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- package com.halestormxv.inventory;
- import com.halestormxv.item.CelestialCraft_items;
- import com.halestormxv.item.keyPouch;
- import net.minecraft.entity.player.EntityPlayer;
- import net.minecraft.inventory.IInventory;
- import net.minecraft.item.ItemStack;
- import net.minecraft.nbt.NBTTagCompound;
- import net.minecraft.nbt.NBTTagList;
- import net.minecraftforge.common.util.Constants;
- public class InventoryKeyPouch implements IInventory
- {
- private String name = "Celestial Keypouch";
- /** Provides NBT Tag Compound to reference */
- private final ItemStack invItem;
- /** Defining your inventory size this way is handy */
- public static final int INV_SIZE = 12;
- /** Inventory's size must be same as number of slots you add to the Container class */
- private ItemStack[] inventory = new ItemStack[INV_SIZE];
- /**
- * @param itemstack - the ItemStack to which this inventory belongs
- */
- public InventoryKeyPouch(ItemStack stack)
- {
- invItem = stack;
- // Create a new NBT Tag Compound if one doesn't already exist, or you will crash
- if (!stack.hasTagCompound()) {
- stack.setTagCompound(new NBTTagCompound());
- }
- // note that it's okay to use stack instead of invItem right there
- // both reference the same memory location, so whatever you change using
- // either reference will change in the other
- // Read the inventory contents from NBT
- readFromNBT(stack.getTagCompound());
- }
- @Override
- public int getSizeInventory()
- {
- return inventory.length;
- }
- @Override
- public ItemStack getStackInSlot(int slot)
- {
- return inventory[slot];
- }
- @Override
- public ItemStack decrStackSize(int slot, int amount)
- {
- ItemStack stack = getStackInSlot(slot);
- if(stack != null)
- {
- if(stack.stackSize > amount)
- {
- stack = stack.splitStack(amount);
- // Don't forget this line or your inventory will not be saved!
- markDirty();
- }
- else
- {
- // this method also calls onInventoryChanged, so we don't need to call it again
- setInventorySlotContents(slot, null);
- }
- }
- return stack;
- }
- @Override
- public ItemStack getStackInSlotOnClosing(int slot)
- {
- ItemStack stack = getStackInSlot(slot);
- setInventorySlotContents(slot, null);
- return stack;
- }
- @Override
- public void setInventorySlotContents(int slot, ItemStack stack)
- {
- inventory[slot] = stack;
- if (stack != null && stack.stackSize > getInventoryStackLimit())
- {
- stack.stackSize = getInventoryStackLimit();
- }
- // Don't forget this line or your inventory will not be saved!
- markDirty();
- }
- // 1.7.2+ renamed to getInventoryName
- @Override
- public String getInventoryName()
- {
- return name;
- }
- // 1.7.2+ renamed to hasCustomInventoryName
- @Override
- public boolean hasCustomInventoryName()
- {
- return name.length() > 0;
- }
- @Override
- public int getInventoryStackLimit()
- {
- return 64;
- }
- /**
- * This is the method that will handle saving the inventory contents, as it is called (or should be called!)
- * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also
- * let you change things in your inventory without ever opening a Gui, if you want.
- */
- // 1.7.2+ renamed to markDirty
- @Override
- public void markDirty()
- {
- for (int i = 0; i < getSizeInventory(); ++i)
- {
- if (getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0) {
- inventory[i] = null;
- }
- }
- // This line here does the work:
- writeToNBT(invItem.getTagCompound());
- }
- @Override
- public boolean isUseableByPlayer(EntityPlayer entityplayer)
- {
- return true;
- }
- // 1.7.2+ renamed to openInventory(EntityPlayer player)
- @Override
- public void openInventory() {}
- // 1.7.2+ renamed to closeInventory(EntityPlayer player)
- @Override
- public void closeInventory() {}
- /**
- * This method doesn't seem to do what it claims to do, as
- * items can still be left-clicked and placed in the inventory
- * even when this returns false
- */
- @Override
- public boolean isItemValidForSlot(int slot, ItemStack itemstack)
- {
- // Don't want to be able to store the inventory item within itself
- // Bad things will happen, like losing your inventory
- // Actually, this needs a custom Slot to work
- return !(itemstack.getItem() instanceof keyPouch);
- }
- /**
- * A custom method to read our inventory from an ItemStack's NBT compound
- */
- public void readFromNBT(NBTTagCompound compound)
- {
- // Gets the custom taglist we wrote to this compound, if any
- // 1.7.2+ change to compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
- NBTTagList items = compound.getTagList("ItemInventory", Constants.NBT.TAG_COMPOUND);
- for (int i = 0; i < items.tagCount(); ++i)
- {
- // 1.7.2+ change to items.getCompoundTagAt(i)
- NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);
- int slot = item.getInteger("Slot");
- // Just double-checking that the saved slot index is within our inventory array bounds
- if (slot >= 0 && slot < getSizeInventory()) {
- inventory[slot] = ItemStack.loadItemStackFromNBT(item);
- }
- }
- }
- /**
- * A custom method to write our inventory to an ItemStack's NBT compound
- */
- public void writeToNBT(NBTTagCompound tagcompound)
- {
- // Create a new NBT Tag List to store itemstacks as NBT Tags
- NBTTagList items = new NBTTagList();
- for (int i = 0; i < getSizeInventory(); ++i)
- {
- // Only write stacks that contain items
- if (getStackInSlot(i) != null)
- {
- // Make a new NBT Tag Compound to write the itemstack and slot index to
- NBTTagCompound item = new NBTTagCompound();
- item.setInteger("Slot", i);
- // Writes the itemstack in slot(i) to the Tag Compound we just made
- getStackInSlot(i).writeToNBT(item);
- // add the tag compound to our tag list
- items.appendTag(item);
- }
- }
- // Add the TagList to the ItemStack's Tag Compound with the name "ItemInventory"
- tagcompound.setTag("ItemInventory", items);
- }
- }
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