容器
方块实体的常见用途是保存物品。Minecraft 中许多重要方块,例如熔炉和箱子,都是如此。Minecraft 使用 Container 在对象上保存物品。
Container 接口定义了 #getItem、#setItem、#removeItem 等查询和更新方法。但接口本身没有底层列表或其他数据结构,需要由实现者决定。
因此,不仅方块实体,任何类都能实现 Container,典型例子还有实体物品栏,以及 Mod 中常见的背包等物品。
警告 NeoForge 提供
ItemStacksResourceHandler,可在许多地方代替Container。应尽可能优先使用它,以便更清晰地与其他Container或ItemStacksResourceHandler交互。本文主要用于理解原版代码,或供同时适配多个加载器的开发者参考。自己的代码应尽可能使用
ItemStacksResourceHandler,相关文档仍在编写中。
基础容器实现
与其他 Java 接口一样,只要满足规定方法,就可以自由选择实现方式。常见做法是使用固定长度的 NonNullList<ItemStack> 作为底层结构;单槽容器也可只使用一个 ItemStack 字段。
例如,一个包含 27 个槽位,即单个箱子大小的基础容器可以这样实现:
public class MyContainer implements Container {
private final NonNullList<ItemStack> items = NonNullList.withSize(
// The size of the list, i.e. the amount of slots in our container.
27,
// The default value to be used in place of where you'd use null in normal lists.
ItemStack.EMPTY
);
// The amount of slots in our container.
@Override
public int getContainerSize() {
return 27;
}
// Whether the container is considered empty.
@Override
public boolean isEmpty() {
return this.items.stream().allMatch(ItemStack::isEmpty);
}
// Return the item stack in the specified slot.
@Override
public ItemStack getItem(int slot) {
return this.items.get(slot);
}
// Remove the specified amount of items from the given slot, returning the stack that was just removed.
// We defer to ContainerHelper here, which does this as expected for us.
// However, we must call #setChanged manually.
@Override
public ItemStack removeItem(int slot, int amount) {
ItemStack stack = ContainerHelper.removeItem(this.items, slot, amount);
this.setChanged();
return stack;
}
// Remove all items from the specified slot, returning the stack that was just removed.
// We again defer to ContainerHelper here, and we again have to call #setChanged manually.
@Override
public ItemStack removeItemNoUpdate(int slot) {
ItemStack stack = ContainerHelper.takeItem(this.items, slot);
this.setChanged();
return stack;
}
// Set the given item stack in the given slot. Limit to the max stack size of the container first.
@Override
public void setItem(int slot, ItemStack stack) {
stack.limitSize(this.getMaxStackSize(stack));
this.items.set(slot, stack);
this.setChanged();
}
// Call this when changes are done to the container, i.e. when item stacks are added, modified, or removed.
// For example, you could call BlockEntity#setChanged here.
@Override
public void setChanged() {
}
// Whether the container is considered "still valid" for the given player. For example, chests and
// similar blocks check if the player is still within a given distance of the block here.
@Override
public boolean stillValid(Player player) {
return true;
}
// Clear the internal storage, setting all slots to empty again.
@Override
public void clearContent() {
items.clear();
this.setChanged();
}
}
SimpleContainer
SimpleContainer 是带少量附加功能的基础实现。不需要特殊行为时可以直接使用。
BaseContainerBlockEntity
BaseContainerBlockEntity 是许多重要方块实体的基类,包括箱子和类似箱子的方块、各种熔炉、漏斗、发射器、投掷器、酿造台等。
除 Container 外,它还实现 MenuProvider 和 Nameable:
Nameable定义与自定义名称相关的方法,除许多方块实体外,Entity等类也实现它,使用Component系统。MenuProvider定义#createMenu,用于根据容器构造AbstractContainerMenu。因此,唱片机这类不需要关联图形界面的容器,不适合使用这个类。
BaseContainerBlockEntity 通过 #getItems 和 #setItems 统一操作底层 NonNullList<ItemStack>,大幅减少样板代码。实现示例如下:
public class MyBlockEntity extends BaseContainerBlockEntity {
// The container size. This can of course be any value you want.
public static final int SIZE = 9;
// Our item stack list. This is not final due to #setItems existing.
private NonNullList<ItemStack> items = NonNullList.withSize(SIZE, ItemStack.EMPTY);
// The constructor, like before.
public MyBlockEntity(BlockPos pos, BlockState blockState) {
super(MY_BLOCK_ENTITY.get(), pos, blockState);
}
// The container size, like before.
@Override
public int getContainerSize() {
return SIZE;
}
// The getter for our item stack list.
@Override
protected NonNullList<ItemStack> getItems() {
return items;
}
// The setter for our item stack list.
@Override
protected void setItems(NonNullList<ItemStack> items) {
this.items = items;
}
// The display name of the menu. Don't forget to add a translation!
@Override
protected Component getDefaultName() {
return Component.translatable("container.examplemod.myblockentity");
}
// The menu to create from this container. See below for what to return here.
@Override
protected AbstractContainerMenu createMenu(int containerId, Inventory inventory) {
return null;
}
}
它同时是 BlockEntity 和 Container。让方块实体继承它,即可获得预先实现容器功能的方块实体。
提示 实现
Container的方块实体默认会处理内容物掉落。如果不实现该接口,就需要自行处理移除逻辑。
WorldlyContainer
WorldlyContainer 是 Container 的子接口,可按 Direction 访问槽位,主要用于只向某个方向暴露部分槽位的方块实体。例如机器只从一侧输出,从其他侧输入,或反过来。简单实现如下:
// See BaseContainerBlockEntity methods above. You can of course extend BlockEntity directly
// and implement Container yourself if needed.
public class MyBlockEntity extends BaseContainerBlockEntity implements WorldlyContainer {
// other stuff here
// Assume that slot 0 is our output and slots 1-8 are our inputs.
// Further assume that we output to the top and take inputs from all other sides.
private static final int[] OUTPUTS = new int[]{0};
private static final int[] INPUTS = new int[]{1, 2, 3, 4, 5, 6, 7, 8};
// Return an array of exposed slot indices based on the passed Direction.
@Override
public int[] getSlotsForFace(Direction side) {
return side == Direction.UP ? OUTPUTS : INPUTS;
}
// Whether items can be placed through the given side at the given slot.
// For our example, we return true only if we're not inputing from above and are in the index range [1, 8].
@Override
public boolean canPlaceItemThroughFace(int index, ItemStack itemStack, @Nullable Direction direction) {
return direction != Direction.UP && index > 0 && index < 9;
}
// Whether items can be taken from the given side and the given slot.
// For our example, we return true only if we're pulling from above and from slot index 0.
@Override
public boolean canTakeItemThroughFace(int index, ItemStack stack, Direction direction) {
return direction == Direction.UP && index == 0;
}
}
使用容器
创建后,就可以操作容器。
容器和方块实体经常是同一个对象,因此最方便的获取方式是检查方块实体能否转换为 Container:
if (blockEntity instanceof Container container) {
// do something with the container
}
随后调用前述方法,例如:
// Get the first item in the container.
ItemStack stack = container.getItem(0);
// Set the first item in the container to dirt.
container.setItem(0, new ItemStack(Items.DIRT));
// Removes a quantity of (up to) 16 from the third slot.
container.removeItem(2, 16);
警告 访问超出大小范围的槽位时,容器可能抛出异常,也可能像
SimpleContainer一样返回ItemStack.EMPTY。
容器使用者
能够访问容器的生物实体实现 ContainerUser,定义是否正在打开容器,以及可与容器交互的最大方块距离。与容器交互时,例如右键箱子,会向 Container#startOpen 传入使用者;关闭容器时,例如退出箱子菜单,则调用 stopOpen。
这些方法通常通过 ContainerOpenersCounter 统计当前打开容器的生物实体数量,用于某些实体 AI 和渲染。
物品堆上的容器
前面主要讨论方块实体上的容器,也可以通过 minecraft:container 数据组件将容器用于 ItemStack:
// We use SimpleContainer as the superclass here so we don't have to reimplement the item handling logic ourselves.
// Due to implementation details of SimpleContainer, this may lead to race conditions if multiple parties
// can access the container at the same time, so we're just going to assume our mod doesn't allow that.
// You may of course use a different implementation of Container (or implement Container yourself) if needed.
public class MyBackpackContainer extends SimpleContainer {
// The item stack this container is for. Passed into and set in the constructor.
private final ItemStack stack;
public MyBackpackContainer(ItemStack stack) {
// We call super with our desired container size.
super(27);
// Setting the stack field.
this.stack = stack;
// We load the container contents from the data component (if present), which is represented
// by the ItemContainerContents class. If absent, we use ItemContainerContents.EMPTY.
ItemContainerContents contents = stack.getOrDefault(DataComponents.CONTAINER, ItemContainerContents.EMPTY);
// Copy the data component contents into our item stack list.
contents.copyInto(this.getItems());
}
// When the contents are changed, we save the data component on the stack.
@Override
public void setChanged() {
super.setChanged();
this.stack.set(DataComponents.CONTAINER, ItemContainerContents.fromItems(this.getItems()));
}
}
这样就创建了基于物品的容器。调用 new MyBackpackContainer(stack),即可用于菜单或其他场景。
警告 注意,直接操作容器的菜单,在修改
ItemStack时必须先调用#copy(),否则会破坏数据组件的不可变约定。NeoForge 为此提供StackCopySlot。
实体上的容器
Entity 上的容器比较复杂:没有统一方式判断实体是否具有容器,具体取决于实体类型,可能需要大量特殊处理。
自己的实体可以直接实现 Container,但不能再继承 SimpleContainer 等类,因为父类位置已由 Entity 占用。
生物上的容器
Mob 不实现 Container,但实现了 EquipmentUser 等接口。其中提供 #setItemSlot(EquipmentSlot, ItemStack)、#getItemBySlot(EquipmentSlot)、#setDropChance(EquipmentSlot, float)。代码上虽不属于 Container,功能却类似:将装备槽与物品堆关联。
与容器最明显的差别是没有列表式顺序,尽管 Mob 底层使用 NonNullList<ItemStack>。访问通过七种 EquipmentSlot 枚举值,而非槽位索引:MAINHAND、OFFHAND、FEET、LEGS、CHEST、HEAD、BODY,其中 BODY 用于马铠和狼铠。
与生物装备槽交互的示例:
// Get the item stack in the HEAD (helmet) slot.
ItemStack helmet = mob.getItemBySlot(EquipmentSlot.HEAD);
// Put bedrock into the mob's FEET (boots) slot.
mob.setItemSlot(EquipmentSlot.FEET, new ItemStack(Items.BEDROCK));
// Enable that bedrock to always drop if the mob is killed.
mob.setDropChance(EquipmentSlot.FEET, 1f);
InventoryCarrier
村民等一些生物实体实现 InventoryCarrier。它定义 #getInventory,返回 SimpleContainer,供需要真正物品栏,而不只是 EquipmentUser 装备槽的非玩家实体使用。
玩家容器:玩家物品栏
玩家物品栏由 Inventory 实现,同时实现 Container 和前述 Nameable。Player 的 inventory 字段保存该实例,通过 Player#getInventory 获取,可以像普通容器一样操作。
物品栏内容保存在两处:
NonNullList<ItemStack> items保存 36 个主物品栏槽位,包括索引 0–8 的九个快捷栏槽位。EntityEquipment equipment映射按顺序保存FEET、LEGS、CHEST、HEAD护甲槽,以及OFFHAND、BODY和SADDLE。
遍历内容时,建议先遍历 items,再按照 Inventory#EQUIPMENT_SLOT_MAPPING 的索引遍历 equipment。
来源: NeoForged/Documentation(26.1)。中文翻译依据提交
4a680cdd4d15。