234 lines
7.9 KiB
Java
234 lines
7.9 KiB
Java
/*
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* Minecraft Forge
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* Copyright (c) 2016-2019.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation version 2.1
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* of the License.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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package net.minecraftforge.items;
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import net.minecraft.entity.item.ItemEntity;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.util.SoundEvents;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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import net.minecraftforge.items.wrapper.PlayerMainInvWrapper;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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public class ItemHandlerHelper
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{
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@Nonnull
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public static ItemStack insertItem(IItemHandler dest, @Nonnull ItemStack stack, boolean simulate)
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{
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if (dest == null || stack.isEmpty())
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return stack;
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for (int i = 0; i < dest.getSlots(); i++)
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{
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stack = dest.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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return ItemStack.EMPTY;
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}
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}
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return stack;
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}
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public static boolean canItemStacksStack(@Nonnull ItemStack a, @Nonnull ItemStack b)
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{
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if (a.isEmpty() || !a.isItemEqual(b) || a.hasTag() != b.hasTag())
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return false;
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return (!a.hasTag() || a.getTag().equals(b.getTag())) && a.areCapsCompatible(b);
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}
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/**
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* A relaxed version of canItemStacksStack that stacks itemstacks with different metadata if they don't have subtypes.
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* This usually only applies when players pick up items.
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*/
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public static boolean canItemStacksStackRelaxed(@Nonnull ItemStack a, @Nonnull ItemStack b)
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{
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if (a.isEmpty() || b.isEmpty() || a.getItem() != b.getItem())
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return false;
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if (!a.isStackable())
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return false;
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// Metadata value only matters when the item has subtypes
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// Vanilla stacks non-subtype items with different metadata together
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// TODO Item subtypes, is this still necessary?
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/* e.g. a stick with metadata 0 and a stick with metadata 1 stack
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if (a.getHasSubtypes() && a.getMetadata() != b.getMetadata())
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return false;
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*/
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if (a.hasTag() != b.hasTag())
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return false;
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return (!a.hasTag() || a.getTag().equals(b.getTag())) && a.areCapsCompatible(b);
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}
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@Nonnull
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public static ItemStack copyStackWithSize(@Nonnull ItemStack itemStack, int size)
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{
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if (size == 0)
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return ItemStack.EMPTY;
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ItemStack copy = itemStack.copy();
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copy.setCount(size);
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return copy;
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}
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/**
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* Inserts the ItemStack into the inventory, filling up already present stacks first.
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* This is equivalent to the behaviour of a player picking up an item.
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* Note: This function stacks items without subtypes with different metadata together.
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*/
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@Nonnull
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public static ItemStack insertItemStacked(IItemHandler inventory, @Nonnull ItemStack stack, boolean simulate)
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{
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if (inventory == null || stack.isEmpty())
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return stack;
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// not stackable -> just insert into a new slot
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if (!stack.isStackable())
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{
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return insertItem(inventory, stack, simulate);
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}
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int sizeInventory = inventory.getSlots();
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// go through the inventory and try to fill up already existing items
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for (int i = 0; i < sizeInventory; i++)
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{
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ItemStack slot = inventory.getStackInSlot(i);
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if (canItemStacksStackRelaxed(slot, stack))
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{
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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break;
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}
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}
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}
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// insert remainder into empty slots
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if (!stack.isEmpty())
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{
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// find empty slot
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for (int i = 0; i < sizeInventory; i++)
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{
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if (inventory.getStackInSlot(i).isEmpty())
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{
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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break;
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}
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}
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}
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}
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return stack;
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}
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/** giveItemToPlayer without preferred slot */
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public static void giveItemToPlayer(PlayerEntity player, @Nonnull ItemStack stack) {
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giveItemToPlayer(player, stack, -1);
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}
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/**
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* Inserts the given itemstack into the players inventory.
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* If the inventory can't hold it, the item will be dropped in the world at the players position.
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*
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* @param player The player to give the item to
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* @param stack The itemstack to insert
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*/
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public static void giveItemToPlayer(PlayerEntity player, @Nonnull ItemStack stack, int preferredSlot)
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{
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if (stack.isEmpty()) return;
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IItemHandler inventory = new PlayerMainInvWrapper(player.inventory);
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World world = player.world;
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// try adding it into the inventory
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ItemStack remainder = stack;
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// insert into preferred slot first
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if (preferredSlot >= 0 && preferredSlot < inventory.getSlots())
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{
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remainder = inventory.insertItem(preferredSlot, stack, false);
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}
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// then into the inventory in general
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if (!remainder.isEmpty())
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{
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remainder = insertItemStacked(inventory, remainder, false);
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}
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// play sound if something got picked up
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if (remainder.isEmpty() || remainder.getCount() != stack.getCount())
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{
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world.playSound(null, player.getPosX(), player.getPosY() + 0.5, player.getPosZ(),
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SoundEvents.ENTITY_ITEM_PICKUP, SoundCategory.PLAYERS, 0.2F, ((world.rand.nextFloat() - world.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F);
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}
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// drop remaining itemstack into the world
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if (!remainder.isEmpty() && !world.isRemote)
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{
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ItemEntity entityitem = new ItemEntity(world, player.getPosX(), player.getPosY() + 0.5, player.getPosZ(), remainder);
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entityitem.setPickupDelay(40);
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entityitem.setMotion(entityitem.getMotion().mul(0, 1, 0));
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world.addEntity(entityitem);
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}
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}
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/**
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* This method uses the standard vanilla algorithm to calculate a comparator output for how "full" the inventory is.
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* This method is an adaptation of Container#calcRedstoneFromInventory(IInventory).
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* @param inv The inventory handler to test.
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* @return A redstone value in the range [0,15] representing how "full" this inventory is.
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*/
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public static int calcRedstoneFromInventory(@Nullable IItemHandler inv)
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{
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if (inv == null)
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{
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return 0;
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}
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else
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{
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int itemsFound = 0;
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float proportion = 0.0F;
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for (int j = 0; j < inv.getSlots(); ++j)
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{
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ItemStack itemstack = inv.getStackInSlot(j);
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if (!itemstack.isEmpty())
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{
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proportion += (float)itemstack.getCount() / (float)Math.min(inv.getSlotLimit(j), itemstack.getMaxStackSize());
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++itemsFound;
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}
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}
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proportion = proportion / (float)inv.getSlots();
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return MathHelper.floor(proportion * 14.0F) + (itemsFound > 0 ? 1 : 0);
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}
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}
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}
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