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How do I make a furnace like block run by having a set of blocks around it instead of using fuel?


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Posted (edited)

How do I make a furnace like block run by having a set of blocks around it instead of using fuel?

here is my current code for my tileentity

package com.atlas.thelostportal.objects.blocks.tileentity;

import com.atlas.thelostportal.objects.blocks.BlockNonEnergyForge;
import com.atlas.thelostportal.objects.blocks.recipes.NonEnergyForgeRecipes;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.ITickable;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.ItemStackHandler;

public class TileEntityNonEnergyForge extends TileEntity implements ITickable
{
	private ItemStackHandler handler = new ItemStackHandler(4);
	private String customName;
	private ItemStack smelting = ItemStack.EMPTY;
	
	private int burnTime;
	private int currentBurnTime;
	private int cookTime;
	private int totalCookTime = 200;

	@Override
	public boolean hasCapability(Capability<?> capability, EnumFacing facing) 
	{
		if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return true;
		else return false;
	}
	
	@Override
	public <T> T getCapability(Capability<T> capability, EnumFacing facing) 
	{
		if(capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) return (T) this.handler;
		return super.getCapability(capability, facing);
	}
	
	public boolean hasCustomName() 
	{
		return this.customName != null && !this.customName.isEmpty();
	}
	
	public void setCustomName(String customName) 
	{
		this.customName = customName;
	}
	
	@Override
	public ITextComponent getDisplayName() 
	{
		return this.hasCustomName() ? new TextComponentString(this.customName) : new TextComponentTranslation("container.sintering_furnace");
	}
	
	@Override
	public void readFromNBT(NBTTagCompound compound)
	{
		super.readFromNBT(compound);
		this.handler.deserializeNBT(compound.getCompoundTag("Inventory"));
		this.burnTime = compound.getInteger("BurnTime");
		this.cookTime = compound.getInteger("CookTime");
		this.totalCookTime = compound.getInteger("CookTimeTotal");
		
		if(compound.hasKey("CustomName", 8)) this.setCustomName(compound.getString("CustomName"));
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) 
	{
		super.writeToNBT(compound);
		compound.setInteger("BurnTime", (short)this.burnTime);
		compound.setInteger("CookTime", (short)this.cookTime);
		compound.setInteger("CookTimeTotal", (short)this.totalCookTime);
		compound.setTag("Inventory", this.handler.serializeNBT());
		
		if(this.hasCustomName()) compound.setString("CustomName", this.customName);
		return compound;
	}
	
	public boolean isBurning() 
	{
		return this.burnTime > 0;
	}
	
	@SideOnly(Side.CLIENT)
	public static boolean isBurning(TileEntityNonEnergyForge te) 
	{
		return te.getField(0) > 0;
	}
	
	public void update() 
	{	
		if(this.isBurning())
		{
			--this.burnTime;
			BlockNonEnergyForge.setState(true, world, pos);
		}
		
		ItemStack[] inputs = new ItemStack[] {handler.getStackInSlot(0), handler.getStackInSlot(1)};
		ItemStack fuel = this.handler.getStackInSlot(2);
		
		if(this.isBurning() || !fuel.isEmpty() && !this.handler.getStackInSlot(0).isEmpty() || this.handler.getStackInSlot(1).isEmpty())
		{
			if(!this.isBurning() && this.canSmelt())
			{
				
				if(this.isBurning() && !fuel.isEmpty())
				{
					Item item = fuel.getItem();
					fuel.shrink(1);
					
					if(fuel.isEmpty())
					{
						ItemStack item1 = item.getContainerItem(fuel);
						this.handler.setStackInSlot(2, item1);
					}
				}
			}
		}
		
		if(this.isBurning() && this.canSmelt() && cookTime > 0)
		{
			cookTime++;
			if(cookTime == totalCookTime)
			{
				if(handler.getStackInSlot(3).getCount() > 0)
				{
					handler.getStackInSlot(3).grow(1);
				}
				else
				{
					handler.insertItem(3, smelting, false);
				}
				
				smelting = ItemStack.EMPTY;
				cookTime = 0;
				return;
			}
		}
		else
		{
			if(this.canSmelt() && this.isBurning())
			{
				ItemStack output = NonEnergyForgeRecipes.getInstance().getNonEnergyForgeResult(inputs[0], inputs[1]);
				if(!output.isEmpty())
				{
					smelting = output;
					cookTime++;
					inputs[0].shrink(1);
					inputs[1].shrink(1);
					handler.setStackInSlot(0, inputs[0]);
					handler.setStackInSlot(1, inputs[1]);
				}
			}
		}
	}
	
	private boolean canSmelt() 
	{
		if(((ItemStack)this.handler.getStackInSlot(0)).isEmpty() || ((ItemStack)this.handler.getStackInSlot(1)).isEmpty()) return false;
		else 
		{
			ItemStack result = NonEnergyForgeRecipes.getInstance().getNonEnergyForgeResult((ItemStack)this.handler.getStackInSlot(0), (ItemStack)this.handler.getStackInSlot(1));	
			if(result.isEmpty()) return false;
			else
			{
				ItemStack output = (ItemStack)this.handler.getStackInSlot(3);
				if(output.isEmpty()) return true;
				if(!output.isItemEqual(result)) return false;
				int res = output.getCount() + result.getCount();
				return res <= 64 && res <= output.getMaxStackSize();
			}
		}
	}
	
	public boolean isUsableByPlayer(EntityPlayer player) 
	{
		return this.world.getTileEntity(this.pos) != this ? false : player.getDistanceSq((double)this.pos.getX() + 0.5D, (double)this.pos.getY() + 0.5D, (double)this.pos.getZ() + 0.5D) <= 64.0D;
	}

	public int getField(int id) 
	{
		switch(id) 
		{
		case 0:
			return this.burnTime;
		case 1:
			return this.currentBurnTime;
		case 2:
			return this.cookTime;
		case 3:
			return this.totalCookTime;
		default:
			return 0;
		}
	}

	public void setField(int id, int value) 
	{
		switch(id) 
		{
		case 0:
			this.burnTime = value;
			break;
		case 1:
			this.currentBurnTime = value;
			break;
		case 2:
			this.cookTime = value;
			break;
		case 3:
			this.totalCookTime = value;
		}
	}
}

 

Edited by Blue_Atlas
Posted (edited)
  On 3/7/2019 at 4:20 PM, Blue_Atlas said:

public int getField(int id) { switch(id) { case 0: return this.burnTime; case 1: return this.currentBurnTime; case 2: return this.cookTime; case 3: return this.totalCookTime; default: return 0; } } public void setField(int id, int value) { switch(id) { case 0: this.burnTime = value; break; case 1: this.currentBurnTime = value; break; case 2: this.cookTime = value; break; case 3: this.totalCookTime = value; } }

Expand  

...What...the...

Any specific reasons to use getters and setters with an id instead of the normal getters and setters? (... Stylish)

I would still strongly suggest to use normal getters and setters instead, as using ids is pointless and can be very confusing. 

In addition, your update method is a mess. Clean it up, as there are a lot of redundant and unnecessary checks.

 

The most straight-forward way is to check the positions of the places where you want blocks to be around the furnace.

Use World#getStateAtPos and IBlockState#getBlock (cannot remember the exact name) or something.

Edited by DavidM

Some tips:

  Reveal hidden contents

 

Posted
  On 3/8/2019 at 12:40 AM, DavidM said:
  On 3/7/2019 at 4:20 PM, Blue_Atlas said:

public int getField(int id) { switch(id) { case 0: return this.burnTime; case 1: return this.currentBurnTime; case 2: return this.cookTime; case 3: return this.totalCookTime; default: return 0; } } public void setField(int id, int value) { switch(id) { case 0: this.burnTime = value; break; case 1: this.currentBurnTime = value; break; case 2: this.cookTime = value; break; case 3: this.totalCookTime = value; } }

Expand  

...What...the...

Expand  

That's a copy of the vanilla furnace. Yes, this is how things are done in vanilla.

 

  On 3/8/2019 at 12:40 AM, DavidM said:

Use World#getStateAtPos and IBlockState#getBlock (cannot remember the exact name) or something.

Expand  

World#getBlockState and IBlockState#getBlock.

  • Like 1

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 (edited)

I think I'm going to try putting a statement like this at the beginning of my update function

If(detect blocks, making sure all are there with && statements)

{

     this.burnTime = 5;

}

Would this.work and which function do I use to detect the blocks?(an example of the check would be nice)

I do know how to do positioning already

Edited by Blue_Atlas
Posted
  On 3/8/2019 at 5:55 AM, Blue_Atlas said:

If(detect blocks, making sure all are there with && statements)

{

     this.burnTime = 5;

}

Expand  

Why exactly are you setting the burnTime to a constant value?

 

All you have to do is to change all fuel detecting code in your tile entity to block detecting code.

 

  On 3/8/2019 at 5:55 AM, Blue_Atlas said:

which function do I use to detect the blocks

Expand  

I literally just told you in my previous post; check if world.getBlockState(pos).getBlock() gives the block you want.

 

Some tips:

  Reveal hidden contents

 

Posted
  On 3/8/2019 at 2:09 PM, Blue_Atlas said:

and in the getBlock() I put something like ModBlocks.COPPER_ORE?

Expand  

No.

IBlockState#getBlock returns the block (or in your case, the block at the position that is being checked).

Compare the return value of IBlockState#getBlock to whatever block you want.

Some tips:

  Reveal hidden contents

 

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