(sourceStack) > 0) {
				if (!mergeItemStack(sourceStack, FIRST_FUEL_SLOT_INDEX, FIRST_FUEL_SLOT_INDEX + FUEL_SLOTS_COUNT, true)) {
					// Setting the boolean to true places the stack in the bottom slot first
					return null;
				}
			}	else {
				return null;
			}
		} else if (sourceSlotIndex >= FIRST_FUEL_SLOT_INDEX && sourceSlotIndex < FIRST_FUEL_SLOT_INDEX + FURNACE_SLOTS_COUNT) {
			// This is a furnace slot so merge the stack into the players inventory: try the hotbar first and then the main inventory
			//   because the main inventory slots are immediately after the hotbar slots, we can just merge with a single call
			if (!mergeItemStack(sourceStack, VANILLA_FIRST_SLOT_INDEX, VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT, false)) {
				return null;
			}
		} else {
			System.err.print("Invalid slotIndex:" + sourceSlotIndex);
			return null;
		}

		// If stack size == 0 (the entire stack was moved) set slot contents to null
		if (sourceStack.stackSize == 0) {
			sourceSlot.putStack(null);
		} else {
			sourceSlot.onSlotChanged();
		}

		sourceSlot.onPickupFromSlot(player, sourceStack);
		return copyOfSourceStack;
	}

	/* Client Synchronization */

	// This is where you check if any values have changed and if so send an update to any clients accessing this container
	// The container itemstacks are tested in Container.detectAndSendChanges, so we don't need to do that
	// We iterate through all of the TileEntity Fields to find any which have changed, and send them.
	// You don't have to use fields if you don't wish to; just manually match the ID in sendProgressBarUpdate with the value in
	//   updateProgressBar()
	// The progress bar values are restricted to shorts.  If you have a larger value (eg int), it's not a good idea to try and split it
	//   up into two shorts because the progress bar values are sent independently, and unless you add synchronisation logic at the
	//   receiving side, your int value will be wrong until the second short arrives.  Use a custom packet instead.
	@Override
	public void detectAndSendChanges() {
		super.detectAndSendChanges();

		boolean allFieldsHaveChanged = false;
		boolean fieldHasChanged [] = new boolean[tileGrill.getFieldCount()];
		if (cachedFields == null) {
			cachedFields = new int[tileGrill.getFieldCount()];
			allFieldsHaveChanged = true;
		}
		for (int i = 0; i < cachedFields.length; ++i) {
			if (allFieldsHaveChanged || cachedFields[i] != tileGrill.getField(i)) {
				cachedFields[i] = tileGrill.getField(i);
				fieldHasChanged[i] = true;
			}
		}

		// go through the list of listeners (players using this container) and update them if necessary
    for (IContainerListener listener : this.listeners) {
			for (int fieldID = 0; fieldID < tileGrill.getFieldCount(); ++fieldID) {
				if (fieldHasChanged[fieldID]) {
					// Note that although sendProgressBarUpdate takes 2 ints on a server these are truncated to shorts
          listener.sendProgressBarUpdate(this, fieldID, cachedFields[fieldID]);
				}
			}
		}
	}

	// Called when a progress bar update is received from the server. The two values (id and data) are the same two
	// values given to sendProgressBarUpdate.  In this case we are using fields so we just pass them to the tileEntity.
	@SideOnly(Side.CLIENT)
	@Override
	public void updateProgressBar(int id, int data) {
		tileGrill.setField(id, data);
	}

	// SlotFuel is a slot for fuel items
	public class SlotFuel extends Slot {
		public SlotFuel(IInventory inventoryIn, int index, int xPosition, int yPosition) {
			super(inventoryIn, index, xPosition, yPosition);
		}

		// if this function returns false, the player won't be able to insert the given item into this slot
		@Override
		public boolean isItemValid(ItemStack stack) {
			return Grill.isItemValidForFuelSlot(stack);
		}
	}

	// SlotSmeltableInput is a slot for input items
	public class SlotSmeltableInput extends Slot {
		public SlotSmeltableInput(IInventory inventoryIn, int index, int xPosition, int yPosition) {
			super(inventoryIn, index, xPosition, yPosition);
		}

		// if this function returns false, the player won't be able to insert the given item into this slot
		@Override
		public boolean isItemValid(ItemStack stack) {
			return Grill.isItemValidForInputSlot(stack);
		}
	}

	// SlotOutput is a slot that will not accept any items
	public class SlotOutput extends Slot {
		public SlotOutput(IInventory inventoryIn, int index, int xPosition, int yPosition) {
			super(inventoryIn, index, xPosition, yPosition);
		}

		// if this function returns false, the player won't be able to insert the given item into this slot
		@Override
		public boolean isItemValid(ItemStack stack) {
			return Grill.isItemValidForOutputSlot(stack);
		}
	}

}

 

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted

For the crashing, do I have to do a null check in the TESR? 

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted (edited)

Still not working:

 if(te.hasWorldObj() == true){
        EnumFacing facing = te.getWorld().getBlockState(te.getPos()).getValue(BlockGrill.FACING);
        }

(in TESR)

Edited by Leomelonseeds

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

Posted
5 minutes ago, Leomelonseeds said:

Still not working:


 if(te.hasWorldObj() == true){
        EnumFacing facing = te.getWorld().getBlockState(te.getPos()).getValue(BlockGrill.FACING);
        }

(in TESR)

Define not working.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted
package com.leomelonseeds.moarstuff.client.render.blocks;

import com.leomelonseeds.moarstuff.blocks.BlockGrill;
import com.leomelonseeds.moarstuff.tileentity.Grill;

import net.minecraft.block.Block;
import net.minecraft.client.model.ModelChest;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class TileGrillRenderer extends TileEntitySpecialRenderer<Grill>
{
    
    private static final ResourceLocation TEXTURE_BURNING = new ResourceLocation("moarstuff:textures/entity/grill/grill_on.png");
    private static final ResourceLocation TEXTURE_NORMAL = new ResourceLocation("moarstuff:textures/entity/grill/grill_off.png");
    private final ModelChest simpleChest = new ModelChest();
  
    public TileGrillRenderer(){
    	
    }
  
    @Override
    public void renderTileEntityAt(Grill te, double x, double y, double z, float partialTicks, int destroyStage)
    {
    	 
        GlStateManager.depthFunc(515);
        GlStateManager.depthMask(true);
        GlStateManager.scale(1.1, 1.1, 1.1);
        if(te.hasWorldObj() == true){
        EnumFacing facing = te.getWorld().getBlockState(te.getPos()).getValue(BlockGrill.FACING);
        }
        int i;

        if (te.hasWorldObj())
        {
            Block block = te.getBlockType();
            i = te.getBlockMetadata();

        }
        else
        {
            i = 0;
        }

        ModelChest modelchest = this.simpleChest;
                

                if (destroyStage >= 0)
                {
                    this.bindTexture(DESTROY_STAGES[destroyStage]);
                    GlStateManager.matrixMode(5890);
                    GlStateManager.pushMatrix();
                    GlStateManager.scale(4.0F, 4.0F, 1.0F);
                    GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
                    GlStateManager.matrixMode(5888);
                }
                else if(te.isBurning == true){
                	this.bindTexture(TEXTURE_BURNING);
                }
           
                else
                {
                    this.bindTexture(TEXTURE_NORMAL);
                }
            
         
            GlStateManager.pushMatrix();
            GlStateManager.enableRescaleNormal();

            if (destroyStage < 0)
            {
                GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
            }

            GlStateManager.translate((float)x, (float)y + 1.0F, (float)z + 1.0F);
            GlStateManager.scale(1.0F, -1.0F, -1.0F);
            GlStateManager.translate(0.5F, 0.5F, 0.5F);
            int j = 0;

            if (i == 2)
            {
                j = 180;
            }

            if (i == 3)
            {
                j = 0;
            }

            if (i == 4)
            {
                j = 90;
            }

            if (i == 5)
            {
                j = -90;
            }

           

            GlStateManager.rotate((float)j, 0.0F, 1.0F, 0.0F);
            GlStateManager.translate(-0.5F, -0.5F, -0.5F);
            
            float f = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * partialTicks;

            

            

            f = 1.0F - f;
            f = 1.0F - f * f * f;
            modelchest.chestLid.rotateAngleX = -(f * ((float)Math.PI / 2F));
            modelchest.renderAll();
            GlStateManager.disableRescaleNormal();
            GlStateManager.popMatrix();
            GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

            if (destroyStage >= 0)
            {
                GlStateManager.matrixMode(5890);
                GlStateManager.popMatrix();
                GlStateManager.matrixMode(5888);
            }
        }
    }

 

Apparently I'm addicted to these forums and can't help but read all the posts. So if I somehow help you, please click the "Like This" button, it helps.

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