ForgePatch/src/main/java/net/minecraftforge/items/ItemHandlerHelper.java

234 lines
7.9 KiB
Java

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