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[1.16.4] what difference between custom slots and EquipmentSlotType


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Posted

In my container class ive created slots 

private static final EquipmentSlotType[] VALID_EQUIPMENT_SLOTS = new EquipmentSlotType[]{EquipmentSlotType.HEAD, EquipmentSlotType.CHEST, EquipmentSlotType.LEGS, EquipmentSlotType.FEET};
 
en.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
     int index =0;
     for(int i = 8;i < 64;i+=18)
     {
         final EquipmentSlotType equipmentslottype = VALID_EQUIPMENT_SLOTS[index];
         addSlot(new SlotItemHandler(h,index,8,i)
         {
             public int getSlotStackLimit() {
                 return 1;
             }

             public boolean isItemValid(ItemStack stack) {
                 return stack.canEquip(equipmentslottype,en);
             }


             public boolean canTakeStack(PlayerEntity playerIn) {
                 ItemStack itemstack = this.getStack();
                 return !itemstack.isEmpty() && !playerIn.isCreative() && EnchantmentHelper.hasBindingCurse(itemstack) ? false : super.canTakeStack(playerIn);
             }

             @OnlyIn(Dist.CLIENT)
             public Pair<ResourceLocation, ResourceLocation> getBackground() {
                 return Pair.of(MyModContainer.LOCATION_BLOCKS_TEXTURE, MyModContainer.ARMOR_SLOT_TEXTURES[equipmentslottype.getIndex()]);
             }
         });
    index++;
     }
});

 

In my entity class i can use hadler to set and get my items from slots

    public ItemStackHandler handler;

    private ItemStackHandler getHandler()
    {
        if(handler == null)
        {
            handler = new ItemStackHandler(4);
        }
        return handler;
    }




    @Override
    public ILivingEntityData onInitialSpawn(IServerWorld worldIn, DifficultyInstance difficultyIn, SpawnReason reason, @Nullable ILivingEntityData spawnDataIn, @Nullable CompoundNBT dataTag) {
handler.setStackInSlot(0,new ItemStack(Items.DIAMOND_HELMET));




        return super.onInitialSpawn(worldIn, difficultyIn, reason, spawnDataIn, dataTag);
    }

 

But i cant get an itemstack from my handler from my layer model class. the game crashes. but i can get it from EquipmentSlotType but i dont need it because i store items in my container class slots

public class top1Layer  extends LayerRenderer<MyEntity, MobModel<MyEntity>> {
    private static final ResourceLocation TEXTURE_TOP1 = new ResourceLocation(Main.MODID,"textures/entity/mob/monster.png");

    public top1Layer(IEntityRenderer<MyEntity, MobModel<MyEntity>> entityRendererIn) {
        super(entityRendererIn);
    }





    @Override
    public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, MyEntity entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) {
       ItemStack itemstack = entitylivingbaseIn.handler.getStackInSlot(0);
    }
}
Posted

Return here?

public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {


    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
    {
      
  return  LazyOptional.of(() -> (T) getHandler()); //Here?
    }
    return super.getCapability(cap, side);
}
Posted (edited)

should  this line return me IItemHandler instances for armor and held inventories?

return  LazyOptional.of(() -> (T) getHandler());
Edited by Klarks
Posted

those handlers ?

public <T> net.minecraftforge.common.util.LazyOptional<T> getCapability(net.minecraftforge.common.capabilities.Capability<T> capability, @Nullable Direction facing) {
   if (this.isAlive() && capability == net.minecraftforge.items.CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
      if (facing == null) return handlers[2].cast();
      else if (facing.getAxis().isVertical()) return handlers[0].cast();
      else if (facing.getAxis().isHorizontal()) return handlers[1].cast();
   }
   return super.getCapability(capability, facing);
}

 

Posted

Like this

public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {


    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
    {
        return getCapability(cap,side).cast();
     
    }
    return super.getCapability(cap, side);
}
Posted

Like this?
 

public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {


    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
    {
        super.getCapability(cap, side);
        return  LazyOptional.of(() -> (T) getHandler());
    }
    return super.getCapability(cap, side);
}
Posted

I guess i did it.

public <T> LazyOptional<T> create(LivingEntity entity)
{
    LazyOptional<IItemHandlerModifiable>[] ret = new LazyOptional[2];
    ret[0] = LazyOptional.of(() ->  getHandler());
    ret[1] = LazyOptional.of(() -> new EntityArmorInvWrapper(entity));
    return LazyOptional.of(() -> (T)new CombinedInvWrapper(ret[0].orElse(null), ret[1].orElse(null)));
}
public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {


    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
    {
      //  super.getCapability(cap, side).;
        return create(this);
    }
    return super.getCapability(cap, side);
}

 

But how would a slot know if its a default or a custom slot
 

en.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).ifPresent(h -> {
    int index = 0;
    for(int i =8;i < 63;i+=18)
    {
        final EquipmentSlotType equipmentslottype = VALID_EQUIPMENT_SLOTS[index];
        addSlot(new SlotItemHandler(h,index,8,i){

            public int getSlotStackLimit() {
                return 1;
            }


            public boolean isItemValid(ItemStack stack) {
                return stack.canEquip(equipmentslottype, en);
            }

            public boolean canTakeStack(PlayerEntity playerIn) {
                ItemStack itemstack = this.getStack();
                return !itemstack.isEmpty() && !playerIn.isCreative() && EnchantmentHelper.hasBindingCurse(itemstack) ? false : super.canTakeStack(playerIn);
            }

            @OnlyIn(Dist.CLIENT)
            public Pair<ResourceLocation, ResourceLocation> getBackground() {
                return Pair.of(PlayerContainer.LOCATION_BLOCKS_TEXTURE, MyModContainer.ARMOR_SLOT_TEXTURES[equipmentslottype.getIndex()]);
            }
        });
        index++;
    }
});
Posted

I created now.

public MyEntity(EntityType<? extends MyEntity> type, World worldIn)
{
    super(type, worldIn);
   handler = getHandler();
    optional = create(this);
}


do i need this?

public <T> LazyOptional<T> create(LivingEntity entity)
{
    LazyOptional<IItemHandlerModifiable>[] ret = new LazyOptional[2];
    ret[0] = LazyOptional.of(() ->  getHandler());
    ret[1] = LazyOptional.of(() -> new EntityArmorInvWrapper(entity));
    return LazyOptional.of(() -> (T)new CombinedInvWrapper(ret[0].orElse(null), ret[1].orElse(null)));
}

 

here i got default handler 
 

public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {


    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)
    {
        defHandler = (ItemStackHandler) super.getCapability(cap,side).orElse(null);
        return create(this);
    }
    return super.getCapability(cap, side);
}

public ItemStack func_213803_dV() {
    return this.getItemStackFromSlot(EquipmentSlotType.CHEST);
}

Am i going right?

Posted (edited)
31 minutes ago, Klarks said:

return LazyOptional.of(() -> (T)new CombinedInvWrapper(ret[0].orElse(null), ret[1].orElse(null)));

Why did you create two lazy optionals, then unbox them to pass into the CombinedInvWrapper?

(Not to mention using an array to store the local results? Why!?)

return LazyOptional.of(() -> (T)new CombinedInvWrapper(getHandler(), new EntityArmorInvWrapper(entity)));

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

Why i need cal super.getCapability? Is new EntityArmorInvWrapper(entity) doing same thing?

LivingEntity. it returns handlers which are LazyOptional<IItemHandlerModifiable>[] and they contains same things what i have already created

private final net.minecraftforge.common.util.LazyOptional<?>[] handlers = net.minecraftforge.items.wrapper.EntityEquipmentInvWrapper.create(this);


public <T> net.minecraftforge.common.util.LazyOptional<T> getCapability(net.minecraftforge.common.capabilities.Capability<T> capability, @Nullable Direction facing) {
   if (this.isAlive() && capability == net.minecraftforge.items.CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
      if (facing == null) return handlers[2].cast();
      else if (facing.getAxis().isVertical()) return handlers[0].cast();
      else if (facing.getAxis().isHorizontal()) return handlers[1].cast();
   }
   return super.getCapability(capability, facing);

 

EntityEquipmentInvWrapper

public static LazyOptional<IItemHandlerModifiable>[] create(LivingEntity entity)
{
    @SuppressWarnings("unchecked")
    LazyOptional<IItemHandlerModifiable>[] ret = new LazyOptional[3];
    ret[0] = LazyOptional.of(() -> new EntityHandsInvWrapper(entity));
    ret[1] = LazyOptional.of(() -> new EntityArmorInvWrapper(entity));
    ret[2] = LazyOptional.of(() -> new CombinedInvWrapper(ret[0].orElse(null), ret[1].orElse(null)));
    return ret;
}
Posted

I didnt got 2 things.

1.my handleCustom is a ItemStackHandler, i cant combined it with handlerDefault they are different classes

2. How can i override in the constructor and what is facing

public ItemStackHandler handlerCustom;
public IItemHandler handlerDefault;
public IItemHandler both;
LazyOptional<IItemHandler> optional;
public MyEntity(EntityType<? extends MyEntity> type, World worldIn)
{
    super(type, worldIn);
    handlerCustom = new ItemStackHandler(1); //1
    handlerDefault = super.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,Direction.EAST).orElse(null);
    both = new CombinedInvWrapper(handlerCustom,handlerDefault);
    optional = LazyOptional.of(() -> both);
}
Posted

You should probably also use orElseThrow instead of orElse(null).

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

My constructor looks like this now.

public ItemStackHandler handlerCustom;
public IItemHandler handlerDefault;
public IItemHandler both;
LazyOptional<IItemHandler> optional;
public WhoreEntity(EntityType<? extends WhoreEntity> type, World worldIn)
{
    super(type, worldIn);
    handlerCustom = new ItemStackHandler(1); //1
    handlerDefault = super.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,Direction.EAST).orElseThrow(null);
    both = new CombinedInvWrapper(handlerCustom, ((IItemHandlerModifiable) handlerDefault));
    optional = LazyOptional.of(() -> both);


}

 

And my Override getCapability. I dont sure what is facing means

@Nonnull
@Override
public <T> LazyOptional<T> getCapability(@Nonnull Capability<T> cap, @Nullable Direction side) {
    if(cap == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY && side != null)
    {
            return (LazyOptional<T>)optional;
    }
    return super.getCapability(cap, side);
}

 

Did i do that all right?

Posted (edited)

Its kinda working now but how can i choose which of a default ones slots i want to use. For example i dont need head slot or i just shouldn't use it as an index in my container?
Now i get the facing thing 
null = hands and armor

vertical = hands

horizontal = armor

Edited by Klarks

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