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Posted

I'm trying to make multiple slots on my container, but each one with unique properties, like accepting one kind of item for each slot. But I'm only doing multiple visual slots, they all share the same items/properties.

Posted

Show your code.

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
  On 12/28/2019 at 6:11 PM, Draco18s said:

Show your code.

Expand  
package com.aranha.chickscangrown.blocks;

import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.entity.player.PlayerInventory;
import net.minecraft.inventory.container.Container;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.IWorldPosCallable;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraftforge.items.CapabilityItemHandler;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.SlotItemHandler;
import net.minecraftforge.items.wrapper.InvWrapper;

import javax.annotation.Nonnull;
import javax.annotation.Nullable;

import static com.aranha.chickscangrown.blocks.ModBlocks.INCUBATOR_CONTAINER;

    /*
    Problems:
        Shift + right click crash minecraft
     */
public class IncubatorContainer extends Container {

    private TileEntity tileEntity;
    private PlayerEntity playerEntity;
    private IItemHandler playerInventory;

    public IncubatorContainer(int windowId, World world, BlockPos pos, PlayerInventory playerInventory, PlayerEntity player){
        super(INCUBATOR_CONTAINER, windowId);
        tileEntity = world.getTileEntity(pos);
        this.playerEntity = player;
        this.playerInventory = new InvWrapper(playerInventory);

        //Slot for egg
        tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
            addSlot(new SlotItemHandler(h, 0, 81, 31));
        });

        //Slot for first light bulb
        tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
            addSlot(new SlotItemHandler(h, 0, 27, 13));
        });

        //Slot for second light bulb
        tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
            addSlot(new SlotItemHandler(h, 0, 135, 13));
        });

        layoutPlayerInventorySlots(9, 69);
    }

    @Override
    public boolean canInteractWith(PlayerEntity playerIn) {
        return isWithinUsableDistance(IWorldPosCallable.of(tileEntity.getWorld(), tileEntity.getPos()), playerEntity, ModBlocks.INCUBATOR);
    }
    private int addSlotRange(IItemHandler handler, int index, int x, int y, int amount, int dx) {
        for (int i = 0 ; i < amount ; i++) {
            addSlot(new SlotItemHandler(handler, index, x, y));
            x += dx;
            index++;
        }
        return index;
    }

    private int addSlotBox(IItemHandler handler, int index, int x, int y, int horAmount, int dx, int verAmount, int dy) {
        for (int j = 0 ; j < verAmount ; j++) {
            index = addSlotRange(handler, index, x, y, horAmount, dx);
            y += dy;
        }
        return index;
    }

    private void layoutPlayerInventorySlots(int leftCol, int topRow) {
        // Player inventory
        addSlotBox(playerInventory, 9, leftCol, topRow, 9, 18, 3, 18);

        // Hotbar
        topRow += 58;
        addSlotRange(playerInventory, 0, leftCol, topRow, 9, 18);
    }
}

Anything more?

Posted (edited)
  On 1/3/2020 at 4:51 AM, SrAranha said:

//Slot for egg

tileEntity.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {

    addSlot(new SlotItemHandler(h, 0, 81, 31));

});

Expand  

So, a couple things here. Call getCapability once and do all of the add-slot calls inside a single ifPresent. Unless you have different actual slots, in which case you need to change the getCap call to include a Facing (Direction) parameter to distinguish between them (however in this context, you want a combined wrapper anyway).

 

Two, you're adding a basic SlotItemHandler which does not know and does not care about your slot insertion restrictions. You didn't include your TileEntity code, so I can't be sure that the IItemHandlers it uses know or care about your slot insertion restrictions either.

 

Note these:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/inventory/SifterContainer.java#L27-L29

(Note that inven is coming from the server side here while the client side gets a dummy object from the other constructor).

And this class:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/inventory/SlotDust.java#L17

And the related stack handler:

https://github.com/Draco18s/ReasonableRealism/blob/1.14.4/src/main/java/com/draco18s/harderores/entity/capability/SiftableItemsHandler.java#L15

(You can ignore the on-changed method; that was just there to make the usage of my entity play nice: it has two slots and does a simple crafting action turning 8 tiny dust into 1 large dust, all that method is there for is so that it doesn't get jammed with two stacks of the same item with fewer than 8 in each stack, so it combines them resulting in a free slot)

Edited by Draco18s

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

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
  On 1/3/2020 at 4:51 AM, SrAranha said:

/* Problems: Shift + right click crash minecraft */

Expand  

You need to override transferStackInSlot.

Heres a dynamic version that some Modder made ages ago and that I've updated. Copy pasta code. Just pop it in your container class. Example of it being used.

/**
 * Generic & dynamic version of {@link Container#transferStackInSlot(EntityPlayer, int)}<br>
 * Handle when the stack in slot {@code index} is shift-clicked. Normally this moves the stack between the player inventory and the other inventory(s).
 *
 * @param player    the player passed in
 * @param index     the index passed in
 * @return the {@link ItemStack}
 */
@Override
public ItemStack transferStackInSlot(final EntityPlayer player, final int index) {
    ItemStack itemstack = ItemStack.EMPTY;
    final Slot slot = this.inventorySlots.get(index);
    if ((slot != null) && slot.getHasStack()) {
        final ItemStack itemstack1 = slot.getStack();
        itemstack = itemstack1.copy();

        final int containerSlots = this.inventorySlots.size() - player.inventory.mainInventory.size();
        if (index < containerSlots) {
            if (!mergeItemStack(itemstack1, containerSlots, this.inventorySlots.size(), true, this)) {
                return ItemStack.EMPTY;
            }
        } else if (!mergeItemStack(itemstack1, 0, containerSlots, false, this)) {
            return ItemStack.EMPTY;
        }
        if (itemstack1.getCount() == 0) {
            slot.putStack(ItemStack.EMPTY);
        } else {
            slot.onSlotChanged();
        }
        if (itemstack1.getCount() == itemstack.getCount()) {
            return ItemStack.EMPTY;
        }
        slot.onTake(player, itemstack1);
    }
    return itemstack;
}

 

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