Jump to content

Recommended Posts

Posted

I'm building a TileEntity which I want to have multiple ItemStackHandler for different slots.

I'm trying to add capability constants to use in getCapability:

  @CapabilityInject(IItemHandler.class)
  public static Capability<IItemHandler> CAPABILITY_SET1 = null;

  @CapabilityInject(IItemHandler.class)
  public static Capability<IItemHandler> CAPABILITY_SET2 = null;

 

On runtime, both CAPABILITY_SET1 and CAPABILITY_SET2 reference the same Capability object so I can't distinguish between them.

I tried this:

  @CapabilityInject(IItemHandler1.class)
  public static Capability<IItemHandler1> CAPABILITY_SET1 = null;

  @CapabilityInject(IItemHandler2.class)
  public static Capability<IItemHandler2> CAPABILITY_SET2 = null;

Where both IItemHandler1 and IItemHandler2 are empty interfaces with extends IItemHandler. On runtime, CAPABILITY_SET1 and CAPABILITY_SET2 remain null.

 

Do I really have to build a custom Capability with custom writeNBT, custom readNBT, custom Factory, custom implementation, etc.?

Posted

You don't need to create a capability, you need to create IItemHandler(s) and provide them depending on the EnumFacing passed in. For example, if you are making a furnace-like tile entity, you can create 3 handlers: one for inputting items from top, one for inputting fuel from horizontal sides, and one for extracting results from bottom. So like this stub:

    public class TileExample extends TileEntity {
    
    IItemHandler fuelInput;     //To implement
    IItemHandler smeltableInput;
    IItemHandler resultOutput;

    @Override
    public boolean hasCapability(Capability<?> capability, @Nullable EnumFacing facing) {
        if(capability== CapabilityItemHandler.ITEM_HANDLER_CAPABILITY && facing!=null) return true;
        return super.hasCapability(capability, facing);
    }

    @Nullable
    @Override
    public <T> T getCapability(Capability<T> capability, @Nullable EnumFacing facing) {
        if(capability==CapabilityItemHandler.ITEM_HANDLER_CAPABILITY && facing!=null)
        {
            if(facing==EnumFacing.UP) return (T) fuelInput;
            else if(facing==EnumFacing.DOWN) return (T) resultOutput;
            else return (T) smeltableInput;
        }
        return super.getCapability(capability, facing);
    }
}

 

Posted

For reference, this:

 @CapabilityInject(IItemHandler.class)
  public static Capability<IItemHandler> CAPABILITY_SET1 = null;

Is how you define a capability. It's equivalent to CapabilityItemHandler.ITEM_HANDLER_CAPABILITY

It is not the implementation thereof. For that, you need a new ItemStackHandler().

  • Like 1

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

 

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

 

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

Posted

I was able to get it working with the facing option (of course, it restricts me to 6 IItemHandlers but for now I just needed 3 anyway). I feel it's a hack/workaround and not a proper solution tho...

 

I did create a custom capability for my furnace progress. The vanilla furnace uses IInventory which offers getField and setField, I feel that's missing from the standard capabilities; perhaps I'll create a generic IStorage<IProperties> capability to offer generic properties handling to any TE...

 

For now, I created a Progress capability (with minValue, maxValue, value and a method to get actual progress) that my TE sets to 0, initialBurnTime, remainingBurnTime and from which my Gui calls getProgress(34) (my progress bar is 34 pixels).

Am I correct that every custom capability needs all this?

 - Capability interface (ICapabilityProgress)

 - Capability class (CapabilityProgress implements ICapabilityProgress)

 - Serializer (CapabilityProgressProvider implements ICapabilitySerializable<NBTBase>)

 - Storage class (CapabilityProgressStorage implements IStorage<ICapabilityProgress>)

 

Posted
42 minutes ago, diesieben07 said:

Unless you want other mods to interact with this functionality of your tile entity, you do not need to make a capability for it.

I found it to be the best way without the need to expose new methods (requiring me to cast the TE to my own TE class). I didn't feel like doing this just for the IItemHandler issue but I suspect a Progress capability can will be useful more often.

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



×
×
  • Create New...

Important Information

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