Basic development

This commit is contained in:
XevianLight
2026-01-16 17:51:41 -07:00
parent b0131011e5
commit 48e5499ad3
119 changed files with 3613 additions and 185 deletions

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package net.xevianlight.aphelion.screen;
import net.minecraft.network.FriendlyByteBuf;
import net.minecraft.world.entity.player.Inventory;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.inventory.AbstractContainerMenu;
import net.minecraft.world.inventory.Slot;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.entity.BlockEntity;
import net.neoforged.neoforge.items.SlotItemHandler;
import net.xevianlight.aphelion.block.entity.custom.TestBlockEntity;
import org.jetbrains.annotations.NotNull;
public class TestBlockMenu extends AbstractContainerMenu {
public final TestBlockEntity blockEntity;
private final Level level;
public TestBlockMenu(int i, Inventory inventory, FriendlyByteBuf extraData) {
this(i, inventory, inventory.player.level().getBlockEntity(extraData.readBlockPos()));
}
public TestBlockMenu(int i, Inventory inventory, BlockEntity blockEntity) {
super(ModMenuTypes.TEST_BLOCK_MENU.get(), i);
this.blockEntity = ((TestBlockEntity) blockEntity);
this.level = inventory.player.level();
addPlayerInventory(inventory);
addPlayerHotbar(inventory);
this.addSlot(new SlotItemHandler(this.blockEntity.inventory, 0, 80, 35));
}
@Override
public boolean stillValid(Player player) {
return true;
}
// CREDIT GOES TO: diesieben07 | https://github.com/diesieben07/SevenCommons
// must assign a slot number to each of the slots used by the GUI.
// For this container, we can see both the tile inventory's slots as well as the player inventory slots and the hotbar.
// Each time we add a Slot to the container, it automatically increases the slotIndex, which means
// 0 - 8 = hotbar slots (which will map to the InventoryPlayer slot numbers 0 - 8)
// 9 - 35 = player inventory slots (which map to the InventoryPlayer slot numbers 9 - 35)
// 36 - 44 = TileInventory slots, which map to our TileEntity slot numbers 0 - 8)
private static final int HOTBAR_SLOT_COUNT = 9;
private static final int PLAYER_INVENTORY_ROW_COUNT = 3;
private static final int PLAYER_INVENTORY_COLUMN_COUNT = 9;
private static final int PLAYER_INVENTORY_SLOT_COUNT = PLAYER_INVENTORY_COLUMN_COUNT * PLAYER_INVENTORY_ROW_COUNT;
private static final int VANILLA_SLOT_COUNT = HOTBAR_SLOT_COUNT + PLAYER_INVENTORY_SLOT_COUNT;
private static final int VANILLA_FIRST_SLOT_INDEX = 0;
private static final int TE_INVENTORY_FIRST_SLOT_INDEX = VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT;
// THIS YOU HAVE TO DEFINE!
private static final int TE_INVENTORY_SLOT_COUNT = 1; // must be the number of slots you have!
@Override
public @NotNull ItemStack quickMoveStack(Player playerIn, int pIndex) {
Slot sourceSlot = slots.get(pIndex);
if (sourceSlot == null || !sourceSlot.hasItem()) return ItemStack.EMPTY; //EMPTY_ITEM
ItemStack sourceStack = sourceSlot.getItem();
ItemStack copyOfSourceStack = sourceStack.copy();
// Check if the slot clicked is one of the vanilla container slots
if (pIndex < VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT) {
// This is a vanilla container slot so merge the stack into the tile inventory
if (!moveItemStackTo(sourceStack, TE_INVENTORY_FIRST_SLOT_INDEX, TE_INVENTORY_FIRST_SLOT_INDEX
+ TE_INVENTORY_SLOT_COUNT, false)) {
blockEntity.sendUpdate();
return ItemStack.EMPTY; // EMPTY_ITEM
}
} else if (pIndex < TE_INVENTORY_FIRST_SLOT_INDEX + TE_INVENTORY_SLOT_COUNT) {
// This is a TE slot so merge the stack into the players inventory
if (!moveItemStackTo(sourceStack, VANILLA_FIRST_SLOT_INDEX, VANILLA_FIRST_SLOT_INDEX + VANILLA_SLOT_COUNT, false)) {
blockEntity.sendUpdate();
return ItemStack.EMPTY;
}
} else {
System.out.println("Invalid slotIndex:" + pIndex);
return ItemStack.EMPTY;
}
// If stack size == 0 (the entire stack was moved) set slot contents to null
if (sourceStack.getCount() == 0) {
sourceSlot.set(ItemStack.EMPTY);
blockEntity.sendUpdate();
} else {
blockEntity.sendUpdate();
sourceSlot.setChanged();
}
sourceSlot.onTake(playerIn, sourceStack);
blockEntity.sendUpdate();
return copyOfSourceStack;
}
private void addPlayerInventory(Inventory playerInventory) {
for (int i = 0; i < 3; ++i) {
for (int l = 0; l < 9; ++l) {
this.addSlot(new Slot(playerInventory, l + i * 9 + 9, 8 + l * 18, 84 + i * 18));
}
}
}
private void addPlayerHotbar(Inventory playerInventory) {
for (int i = 0; i < 9; ++i) {
this.addSlot(new Slot(playerInventory, i, 8 + i * 18, 142));
}
}
}