Jump to content
  • Home
  • Files
  • Docs
Topics
  • All Content

  • This Topic
  • This Forum

  • Advanced Search
  • Existing user? Sign In  

    Sign In



    • Not recommended on shared computers


    • Forgot your password?

  • Sign Up
  • All Activity
  • Home
  • Mod Developer Central
  • Modder Support
  • [1.16.4] what difference between custom slots and EquipmentSlotType
Currently Supported: 1.16.X (Latest) and 1.15.X (LTS)
Sign in to follow this  
Followers 1
Klarks

[1.16.4] what difference between custom slots and EquipmentSlotType

By Klarks, January 21 in Modder Support

  • Reply to this topic
  • Start new topic
  • Prev
  • 1
  • 2
  • Next
  • Page 1 of 2  

Recommended Posts

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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);
    }
}
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

All living entities already have an armor and held item inventory, you don't need to add it manually. Look at LivingEntity#getCapability, it will return you IItemHandler instances for those inventories.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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);
}
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

I don't understand that question.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21 (edited)

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

return  LazyOptional.of(() -> (T) getHandler());
Edited January 21 by Klarks
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

No, that is your IItemHandler. You need to look at LivingEntity - it already has these inventories.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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);
}

 

  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

Yes, exactly.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

I dont understand how i can get them from my class

  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

Call getCapability.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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);
}
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

That's an infinite loop.

Why are you overriding getCapability at all?

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

To get my itemhandler.i need to get default living entity slots and my custom slots

  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

Then you need an IItemHandler that combines the default slots (call super.getCapability to get them) and your own.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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);
}
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

Please learn basic Java.

That completely ignores the result of super.getCapability.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

I dont even understand what type of value is this. What LazyOptional do, how it works and how i can get ItemHandler from this. 

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

Do i need to return a list of ItemHandlers?

  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

LazyOptional is just that: An optional value that is computed lazily.

 

4 minutes ago, Klarks said:

Do i need to return a list of ItemHandlers?

No, you need to create a combined IItemHandler by using CombinedInvWrapper.

This should not happen inside getCapability, you should create this handler and the LazyOptional once (in your class' constructor) and then just return the value in getCapability.

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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++;
    }
});
  • Quote

Share this post


Link to post
Share on other sites

diesieben07    7699

diesieben07

diesieben07    7699

  • Reality Controller
  • diesieben07
  • Forum Team
  • 7699
  • 56430 posts
Posted January 21

You are not doing what I told you to do:

  1. You are not creating your handler and LazyOptional in the constructor.
  2. You are not using super.getCapability to get the default handlers.

Additionally:

  • Please use @Override when overriding methods.
  • Do not use @OnlyIn.
  • 20 minutes ago, Klarks said:

    for(int i =8;i < 63;i+=18)

    This is only four slots. Do you actually have any slots besides the armor and hand inventory?

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 21

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?

  • Quote

Share this post


Link to post
Share on other sites

Draco18s    2416

Draco18s

Draco18s    2416

  • Reality Controller
  • Draco18s
  • Members
  • 2416
  • 16011 posts
Posted January 21 (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 January 21 by Draco18s
  • Quote

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.

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 22

If super.getCapability give me the default handlers so what new EntityArmorInvWrapper(entity) do 

  • Quote

Share this post


Link to post
Share on other sites

Klarks    0

Klarks

Klarks    0

  • Stone Miner
  • Klarks
  • Members
  • 0
  • 95 posts
Posted January 22

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;
}
  • Quote

Share this post


Link to post
Share on other sites
  • Prev
  • 1
  • 2
  • Next
  • Page 1 of 2  

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  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.

    • Insert image from URL
×
  • Desktop
  • Tablet
  • Phone
Sign in to follow this  
Followers 1
Go To Topic Listing



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • <Gl33p_0r4nge>
      [1.16.4] Screen Render

      By <Gl33p_0r4nge> · Posted 59 minutes ago

      Okay I see that no one probably know how but can you at least tell me where should I get the rendered player view?  
    • Luis_ST
      [1.16.5] Help with custom Backpack (slot background and mouse wheel move)

      By Luis_ST · Posted 2 hours ago

      I don't know what code I would still be helpful, so here are the relevant classes in my git repo: TextureStitchEvent: https://github.com/Luis-st/Forge-1.16.5-36.0.1-mdk/blob/main/forge-1.16.5-36.0.1-mdk/src/main/java/net/luis/cave/events/other/OnTextureStitchEvent.java BackpackContainer (with custom slot subclass): https://github.com/Luis-st/Forge-1.16.5-36.0.1-mdk/blob/main/forge-1.16.5-36.0.1-mdk/src/main/java/net/luis/cave/common/inventory/container/BackpackContainer.java   I think I understood after trying something: my message class requires 3 methods (encode, decode, handle) which I then have to specify when registering the message (parameter 3 - 6). Am I right?
    • troublemaker_47
      Teleport player in same direction as where he looks

      By troublemaker_47 · Posted 3 hours ago

      Can you please tell me how to use the teleportcommand method or its syntax. @diesieben07
    • Zemelua
      [1.16] Creating a Connection Texture

      By Zemelua · Posted 3 hours ago

      I'm working on creating a Connection Texture block. I knew I needed to use something like IModelGeometry for that, but I don't know exactly what to do. I would like to refer to ANDESITE_VARIANTS of Create mod ( https://github.com/Creators-of-Create/Create/tree/9d77f85b9442910a3f595c58f41cb3363093384e ). Could you please explain? 
    • DmitryLovin
      To do something after all mods have been loaded

      By DmitryLovin · Posted 3 hours ago

      Well, I kinda fixed it: for(HeadPack pack:ipack){ Minecraft.getInstance().getResourcePackList().addPackFinder( (infoConsumer, infoFactory) -> { infoConsumer.accept(infoFactory.create(pack.getName(), true,()->pack,pack, new PackMetadataSection(new StringTextComponent(pack.getName()),6),ResourcePackInfo.Priority.BOTTOM,IPackNameDecorator.BUILTIN)); } ); } But it works only after I reload packs or something, keep looking what I did wrong.   upd: I guess I still need to add it in ResourceManager manually like before as well: ((SimpleReloadableResourceManager) Minecraft.getInstance().getResourceManager()).addResourcePack(pack); because minecraft do it only when you reload resourcepacks or change them. Can be closed.
  • Topics

    • <Gl33p_0r4nge>
      1
      [1.16.4] Screen Render

      By <Gl33p_0r4nge>
      Started Monday at 02:58 PM

    • Luis_ST
      9
      [1.16.5] Help with custom Backpack (slot background and mouse wheel move)

      By Luis_ST
      Started Wednesday at 07:47 AM

    • troublemaker_47
      7
      Teleport player in same direction as where he looks

      By troublemaker_47
      Started 20 hours ago

    • Zemelua
      0
      [1.16] Creating a Connection Texture

      By Zemelua
      Started 3 hours ago

    • DmitryLovin
      5
      To do something after all mods have been loaded

      By DmitryLovin
      Started Wednesday at 05:28 AM

  • Who's Online (See full list)

    • skeletal
    • Choonster
    • CookieLukas
    • Luis_ST
  • All Activity
  • Home
  • Mod Developer Central
  • Modder Support
  • [1.16.4] what difference between custom slots and EquipmentSlotType
  • Theme

Copyright © 2019 ForgeDevelopment LLC · Ads by Longitude Ads LLC Powered by Invision Community