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[1.15.2] Access tile entity from container


Budschie
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I've recently tried to add a tile entity with a gui and a container. To add a slot for the tile entity, I need to access it, but I have no idea how...

 

Container:

public class DeepNetherBlastFurnaceContainer extends Container
{
	public static final ContainerType<DeepNetherBlastFurnaceContainer> TYPE = new ContainerType<DeepNetherBlastFurnaceContainer>(DeepNetherBlastFurnaceContainer::new);
	
	PlayerInventory playerInv;
	ItemStackHandler iStackHandler;
	
	public DeepNetherBlastFurnaceContainer(int id, PlayerInventory playerInv, ItemStackHandler teInventory)
	{
		super(TYPE, id);
		
		this.playerInv = playerInv;
		this.iStackHandler = teInventory;
		
		this.addSlot(new SlotItemHandler(iStackHandler, 1, 56, 17));
        this.addSlot(new SlotItemHandler(iStackHandler, 0, 56, 53));
        this.addSlot(new SlotItemHandler(iStackHandler, 2, 116, 35));

        for (int i = 0; i < 3; ++i)
        {
            for (int j = 0; j < 9; ++j)
            {
                this.addSlot(new Slot(playerInv, j + i * 9 + 9, 8 + j * 18, 84 + i * 18));
            }
        }

        for (int k = 0; k < 9; ++k)
        {
            this.addSlot(new Slot(playerInv, k, 8 + k * 18, 142));
        }
	}
	
	public DeepNetherBlastFurnaceContainer(int id, PlayerInventory playerInv)
	{
		super(TYPE, id);
		
		this.playerInv = playerInv;
	}

	@Override
	public boolean canInteractWith(PlayerEntity playerIn)
	{
		return true;
	}
	
}

The code to open the container:

	@Override
	public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult p_225533_6_)
	{
		if(!worldIn.isBlockLoaded(pos))
		{
			return ActionResultType.FAIL;
		}
		if(!worldIn.isRemote)
		{
			TileEntity te = worldIn.getTileEntity(pos);
			if(te != null && te instanceof DeepNetherBlastFurnaceTileEntity)
			{
				NetworkHooks.openGui((ServerPlayerEntity) player, ((INamedContainerProvider)te), pos);
			}
		}
		
		return ActionResultType.SUCCESS;
	}

TileEntity:

public class DeepNetherBlastFurnaceTileEntity extends TileEntity implements ICapabilityProvider, INamedContainerProvider
{
	//Code
	@Override
	public Container createMenu(int p_createMenu_1_, PlayerInventory p_createMenu_2_, PlayerEntity p_createMenu_3_)
	{
		return new DeepNetherBlastFurnaceContainer(p_createMenu_1_, p_createMenu_2_, this.inventory);
	}

	@Override
	public ITextComponent getDisplayName()
	{
		return new StringTextComponent("Test String");
	}
}

 

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22 minutes ago, Budschie said:

I need to access it, but I have no idea how...

Pass it in via the constructor. Probably instead of the ItemStackHandler.

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.

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First of all, do not create registry entries (like ContainerType) in static initializers. Use the appropriate registry event or, even better, DeferredRegister.

 

To access your tile entity in your container, you add a parameter to the constructor of your container and pass it in.

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2 minutes ago, diesieben07 said:

First of all, do not create registry entries (like ContainerType) in static initializers. Use the appropriate registry event or, even better, DeferredRegister.

So, I've changed my registry class a bit, it now looks like this:

Registry class:

@EventBusSubscriber(bus = Bus.MOD)
public class ContainerRegistry
{
	@SubscribeEvent
	public static void registerContainer(RegistryEvent.Register<ContainerType<?>> event)
	{
		IForgeRegistry<ContainerType<?>> registry = event.getRegistry();
		
		registry.register(new ContainerType<DeepNetherBlastFurnaceContainer>(DeepNetherBlastFurnaceContainer::new).setRegistryName(new ResourceLocation(References.MODID, "nether_blast_furnace_container")));
	}
}

 

Container class:

public class DeepNetherBlastFurnaceContainer extends Container
{
	@ObjectHolder(value = References.MODID+":nether_blast_furnace_container")
	public static final ContainerType<DeepNetherBlastFurnaceContainer> TYPE = null;
	
	PlayerInventory playerInv;
	ItemStackHandler iStackHandler;
	
	public DeepNetherBlastFurnaceContainer(int id, PlayerInventory playerInv, ItemStackHandler teInventory)
	{
		super(TYPE, id);
		
		this.playerInv = playerInv;
		this.iStackHandler = teInventory;
		
		this.addSlot(new SlotItemHandler(iStackHandler, 1, 56, 17));
        this.addSlot(new SlotItemHandler(iStackHandler, 0, 56, 53));
        this.addSlot(new SlotItemHandler(iStackHandler, 2, 116, 35));

        for (int i = 0; i < 3; ++i)
        {
            for (int j = 0; j < 9; ++j)
            {
                this.addSlot(new Slot(playerInv, j + i * 9 + 9, 8 + j * 18, 84 + i * 18));
            }
        }

        for (int k = 0; k < 9; ++k)
        {
            this.addSlot(new Slot(playerInv, k, 8 + k * 18, 142));
        }
	}
	
	public DeepNetherBlastFurnaceContainer(int id, PlayerInventory playerInv)
	{
		super(TYPE, id);
		
		this.playerInv = playerInv;
	}

	@Override
	public boolean canInteractWith(PlayerEntity playerIn)
	{
		return true;
	}
	
}

I've did some debugging too, and the problem seems to be that the constructor without the ItemStackHandler gets called on the client side.

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19 minutes ago, diesieben07 said:

You need to create a proper IContainerFactory for your container. Which constructor gets called is entirely controlled by your code, so if the wrong one gets called then your code is wrong.

I've now implemented IContainerFactory , parsed the block pos into the custom packet buffer, and now it seemed to work:

IContainerFactory implementation:

registry.register(new ContainerType<DeepNetherBlastFurnaceContainer>(new IContainerFactory<DeepNetherBlastFurnaceContainer>()
		{

			@Override
			public DeepNetherBlastFurnaceContainer create(int windowId, PlayerInventory inv, PacketBuffer data)
			{
				if(data != null)
				{
					BlockPos tePos = new BlockPos(data.readInt(), data.readInt(), data.readInt());
					TileEntity te = Minecraft.getInstance().world.getTileEntity(tePos);
					
					if(te != null && te instanceof DeepNetherBlastFurnaceTileEntity)
					{
						return new DeepNetherBlastFurnaceContainer(windowId, inv, ((DeepNetherBlastFurnaceTileEntity)te));
					}
				}
				
				return new DeepNetherBlastFurnaceContainer(windowId, inv);
			}
			
		}).setRegistryName(new ResourceLocation(References.MODID, "nether_blast_furnace_container")));

Block Class:

	@Override
	public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult p_225533_6_)
	{
		if(!worldIn.isBlockLoaded(pos))
		{
			return ActionResultType.FAIL;
		}
		if(!worldIn.isRemote)
		{
			TileEntity te = worldIn.getTileEntity(pos);
			if(te != null && te instanceof DeepNetherBlastFurnaceTileEntity)
			{
				NetworkHooks.openGui((ServerPlayerEntity) player, ((INamedContainerProvider)te), new Consumer<PacketBuffer>()
				{

					@Override
					public void accept(PacketBuffer t)
					{
						t.writeInt(pos.getX());
						t.writeInt(pos.getY());
						t.writeInt(pos.getZ());
					}
				});
			}
		}
		
		return ActionResultType.SUCCESS;
	}

Thanks.

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1 minute ago, Budschie said:

TileEntity te = Minecraft.getInstance().world.getTileEntity(tePos);

IContainerFactory is technically not client only, so you might want to use the provided PlayerInventory and then through that the player to obtain the world instead.

 

Also note that you can use PacketBuffer#writeBlockPos and readBlockPos instead of manually writing three ints.

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Howdy

Containers, TileEntity, and ContainerScreen synchronisation has a few traps, you might find the working examples in this tutorial project useful (mbe30, mbe31)

https://github.com/TheGreyGhost/MinecraftByExample

 

The main trap is: your server-side Container will access the TileEntity, but your client side should not, otherwise you will probably get synchronisation problems because your client-side container is getting two copies of information: one via the container update packets, and one via tile-entity update packets.

 

This page also has more background information

http://greyminecraftcoder.blogspot.com/2020/04/containers-1144.html

-TGG

Edited by TheGreyGhost
clarification
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