====== Storing items in a block as an Inventory ====== Make sure you've [[tutorial:blockentity|made a block entity]] before reading this tutorial. The standard way to store items in a BlockEntity is to make it an ''Inventory''. This allows hoppers (or other mods) to insert and extract items from your BlockEntity without any extra work. ===== Implementing Inventory ===== ''Inventory'' is just an interface, which means the actual ''ItemStack'' state will need to be stored on your ''BlockEntity''. A ''DefaultedList'' can be used as an easy way to store these ''ItemStacks'', as it can be set to default to ''ItemStack.Empty'', which is the proper way of saying that there is no item in a slot. Implementing ''Inventory'' is fairly simple, but is tedious and prone to error, so we'll use a default implementation of it which only requires giving it a ''DefaultList'' (copy this as a new file): /** * A simple {@code Inventory} implementation with only default methods + an item list getter. * * Originally by Juuz */ public interface ImplementedInventory extends Inventory { /** * Retrieves the item list of this inventory. * Must return the same instance every time it's called. */ DefaultedList getItems(); /** * Creates an inventory from the item list. */ static ImplementedInventory of(DefaultedList items) { return () -> items; } /** * Creates a new inventory with the specified size. */ static ImplementedInventory ofSize(int size) { return of(DefaultedList.ofSize(size, ItemStack.EMPTY)); } /** * Returns the inventory size. */ @Override default int size() { return getItems().size(); } /** * Checks if the inventory is empty. * @return true if this inventory has only empty stacks, false otherwise. */ @Override default boolean isEmpty() { for (int i = 0; i < size(); i++) { ItemStack stack = getStack(i); if (!stack.isEmpty()) { return false; } } return true; } /** * Retrieves the item in the slot. */ @Override default ItemStack getStack(int slot) { return getItems().get(slot); } /** * Removes items from an inventory slot. * @param slot The slot to remove from. * @param count How many items to remove. If there are less items in the slot than what are requested, * takes all items in that slot. */ @Override default ItemStack removeStack(int slot, int count) { ItemStack result = Inventories.splitStack(getItems(), slot, count); if (!result.isEmpty()) { markDirty(); } return result; } /** * Removes all items from an inventory slot. * @param slot The slot to remove from. */ @Override default ItemStack removeStack(int slot) { return Inventories.removeStack(getItems(), slot); } /** * Replaces the current stack in an inventory slot with the provided stack. * @param slot The inventory slot of which to replace the itemstack. * @param stack The replacing itemstack. If the stack is too big for * this inventory ({@link Inventory#getMaxCountPerStack()}), * it gets resized to this inventory's maximum amount. */ @Override default void setStack(int slot, ItemStack stack) { getItems().set(slot, stack); if (stack.getCount() > stack.getMaxCount()) { stack.setCount(stack.getMaxCount()); } } /** * Clears the inventory. */ @Override default void clear() { getItems().clear(); } /** * Marks the state as dirty. * Must be called after changes in the inventory, so that the game can properly save * the inventory contents and notify neighboring blocks of inventory changes. */ @Override default void markDirty() { // Override if you want behavior. } /** * @return true if the player can use the inventory, false otherwise. */ @Override default boolean canPlayerUse(PlayerEntity player) { return true; } } Now in your ''BlockEntity'' Implement ''ImplementedInventory'', and provide it with an instance of ''DefaultedList items'' that stores the items. For this example we'll store a maximum of 2 items in the inventory: public class DemoBlockEntity extends BlockEntity implements ImplementedInventory { private final DefaultedList items = DefaultedList.ofSize(2, ItemStack.EMPTY); @Override public DefaultedList getItems() { return items; } [...] } We're also gonna need to save the inventories to tag and load it from there. ''Inventories'' has helper methods that makes this very easy: public class DemoBlockEntity extends BlockEntity implements ImplementedInventory { [...] @Override public void readNbt(NbtCompound nbt) { super.readNbt(nbt); Inventories.readNbt(nbt, items); } @Override public NbtCompound writeNbt(NbtCompound nbt) { Inventories.writeNbt(nbt, items); return super.writeNbt(nbt); } } ===== Extracting and inserting from your inventory (or any inventory) ===== In our block class, we'll override the `onUse` behavior to insert and extract items from our inventory. Note that this can be done to any ''Inventory'' instance, not just our own (so you could do the same thing to a chest block, for example). First we'll handle inserting into the inventory. The player will insert the item he is holding if he is holding one. It'll go into the first slot if it is empty, or to the second slot if the first one is empty, or if the second is empty too we'll print some information about the inventory. Note that we call ''copy()'' when inserting the ''ItemStack'' into the inventory so it doesn't get destroyed alongside the player's ''ItemStack''. public class ExampleBlock extends Block implements BlockEntityProvider { [...] @Override public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) { if (world.isClient) return ActionResult.SUCCESS; Inventory blockEntity = (Inventory) world.getBlockEntity(blockPos); if (!player.getStackInHand(hand).isEmpty()) { // Check what is the first open slot and put an item from the player's hand there if (blockEntity.getStack(0).isEmpty()) { // Put the stack the player is holding into the inventory blockEntity.setStack(0, player.getStackInHand(hand).copy()); // Remove the stack from the player's hand player.getStackInHand(hand).setCount(0); } else if (blockEntity.getStack(1).isEmpty()) { blockEntity.setStack(1, player.getStackInHand(hand).copy()); player.getStackInHand(hand).setCount(0); } else { // If the inventory is full we'll print it's contents System.out.println("The first slot holds " + blockEntity.getStack(0) + " and the second slot holds " + blockEntity.getStack(1)); } } return ActionResult.SUCCESS; } } We'll have the opposite behavior when the player is not holding an item. We'll take the item from the second slot, and then the first one of the second is empty. If the first is empty as well we won't do anything. public class ExampleBlock extends Block implements BlockEntityProvider { [...] @Override public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) { ... if (!player.getStackInHand(hand).isEmpty()) { ... } else { // If the player is not holding anything we'll get give him the items in the block entity one by one // Find the first slot that has an item and give it to the player if (!blockEntity.getStack(1).isEmpty()) { // Give the player the stack in the inventory player.getInventory().offerOrDrop(blockEntity.getStack(1)); // Remove the stack from the inventory blockEntity.removeStack(1); } else if (!blockEntity.getStack(0).isEmpty()) { player.getInventory().offerOrDrop(blockEntity.getStack(0)); blockEntity.removeStack(0); } } return ActionResult.SUCCESS; } } ===== Implementing SidedInventory ===== If you want to have different logic based on what side things (hopper or other mods) interact with your block you need to implement ''SidedInventory''. If say you wanted to make it so you cannot insert from the upper side of the block, you would do this: public class DemoBlockEntity extends BlockEntity implements ImplementedInventory, SidedInventory { [...] @Override public int[] getInvAvailableSlots(Direction side) { // Just return an array of all slots int[] result = new int[getItems().size()]; for (int i = 0; i < result.length; i++) { result[i] = i; } return result; } @Override public boolean canInsert(int slot, ItemStack stack, Direction direction) { return direction != Direction.UP; } @Override public boolean canExtract(int slot, ItemStack stack, Direction direction) { return true; } }