Battery & Four
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Bonjour,
j’ai creer un four qui marche aux piles
il fonctionne tres bien avec les items “normaux” par exemple 1 item de redstone = 100 energie et l’item disparait apres avoir donner l’energie
j’ai transposer sa pour faire des piles donc normalement quand je met ma pile sa “l’use” et sa recharge le four et quand la pile est a 0 sa s’arette et sa la detruit pas
cependant quand je met ma pile eh bah rien ne se passe et je n’arrive pas a comprendre pourquoidonc voila la classe TileEntity :
package com.bowser.robotic.common.tileentity; import com.bowser.robotic.common.FourArcRecipes; import com.bowser.robotic.common.Robotic; import com.bowser.robotic.common.blocks.FourArcBlock; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.inventory.ISidedInventory; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.crafting.FurnaceRecipes; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.tileentity.TileEntity; import net.minecraftforge.oredict.OreDictionary; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class TileEntityFourArc extends TileEntity implements ISidedInventory { private static final int[] slots_top = new int[] {0}; private static final int[] slots_bottom = new int[] {2, 1}; private static final int[] slots_sides = new int[] {1}; /** * The ItemStacks that hold the items currently being used in the furnace */ private ItemStack[] slots = new ItemStack[3]; /** the speed of this furnace, 200 is normal / how many ticks it takes : 30 ticks = 1 second */ public int maceratingSpeed = 100; /** The number of ticks that the furnace will keep burning */ public int power; public int maxPower = 15000; /** The number of ticks that the current item has been cooking for */ public int cookTime; private String field_94130_e; /** * Returns the number of slots in the inventory. */ public int getSizeInventory() { return this.slots.length; } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int par1) { return this.slots[par1]; } /** * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a * new stack. */ public ItemStack decrStackSize(int par1, int par2) { if (this.slots[par1] != null) { ItemStack itemstack; if (this.slots[par1].stackSize <= par2) { itemstack = this.slots[par1]; this.slots[par1] = null; return itemstack; } else { itemstack = this.slots[par1].splitStack(par2); if (this.slots[par1].stackSize == 0) { this.slots[par1] = null; } return itemstack; } } else { return null; } } /** * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - * like when you close a workbench GUI. */ public ItemStack getStackInSlotOnClosing(int par1) { if (this.slots[par1] != null) { ItemStack itemstack = this.slots[par1]; this.slots[par1] = null; return itemstack; }else{ return null; } } /** * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections). */ public void setInventorySlotContents(int par1, ItemStack par2ItemStack) { this.slots[par1] = par2ItemStack; if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit()) { par2ItemStack.stackSize = this.getInventoryStackLimit(); } } /** * Returns the name of the inventory. NOM DU FOUR */ public String getInvName() { return this.isInvNameLocalized() ? this.field_94130_e : "Four a Arc"; } /** * If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's * language. Otherwise it will be used directly. */ public boolean isInvNameLocalized() { return this.field_94130_e != null && this.field_94130_e.length() > 0; } /** * Sets the custom display name to use when opening a GUI linked to this tile entity. */ public void setGuiDisplayName(String par1Str) { this.field_94130_e = par1Str; } /** * Reads a tile entity from NBT. */ public void readFromNBT(NBTTagCompound tagCompound) { super.readFromNBT(tagCompound); NBTTagList taglist = tagCompound.getTagList("Items", 10); this.slots = new ItemStack[this.getSizeInventory()]; for (int i = 0; i < taglist.tagCount(); ++i) { NBTTagCompound tabCompound1 = taglist.getCompoundTagAt(i); byte b0 = tabCompound1.getByte("Slot"); if (b0 >= 0 && b0 < this.slots.length) { this.slots[b0] = ItemStack.loadItemStackFromNBT(tabCompound1); } } this.power = tagCompound.getShort("power"); this.cookTime = tagCompound.getShort("CookTime"); if (tagCompound.hasKey("CustomName")) { this.field_94130_e = tagCompound.getString("CustomName"); } } /** * Writes a tile entity to NBT. */ public void writeToNBT(NBTTagCompound par1NBTTagCompound) { super.writeToNBT(par1NBTTagCompound); par1NBTTagCompound.setShort("power", (short)this.power); par1NBTTagCompound.setShort("CookTime", (short)this.cookTime); NBTTagList nbttaglist = new NBTTagList(); for (int i = 0; i < this.slots.length; ++i) { if (this.slots* != null) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setByte("Slot", (byte)i); this.slots*.writeToNBT(nbttagcompound1); nbttaglist.appendTag(nbttagcompound1); } } par1NBTTagCompound.setTag("Items", nbttaglist); if (this.isInvNameLocalized()) { par1NBTTagCompound.setString("CustomName", this.field_94130_e); } } /** * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't * this more of a set than a get?* */ public int getInventoryStackLimit() { return 64; } @SideOnly(Side.CLIENT) /** * Returns an integer between 0 and the passed value representing how close the current item is to being completely * cooked */ public int getCookProgressScaled(int par1) { return this.cookTime * par1 / this.maceratingSpeed; } public int getPowerRemainingScaled(int par1){ return this.power * par1 / this.maxPower; } /** * Returns true if the furnace is currently burning */ public boolean hasPower() { return this.power > 0; } public boolean isMacerating(){ return this.cookTime > 0; } /** * Allows the entity to update its state. Overridden in most subclasses, e.g. the mob spawner uses this to count * ticks and creates a new spawn inside its implementation. */ public void updateEntity(){ boolean flag = this.power > 0; boolean flag1 = false; if (hasPower() && isMacerating()){ this.power–; } if (!this.worldObj.isRemote){ if (this.power <= this.maxPower && (this.maxPower-this.getItemPower(this.slots[1]) > 0)){ if(this.slots[1] != null && !this.slots[1].isItemStackDamageable()) { this.power += getItemPower(this.slots[1]); if (this.slots[1] != null){ flag1 = true; this.slots[1].stackSize–; if (this.slots[1].stackSize == 0){ this.slots[1] = this.slots[1].getItem().getContainerItem(this.slots[1]); } }else { //Batterie au lithium ( rechargeable ) if(this.slots[1].getItemDamage() < this.slots[1].getMaxDamage()) { this.power += getItemPower(this.slots[1]); this.slots[1] = new ItemStack(this.slots[1].getItem(), this.slots[1].stackSize, this.slots[1].getItemDamage()+1); } //Battery Single Use /** if(this.slots[1].getItemDamage() >= this.slots[1].getMaxDamage()) { this.slots[1].stackSize–; } if(this.slots[1].stackSize == 0) { this.slots[1] = null; }*/ } } } if (this.hasPower() && this.canSmelt()) { ++this.cookTime; if (this.cookTime == this.maceratingSpeed) { this.cookTime = 0; this.smeltItem(); flag1 = true; } } else { this.cookTime = 0; } if (flag != this.power > 0) { flag1 = true; FourArcBlock.updateBlockState(this.power > 0, this.worldObj, this.xCoord, this.yCoord, this.zCoord); } } if (flag1){ this.markDirty(); } } /** * Returns true if the furnace can smelt an item, i.e. has a source item, destination stack isn't full, etc. */ private boolean canSmelt(){ if (this.slots[0] == null){ return false; }else{ ItemStack itemstack = FourArcRecipes.smelting().getSmeltingResult(this.slots[0]); if(itemstack == null) return false; if(this.slots[2] == null) return true; if(!this.slots[2].isItemEqual(itemstack)) return false; int result = slots[2].stackSize + (itemstack.stackSize); return (result <= getInventoryStackLimit() && result <= itemstack.getMaxStackSize()); } } /** * Turn one item from the furnace source stack into the appropriate smelted item in the furnace result stack */ public void smeltItem(){ if(this.canSmelt()){ ItemStack itemstack = FourArcRecipes.smelting().getSmeltingResult(this.slots[0]); if(this.slots[2] == null){ this.slots[2] = itemstack.copy(); this.slots[2].stackSize=1; }else if (this.slots[2].isItemEqual(itemstack)){ slots[2].stackSize += (itemstack.stackSize); } –this.slots[0].stackSize; if(this.slots[0].stackSize <= 0){ this.slots[0] = null; } } } /** * Returns the number of ticks that the supplied fuel item will keep the furnace burning, or 0 if the item isn't * fuel */ public static int getItemPower(ItemStack itemstack){ if (itemstack == null){ return 0; }else{ Item i = itemstack.getItem(); if (i == Robotic.battery) return 1; if (i == Items.redstone) return 100; return 0; } } /** * Return true if item is a fuel source (getItempower() > 0). */ public static boolean isItemFuel(ItemStack par0ItemStack) { return getItemPower(par0ItemStack) > 0; } /** * Do not make give this method the name canInteractWith because it clashes with Container */ public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer) { return this.worldObj.getTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D; } public void openChest() {} public void closeChest() {} /** * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot. */ public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack) { return par1 == 2 ? false : (par1 == 1 ? isItemFuel(par2ItemStack) : true); } /** * Returns an array containing the indices of the slots that can be accessed by automation on the given side of this * block. */ public int[] getAccessibleSlotsFromSide(int par1) { return par1 == 0 ? slots_bottom : (par1 == 1 ? slots_top : slots_sides); } /** * Returns true if automation can insert the given item in the given slot from the given side. Args: Slot, item, * side */ public boolean canInsertItem(int par1, ItemStack par2ItemStack, int par3) { return this.isItemValidForSlot(par1, par2ItemStack); } /** * Returns true if automation can extract the given item in the given slot from the given side. Args: Slot, item, * side */ public boolean canExtractItem(int par1, ItemStack par2ItemStack, int par3) { return par3 != 0 || par1 != 1 || par2ItemStack.getItem() == Items.bucket; } @Override public String getInventoryName() { // TODO Auto-generated method stub return null; } @Override public boolean hasCustomInventoryName() { // TODO Auto-generated method stub return false; } @Override public void openInventory() { // TODO Auto-generated method stub } @Override public void closeInventory() { // TODO Auto-generated method stub } }
donc ce que j’ai modifié se trouve précisément ici :
public void updateEntity(){ boolean flag = this.power > 0; boolean flag1 = false; if (hasPower() && isMacerating()){ this.power–; } if (!this.worldObj.isRemote){ if (this.power <= this.maxPower && (this.maxPower-this.getItemPower(this.slots[1]) > 0)){ if(this.slots[1] != null && !this.slots[1].isItemStackDamageable()) { this.power += getItemPower(this.slots[1]); if (this.slots[1] != null){ flag1 = true; this.slots[1].stackSize–; if (this.slots[1].stackSize == 0){ this.slots[1] = this.slots[1].getItem().getContainerItem(this.slots[1]); } }else { //Batterie au lithium ( rechargeable ) if(this.slots[1].getItemDamage() < this.slots[1].getMaxDamage()) { this.power += getItemPower(this.slots[1]); this.slots[1] = new ItemStack(this.slots[1].getItem(), this.slots[1].stackSize, this.slots[1].getItemDamage()+1); }
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Tu as regarder en changeant la valeur que retourne la batterie ?
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que sa soit 1, 10, 100, 1000, sa ne change rien elle reste dans le slot, inactive
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slot inactive ? je comprend pas là ^^
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bah je met la batterie dans le slot specifique pour les batteries ( qui permet de charger le four )
mais elle ne se decharge pas elle fait rien quoi -
ha ok ^^, c’est dans la même slot que tu met la redstone ?
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slot 0 = tu met ce que tu veux faire fondre
slot 1 = tu met la source d’energie ( redstone pour le test et les piles )
slot 2 = le resultat de la cuissonsi sa peut t’aider a comprendre
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Ok, merci j’ai tous ce qui me faut, je vais regarder tous ça, je pense regarder demain. Sinon c’est quoi ton skype pour voir avec toi se soir ^^.
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J’ai toujours pas trouvé de solution
le tuto que j’ai suivi est en 1.6.4 y a quelques endroits ou j’ai du adapter mais la aucun soucis mais peut etre que en 1.7 c’est different ? -
J’ai toujours pas trouvé de solution
le tuto que j’ai suivi est en 1.6.4 y a quelques endroits ou j’ai du adapter mais la aucun soucis mais peut etre que en 1.7 c’est different ?
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Tu as un lien du tuto ?
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ScratchForFun :
https://www.youtube.com/watch?v=1wRRVF6-pKk