Jump to content

[1.11] Power Capability


Awesome_Spider

Recommended Posts

I believe the mod has to support it.. Due to the fact the API is not an capability and class conventions are also different, so capability checks on a block or item would be return false for CoFH items/blocks. Usually mods just support both, but more recently people are moving away from this API. Here is an example of supporting both, if my statements above do not make sense. 

 

if (this.storage.getEnergyStored() > 0) {
                    int received = 0;
                    boolean canTakeUp = false;
                    if (slotStack.getItem() instanceof IEnergyContainerItem) { //Checking CoFH Items
                        IEnergyContainerItem item = (IEnergyContainerItem) slotStack.getItem();
                        received = (item.receiveEnergy(slotStack, this.storage.getEnergyStored(), false));
                        canTakeUp = item.getEnergyStored(slotStack) >= item.getMaxEnergyStored(slotStack);
                    } else if (slotStack.hasCapability(CapabilityEnergy.ENERGY, null)) { //Checking Forge Energy Items
                        IEnergyStorage cap = slotStack.getCapability(CapabilityEnergy.ENERGY, null);
                        if (cap != null) {
                            received = cap.receiveEnergy(this.storage.getEnergyStored(), false);
                            canTakeUp = cap.getEnergyStored() >= cap.getMaxEnergyStored();
                        }
                    }
                }

 

But honestly, just use forges energy system.

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

Link to comment
Share on other sites

So I was converting code over, and it's broken. My generator is burning coal but it won't generate energy now that it is converted over to capabilities. Did I do something wrong?

 

Please excuse any messy code for the moment, I will clean it up later.

The TileEntity:

public class TileEntitySteamEngine extends TileEntity implements ITickable {

    private ItemStackHandler inventory;
    private EnergyStorage energyStorage;
    private FluidStack steamStack;
    private FluidStack waterStack;

    private float steamUsed;

    private String customName;

    private int burnTime;
    private int currentBurnTime;
    private boolean lockBurnTime;

    private int maxEnergy;
    private int energyOutput;

    public TileEntitySteamEngine() {
        inventory = new ItemStackHandler(1);
        energyStorage = new EnergyStorage(100000);

        maxEnergy = 100000;
        energyOutput = 80;

        steamUsed = 200;

        steamStack = new FluidStack(ModFluids.steam, 0);
        waterStack = new FluidStack(FluidRegistry.WATER, 0);
    }

    public IItemHandler getInventory() {
        return inventory;
    }

    public EnergyStorage getEnergyStorage() {
        return energyStorage;
    }

    public int getItemBurnTime(ItemStack stack) {
        int burnTime = 0;
        int registryFuelValue = GameRegistry.getFuelValue(stack);

        if(registryFuelValue > 0) {
            burnTime = registryFuelValue;
        } else {
           burnTime = TileEntityFurnace.getItemBurnTime(stack);
        }

        return burnTime;
    }

    public int getBurnTime() {
        return burnTime;
    }

    public int getCurrentBurnTime() {
        return currentBurnTime;
    }

    public boolean isBurning() {
        return burnTime > 0;
    }

    public boolean canItemBurn(ItemStack stack) {
        return getItemBurnTime(stack) > 0;
    }

    private void setCurrentBurnTime(int itemBurnTime) {
        currentBurnTime = itemBurnTime;
    }

    private void setBurnTime(int burnTime) {
        this.burnTime = burnTime;
    }

    public void attemptAddWater(int amount) {
        int curAmount = waterStack.amount;

        if(curAmount + amount <= 2000) {
            curAmount += amount;

            waterStack.amount = curAmount;

            markDirty();
        } else if(curAmount + amount > 2000) {
            curAmount += amount;

            curAmount -= curAmount - 2000;

            waterStack.amount = curAmount;

            markDirty();
        }
    }

    @Override
    public void update() {
        ItemStack fuelSlot = inventory.getStackInSlot(0);

        boolean dirtyFlag = false;

        if(isBurning() && !lockBurnTime){
            burnTime--;
        }

        if(!world.isRemote) {
            if (!isBurning() && !fuelSlot.isEmpty()) {
                ItemStack stack = fuelSlot;

                currentBurnTime = getItemBurnTime(stack);
                burnTime = currentBurnTime;

                stack.shrink(1);

                inventory.setStackInSlot(0, stack);

                dirtyFlag = true;
            }

            if(isBurning() || !fuelSlot.isEmpty()) {
                if(!isBurning() && canGenerate()) {
                    burnTime = getItemBurnTime(fuelSlot);
                    currentBurnTime = burnTime;

                    if (this.isBurning())
                    {
                        dirtyFlag = true;

                        if (!fuelSlot.isEmpty())
                        {
                            fuelSlot.shrink(1);

                            if (fuelSlot.isEmpty())
                            {
                                inventory.setStackInSlot(0, fuelSlot);
                            }
                        }
                    }
                }

                if (isBurning() && canGenerate())
                {
                    lockBurnTime = false;

                    generate();
                } else if(isBurning() && !canGenerate()) {
                    lockBurnTime = true;
                }
            }
        }

        if(dirtyFlag) {
            markDirty();
        }
    }

    public boolean isSteamFull() {
        return steamStack.amount == 2000;
    }

    public boolean canGenerate() {
        return energyStorage.getEnergyStored() < maxEnergy;//return storedEnergy < maxEnergy;
    }

    private void generate() {
        int steamAmt = steamStack.amount;
        int steamMax = 2000;

        int waterAmt = waterStack.amount;
        int waterMax = 2000;

        if(steamAmt == steamMax) {
            int received = energyStorage.receiveEnergy(energyOutput, true);

            if (received > 0) {
                markDirty();
            }
        }

        //If not full, make steam first
        if(steamAmt + 200 <= steamMax && waterAmt > 0) {
            waterAmt--;

            steamAmt += 200;

            waterStack.amount = waterAmt;
            steamStack.amount = steamAmt;

            markDirty();
        } else if (steamAmt + 200 > steamMax && waterAmt > 0) {
            waterAmt--;

            steamAmt += 200;
            steamAmt -= steamAmt - steamMax;

            waterStack.amount = waterAmt;
            steamStack.amount = steamAmt;

            markDirty();
        }
    }

    public int getField(int id) {
        return id == 0 ? burnTime : id == 1 ? currentBurnTime : id == 2 ? energyStorage.getEnergyStored() : id == 3 ? waterStack.amount : 0;
    }

    public void setField(int id, int value) {
        burnTime = id == 0 ? value : burnTime;
        currentBurnTime = id == 1 ? value : currentBurnTime;
        if(id == 2) {
            energyStorage.extractEnergy(energyStorage.getEnergyStored(), false);
            energyStorage.receiveEnergy(value, false);
        }
        waterStack.amount = id == 3 ? value : waterStack.amount;

        markDirty();
    }

    @Override
    public NBTTagCompound writeToNBT(NBTTagCompound compound) {
        compound.setTag("inventory", inventory.serializeNBT());
        compound.setInteger("storedEnergy", energyStorage.getEnergyStored());
        compound.setInteger("waterAmt", waterStack.amount);
        compound.setInteger("steamAmt", steamStack.amount);
        return super.writeToNBT(compound);
    }

    @Override
    public void readFromNBT(NBTTagCompound compound) {
        inventory.deserializeNBT(compound.getCompoundTag("inventory"));
      
        energyStorage = new EnergyStorage(100000);
        energyStorage.receiveEnergy(compound.getInteger("storedEnergy"), false);

        waterStack = new FluidStack(FluidRegistry.WATER, compound.getInteger("waterAmt"));
        steamStack = new FluidStack(FluidRegistry.getFluid("roboticraft_steam"), compound.getInteger("steamAmt"));
        super.readFromNBT(compound);
    }

    @Override
    public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) {
        return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY ||
                capability == CapabilityEnergy.ENERGY ||
                        super.hasCapability(capability, facing);
    }

    @Nullable
    @Override
    public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) {
        return capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY ? (T)inventory :
                capability == CapabilityEnergy.ENERGY ? (T)energyStorage :
                        super.getCapability(capability, facing);
    }
}

 

The Container:

public class ContainerTileEntitySteamEngine extends Container {
    private TileEntitySteamEngine te;

    private int burnTime;
    private int currentBurnTime;
    private int storedPower;

    public ContainerTileEntitySteamEngine(IInventory playerInv, TileEntitySteamEngine te) {
        this.te = te;

        // Tile Entity, Slot 1, Slot ID 1
        this.addSlotToContainer(new SlotItemHandler(te.getInventory(), 0, 80, 40));

        // Player Inventory, Slot 9-35, Slot IDs 9-35
        for (int y = 0; y < 3; ++y) {
            for (int x = 0; x < 9; ++x) {
                this.addSlotToContainer(new Slot(playerInv, x + y * 9 + 9, 8 + x * 18, 84 + y * 18));
            }
        }

        // Player Inventory, Slot 0-8, Slot IDs 36-44
        for (int x = 0; x < 9; ++x) {
            this.addSlotToContainer(new Slot(playerInv, x, 8 + x * 18, 142));
        }
    }

    /**
     * Looks for changes made in the container, sends them to every listener.
     */
    public void detectAndSendChanges() {
        super.detectAndSendChanges();

        for(IContainerListener listener : listeners) {
            if (burnTime != te.getField(0)) {
                if (listener instanceof EntityPlayerMP) {
                    ModPacketHandler.INSTANCE.sendTo(new SteamEngineMessage(burnTime, currentBurnTime, storedPower, this.windowId), (EntityPlayerMP) listener);
                }
            }

            if (currentBurnTime != te.getField(1)) {
                if (listener instanceof EntityPlayerMP) {
                    ModPacketHandler.INSTANCE.sendTo(new SteamEngineMessage(burnTime, currentBurnTime, storedPower, this.windowId), (EntityPlayerMP) listener);
                }
            }

            if (storedPower != te.getField(2)) {
                if (listener instanceof EntityPlayerMP) {
                    ModPacketHandler.INSTANCE.sendTo(new SteamEngineMessage(burnTime, currentBurnTime, storedPower, this.windowId), (EntityPlayerMP) listener);
                }
            }
        }

        this.burnTime = this.te.getField(0);
        this.currentBurnTime = this.te.getField(1);
        this.storedPower = this.te.getField(2);
    }

    @SideOnly(Side.CLIENT)
    public void updateProgressBar(int id, int data) {
        if(id == 2) {
            te.getEnergyStorage().extractEnergy(te.getEnergyStorage().getEnergyStored(), true);
            te.getEnergyStorage().receiveEnergy(data, true);
        } else {
            this.te.setField(id, data);
        }
    }

    @Override
    public boolean canInteractWith(EntityPlayer player) {
        return true;
    }
}

 

The Packet Message:

public class SteamEngineMessage implements IMessage {
    // A default constructor is always required
    public SteamEngineMessage() {

    }

    public int burnTime;
    public int currentBurnTime;

    public int storedPower;

    public int id;

    public SteamEngineMessage(int burnTime, int currentBurnTime, int storedPower, int containerID) {
        this.burnTime = burnTime;
        this.currentBurnTime = currentBurnTime;
        this.storedPower = storedPower;
        this.id = containerID;
    }

    @Override
    public void toBytes(ByteBuf buf) {
        // Writes the int into the buf
        buf.writeInt(burnTime);
        buf.writeInt(currentBurnTime);
        buf.writeInt(storedPower);
        buf.writeInt(id);
    }

    @Override
    public void fromBytes(ByteBuf buf) {
        // Reads the int back from the buf. Note that if you have multiple values, you must read in the same order you wrote.
        burnTime = buf.readInt();
        currentBurnTime = buf.readInt();
        storedPower = buf.readInt();
        id = buf.readInt();
    }
}

 

The packet message handler:

public class SteamEngineMessageHandler implements IMessageHandler<SteamEngineMessage, IMessage> {

    @Override
    public IMessage onMessage(SteamEngineMessage message, MessageContext ctx) {
        EntityPlayer player = RobotiCraft.proxy.getPlayerFromContext(ctx);
        Container container = player.openContainer;

        if(container.windowId == message.id) {
            container.updateProgressBar(0, message.burnTime);
            container.updateProgressBar(1, message.currentBurnTime);
            container.updateProgressBar(2, message.storedPower);
        }

        return null;
    }
}

Link to comment
Share on other sites

In your generate method you call receiveEnergy and the second parameter is true when it should be false.

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.

Link to comment
Share on other sites

Yes

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

 

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

 

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

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • KLIK DISINI >>> LINK LOGIN & DAFTAR KLIK DISINI >>>   DAFTAR AKUN GACOR KLIK DISINI >>> DAFTAR AKUN VVIP KLIK DISINI >>> DAFTAR AKUN SLOT ANTI RUNGKAD KLIK DISINI >>>  LINK ALTERNATIF KLIK DISINI >>> AKUN GACOR SCATTER HITAM ULTRA88 adalah slot gacor winrate 100% dengan server thailand dan akun pro. Dapatkan akses menuju kemenangan ke puluhan sampai ratusan juta rupiah hanya dalam hitungan menit. 3 web yang kami hadirkan ini adalah yang terbaik dengan histori kemenangan tertinggi di satu Asia Tenggara. Member-member dari web ini selalu kembali karena tim admin dan CS yang profesional serta kemenangan berapapun pasti akan dibayar. RTP slot gacor juga sudah disiapkan agar kalian tidak bingung lagi mau main apa dan di jam berapa. Semua fasilitas seperti deposit dana dan pulsa sudah disiapkan juga untuk kemudahan para slotters. Jadi tunggu apalagi? Raih kemenangan kalian disini sekarang juga!
    • >> DAFTAR KLIK DISINI << >> DAFTAR KLIK DISINI << PROMO SLOT GRATIS kami sangat cocok bagi mereka yang ingin mencoba keberuntungan tanpa mengeluarkan banyak uang. Dengan pilihan IP tanpa batas, slot ini menjamin gameplay yang adil dan tidak memihak. Jangan lewatkan kesempatan untuk menang besar tanpa mengeluarkan uang sepeser pun! Dapatkan slot promo gratis tanpa perlu deposit! Nikmati taruhan gratis dan akses tak terbatas ke IP pilihan Anda. Manfaatkan kesempatan ini untuk mencoba peruntungan dan menang besar. Jangan lewatkan penawaran eksklusif ini. Hanya tersedia untuk waktu terbatas.
    • KLIK DISINI >>> LINK LOGIN & DAFTAR KLIK DISINI >>>   DAFTAR AKUN GACOR KLIK DISINI >>> DAFTAR AKUN VVIP KLIK DISINI >>> DAFTAR AKUN SLOT ANTI RUNGKAD KLIK DISINI >>>  LINK ALTERNATIF KLIK DISINI >>> AKUN GACOR SCATTER HITAM SLOT888 adalah slot gacor winrate 100% dengan server thailand dan akun pro. Dapatkan akses menuju kemenangan ke puluhan sampai ratusan juta rupiah hanya dalam hitungan menit. 3 web yang kami hadirkan ini adalah yang terbaik dengan histori kemenangan tertinggi di satu Asia Tenggara. Member-member dari web ini selalu kembali karena tim admin dan CS yang profesional serta kemenangan berapapun pasti akan dibayar. RTP slot gacor juga sudah disiapkan agar kalian tidak bingung lagi mau main apa dan di jam berapa. Semua fasilitas seperti deposit dana dan pulsa sudah disiapkan juga untuk kemudahan para slotters. Jadi tunggu apalagi? Raih kemenangan kalian disini sekarang juga!
    • Winning303 menyediakan berbagai jenis permainan dengan kemenangan yang tinggi , slot gacor dengan winrate 100% , hanya dengan modal receh sudah bisa meraih jutaan  Nikmati berbagai permainan judi online yang menarik dengan jaminan keamanan dan kenyamanan di WINNING303 LINK ALTERNATIF => https://w303.pink/ref1x    
    • RELATED: Horror Games Inspired By Movies Still, there are some options for a Wizard if it comes to melee combat, and there also are some alternatives on the subject of the catalyst they use to solid Spells. For each, those alternatives are first-class: Spellbook: All three spellcasting options, the Staff, Spellbook, and Crystal Ball can all have a whole lot of extra advantages of Dark And Darker Gold on them depending on rarity. But, at a base degree, the Spellbook is the catalyst option gamers appeared to gravitate to. This spell-casting catalyst will increase a Wizard's movement velocity by using the maximum overall, which clearly makes a large distinction. Crystal Ball: The distinction among the three Spell catalysts is quite easy. The Staff is the default option and has melee assaults of its own, the Spellbook is faster all around however offers no melee alternatives, and the Crystal Ball is the center ground between the 2 in regard to motion velocity, however gamers may also equip a Dagger or something in their other hand at the identical time. Crossbow: That's right, Wizards can really run Crossbows, but it is without a doubt simplest well worth the usage of once or at maximum twice at some stage in a suit, and best as soon as a Wizard is out of Spell casts. Still, tricking an enemy into thinking a Wizard is out of Spells, simplest to tug out a Crossbow and launch a bolt into them is a surprisingly effective strategy. Rondel Dagger: Again, if it ever does come right down to melee combat, a Wizard loses ninety percent of the time. But, having a Rondel Dagger as a secondary or geared up alongside the Crystal Ball improves the ones odds at least a bit bit. The Wizard's Expansive Repertoire Of Spells. Moving on to the category all and sundry became in all likelihood anticipating when studying approximately the Wizard magnificence, the Spells. Which Spells are the quality to use on the Wizard and why? Or, not less than, which of them are the maximum 'meta'? Are those professional kind Wizards, together with ones that use White, Green, Red, or even Blue magic, or are they a piece extra stereotypical? Well, after doing a little research, those appear to be the consequences, listed from least to most used: Slow: Slows an opponent for a duration, maximum of the time is changed by means of Haste, but a few gamers choose to slow others in preference to velocity themselves up. Haste: Speeds the Wizard up by way of a quite noticeable amount for a brief duration. This is the important thing device Wizards use to usually maintain their combatants at variety, and the use of this they can outrun just about everybody in the game (outside of projectile guns or different Spells). Invisibility: One of the fine Spells to apply on Wizard, but only veteran players appear to be utilizing it to the maximum. Basically permits the Wizard to use the identical strategies as a Rogue does with their Hide capability. Fireball: The Spell everyone makes use of before everything, tends to reveal up in each game, and is nearly usually extraordinarily suitable. But, in Dark and Darker, gamers will fast realizes that it is straightforward to hit allies with and there are better options for normal damage. Chain Lightning: Likely the pleasant alternative damage-sensible, and the friendly-fireplace element of it's far a chunk misleading (would not clearly chain to allies find it irresistible says it does). When aimed well, can decimate an unaware foe. Magic Missile: The most iconic 'Wizard Spell', Magic Missile, is tremendously right in Dark and Darker as properly. It's extraordinary for NPC enemies, excellent for region denial in a PvP fight, and it is the pleasant Spell to apply if the enemy manages to shut the space as it may speedy soften via their HP earlier than their swing connects. Last-Second General Wizard Tips. And it is pretty a great deal the whole thing gamers want to realize about constructing Wizards in Dark and Darker. This class, out of all of the instructions the sport currently gives Darker Gold, might be one of the maximum challenging ones to play for a newcomer.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.