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hoosiertransfer-mod-saigevers/src/main/java/net/minecraft/entity/player/InventoryPlayer.java

795 lines
21 KiB
Java

package net.minecraft.entity.player;
import java.util.concurrent.Callable;
import javax.annotation.Nullable;
import net.minecraft.block.Block;
import net.minecraft.crash.CrashReport;
import net.minecraft.crash.CrashReportCategory;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.nbt.NBTUtil;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;
import net.minecraft.util.ReportedException;
/**
* +
* This portion of EaglercraftX contains deobfuscated Minecraft 1.8 source code.
*
* Minecraft 1.8.8 bytecode is (c) 2015 Mojang AB. "Do not distribute!"
* Mod Coder Pack v9.18 deobfuscation configs are (c) Copyright by the MCP Team
*
* EaglercraftX 1.8 patch files (c) 2022-2024 lax1dude, hoosiertransfer,
* ayunami2000. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
public class InventoryPlayer implements IInventory {
/**
* +
* An array of 36 item stacks indicating the main player
* inventory (including the visible bar).
*/
public ItemStack[] mainInventory = new ItemStack[36];
/**
* +
* An array of 4 item stacks containing the currently worn armor
* pieces.
*/
public ItemStack[] armorInventory = new ItemStack[4];
public int currentItem;
public EntityPlayer player;
private ItemStack itemStack;
public boolean inventoryChanged;
public InventoryPlayer(EntityPlayer playerIn) {
this.player = playerIn;
}
/**
* +
* Returns the item stack currently held by the player.
*/
public ItemStack getCurrentItem() {
return this.currentItem < 9 && this.currentItem >= 0 ? this.mainInventory[this.currentItem] : null;
}
/**
* +
* Get the size of the player hotbar inventory
*/
public static int getHotbarSize() {
return 9;
}
private int getInventorySlotContainItem(Item itemIn) {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null && this.mainInventory[i].getItem() == itemIn) {
return i;
}
}
return -1;
}
private int getInventorySlotContainItemAndDamage(Item itemIn, int parInt1) {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null && this.mainInventory[i].getItem() == itemIn
&& this.mainInventory[i].getMetadata() == parInt1) {
return i;
}
}
return -1;
}
/**
* +
* stores an itemstack in the users inventory
*/
private int storeItemStack(ItemStack itemStackIn) {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null && this.mainInventory[i].getItem() == itemStackIn.getItem()
&& this.mainInventory[i].isStackable()
&& this.mainInventory[i].stackSize < this.mainInventory[i].getMaxStackSize()
&& this.mainInventory[i].stackSize < this.getInventoryStackLimit()
&& (!this.mainInventory[i].getHasSubtypes()
|| this.mainInventory[i].getMetadata() == itemStackIn.getMetadata())
&& ItemStack.areItemStackTagsEqual(this.mainInventory[i], itemStackIn)) {
return i;
}
}
return -1;
}
/**
* +
* Returns the first item stack that is empty.
*/
public int getFirstEmptyStack() {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] == null) {
return i;
}
}
return -1;
}
public void setCurrentItem(Item itemIn, int parInt1, boolean parFlag, boolean parFlag2) {
ItemStack itemstack = this.getCurrentItem();
int i = parFlag ? this.getInventorySlotContainItemAndDamage(itemIn, parInt1)
: this.getInventorySlotContainItem(itemIn);
if (i >= 0 && i < 9) {
this.currentItem = i;
} else if (parFlag2 && itemIn != null) {
int j = this.getFirstEmptyStack();
if (j >= 0 && j < 9) {
this.currentItem = j;
}
if (itemstack == null || !itemstack.isItemEnchantable()
|| this.getInventorySlotContainItemAndDamage(itemstack.getItem(),
itemstack.getItemDamage()) != this.currentItem) {
int k = this.getInventorySlotContainItemAndDamage(itemIn, parInt1);
int l;
if (k >= 0) {
l = this.mainInventory[k].stackSize;
this.mainInventory[k] = this.mainInventory[this.currentItem];
} else {
l = 1;
}
this.mainInventory[this.currentItem] = new ItemStack(itemIn, l, parInt1);
}
}
}
/**
* +
* Switch the current item to the next one or the previous one
*/
public void changeCurrentItem(int parInt1) {
if (parInt1 > 0) {
parInt1 = 1;
}
if (parInt1 < 0) {
parInt1 = -1;
}
for (this.currentItem -= parInt1; this.currentItem < 0; this.currentItem += 9) {
;
}
while (this.currentItem >= 9) {
this.currentItem -= 9;
}
}
/**
* +
* Removes matching items from the inventory.\n@param itemIn The
* item to match, null ignores.\n@param metadataIn The metadata
* to match, -1 ignores.\n@param removeCount The number of items
* to remove. If less than 1, removes all matching
* items.\n@param itemNBT The NBT data to match, null
* ignores.\n@return The number of items removed from the
* inventory.
*/
public int clearMatchingItems(Item itemIn, int metadataIn, int removeCount, NBTTagCompound itemNBT) {
int i = 0;
for (int j = 0; j < this.mainInventory.length; ++j) {
ItemStack itemstack = this.mainInventory[j];
if (itemstack != null && (itemIn == null || itemstack.getItem() == itemIn)
&& (metadataIn <= -1 || itemstack.getMetadata() == metadataIn)
&& (itemNBT == null || NBTUtil.func_181123_a(itemNBT, itemstack.getTagCompound(), true))) {
int k = removeCount <= 0 ? itemstack.stackSize : Math.min(removeCount - i, itemstack.stackSize);
i += k;
if (removeCount != 0) {
this.mainInventory[j].stackSize -= k;
if (this.mainInventory[j].stackSize == 0) {
this.mainInventory[j] = null;
}
if (removeCount > 0 && i >= removeCount) {
return i;
}
}
}
}
for (int l = 0; l < this.armorInventory.length; ++l) {
ItemStack itemstack1 = this.armorInventory[l];
if (itemstack1 != null && (itemIn == null || itemstack1.getItem() == itemIn)
&& (metadataIn <= -1 || itemstack1.getMetadata() == metadataIn)
&& (itemNBT == null || NBTUtil.func_181123_a(itemNBT, itemstack1.getTagCompound(), false))) {
int j1 = removeCount <= 0 ? itemstack1.stackSize : Math.min(removeCount - i, itemstack1.stackSize);
i += j1;
if (removeCount != 0) {
this.armorInventory[l].stackSize -= j1;
if (this.armorInventory[l].stackSize == 0) {
this.armorInventory[l] = null;
}
if (removeCount > 0 && i >= removeCount) {
return i;
}
}
}
}
if (this.itemStack != null) {
if (itemIn != null && this.itemStack.getItem() != itemIn) {
return i;
}
if (metadataIn > -1 && this.itemStack.getMetadata() != metadataIn) {
return i;
}
if (itemNBT != null && !NBTUtil.func_181123_a(itemNBT, this.itemStack.getTagCompound(), false)) {
return i;
}
int i1 = removeCount <= 0 ? this.itemStack.stackSize : Math.min(removeCount - i, this.itemStack.stackSize);
i += i1;
if (removeCount != 0) {
this.itemStack.stackSize -= i1;
if (this.itemStack.stackSize == 0) {
this.itemStack = null;
}
if (removeCount > 0 && i >= removeCount) {
return i;
}
}
}
return i;
}
/**
* +
* This function stores as many items of an ItemStack as
* possible in a matching slot and returns the quantity of left
* over items.
*/
private int storePartialItemStack(ItemStack itemStackIn) {
Item item = itemStackIn.getItem();
int i = itemStackIn.stackSize;
int j = this.storeItemStack(itemStackIn);
if (j < 0) {
j = this.getFirstEmptyStack();
}
if (j < 0) {
return i;
} else {
if (this.mainInventory[j] == null) {
this.mainInventory[j] = new ItemStack(item, 0, itemStackIn.getMetadata());
if (itemStackIn.hasTagCompound()) {
this.mainInventory[j].setTagCompound((NBTTagCompound) itemStackIn.getTagCompound().copy());
}
}
int k = i;
if (i > this.mainInventory[j].getMaxStackSize() - this.mainInventory[j].stackSize) {
k = this.mainInventory[j].getMaxStackSize() - this.mainInventory[j].stackSize;
}
if (k > this.getInventoryStackLimit() - this.mainInventory[j].stackSize) {
k = this.getInventoryStackLimit() - this.mainInventory[j].stackSize;
}
if (k == 0) {
return i;
} else {
i = i - k;
this.mainInventory[j].stackSize += k;
this.mainInventory[j].animationsToGo = 5;
return i;
}
}
}
/**
* +
* Decrement the number of animations remaining. Only called on
* client side. This is used to handle the animation of
* receiving a block.
*/
public void decrementAnimations() {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null) {
this.mainInventory[i].updateAnimation(this.player.worldObj, this.player, i, this.currentItem == i);
}
}
}
/**
* +
* removed one item of specified Item from inventory (if it is
* in a stack, the stack size will reduce with 1)
*/
public boolean consumeInventoryItem(Item itemIn) {
int i = this.getInventorySlotContainItem(itemIn);
if (i < 0) {
return false;
} else {
if (--this.mainInventory[i].stackSize <= 0) {
this.mainInventory[i] = null;
}
return true;
}
}
/**
* +
* Checks if a specified Item is inside the inventory
*/
public boolean hasItem(Item itemIn) {
int i = this.getInventorySlotContainItem(itemIn);
return i >= 0;
}
/**
* +
* Adds the item stack to the inventory, returns false if it is
* impossible.
*/
public boolean addItemStackToInventory(final ItemStack itemStackIn) {
if (itemStackIn != null && itemStackIn.stackSize != 0 && itemStackIn.getItem() != null) {
try {
if (itemStackIn.isItemDamaged()) {
int j = this.getFirstEmptyStack();
if (j >= 0) {
this.mainInventory[j] = ItemStack.copyItemStack(itemStackIn);
this.mainInventory[j].animationsToGo = 5;
itemStackIn.stackSize = 0;
return true;
} else if (this.player.capabilities.isCreativeMode) {
itemStackIn.stackSize = 0;
return true;
} else {
return false;
}
} else {
int i;
while (true) {
i = itemStackIn.stackSize;
itemStackIn.stackSize = this.storePartialItemStack(itemStackIn);
if (itemStackIn.stackSize <= 0 || itemStackIn.stackSize >= i) {
break;
}
}
if (itemStackIn.stackSize == i && this.player.capabilities.isCreativeMode) {
itemStackIn.stackSize = 0;
return true;
} else {
return itemStackIn.stackSize < i;
}
}
} catch (Throwable throwable) {
CrashReport crashreport = CrashReport.makeCrashReport(throwable, "Adding item to inventory");
CrashReportCategory crashreportcategory = crashreport.makeCategory("Item being added");
crashreportcategory.addCrashSection("Item ID",
Integer.valueOf(Item.getIdFromItem(itemStackIn.getItem())));
crashreportcategory.addCrashSection("Item data", Integer.valueOf(itemStackIn.getMetadata()));
crashreportcategory.addCrashSectionCallable("Item name", new Callable<String>() {
public String call() throws Exception {
return itemStackIn.getDisplayName();
}
});
throw new ReportedException(crashreport);
}
} else {
return false;
}
}
/**
* +
* Removes up to a specified number of items from an inventory
* slot and returns them in a new stack.
*/
public ItemStack decrStackSize(int i, int j) {
ItemStack[] aitemstack = this.mainInventory;
if (i >= this.mainInventory.length) {
aitemstack = this.armorInventory;
i -= this.mainInventory.length;
}
if (aitemstack[i] != null) {
if (aitemstack[i].stackSize <= j) {
ItemStack itemstack1 = aitemstack[i];
aitemstack[i] = null;
return itemstack1;
} else {
ItemStack itemstack = aitemstack[i].splitStack(j);
if (aitemstack[i].stackSize == 0) {
aitemstack[i] = null;
}
return itemstack;
}
} else {
return null;
}
}
/**
* +
* Removes a stack from the given slot and returns it.
*/
public ItemStack removeStackFromSlot(int i) {
ItemStack[] aitemstack = this.mainInventory;
if (i >= this.mainInventory.length) {
aitemstack = this.armorInventory;
i -= this.mainInventory.length;
}
if (aitemstack[i] != null) {
ItemStack itemstack = aitemstack[i];
aitemstack[i] = 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 i, ItemStack itemstack) {
ItemStack[] aitemstack = this.mainInventory;
if (i >= aitemstack.length) {
i -= aitemstack.length;
aitemstack = this.armorInventory;
}
aitemstack[i] = itemstack;
}
public float getStrVsBlock(Block blockIn) {
float f = 1.0F;
if (this.mainInventory[this.currentItem] != null) {
f *= this.mainInventory[this.currentItem].getStrVsBlock(blockIn);
}
return f;
}
/**
* +
* Writes the inventory out as a list of compound tags. This is
* where the slot indices are used (+100 for armor, +80 for
* crafting).
*/
public NBTTagList writeToNBT(NBTTagList parNBTTagList) {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null) {
NBTTagCompound nbttagcompound = new NBTTagCompound();
nbttagcompound.setByte("Slot", (byte) i);
this.mainInventory[i].writeToNBT(nbttagcompound);
parNBTTagList.appendTag(nbttagcompound);
}
}
for (int j = 0; j < this.armorInventory.length; ++j) {
if (this.armorInventory[j] != null) {
NBTTagCompound nbttagcompound1 = new NBTTagCompound();
nbttagcompound1.setByte("Slot", (byte) (j + 100));
this.armorInventory[j].writeToNBT(nbttagcompound1);
parNBTTagList.appendTag(nbttagcompound1);
}
}
return parNBTTagList;
}
/**
* +
* Reads from the given tag list and fills the slots in the
* inventory with the correct items.
*/
public void readFromNBT(NBTTagList parNBTTagList) {
this.mainInventory = new ItemStack[36];
this.armorInventory = new ItemStack[4];
for (int i = 0; i < parNBTTagList.tagCount(); ++i) {
NBTTagCompound nbttagcompound = parNBTTagList.getCompoundTagAt(i);
int j = nbttagcompound.getByte("Slot") & 255;
ItemStack itemstack = ItemStack.loadItemStackFromNBT(nbttagcompound);
if (itemstack != null) {
if (j >= 0 && j < this.mainInventory.length) {
this.mainInventory[j] = itemstack;
}
if (j >= 100 && j < this.armorInventory.length + 100) {
this.armorInventory[j - 100] = itemstack;
}
}
}
}
/**
* +
* Returns the number of slots in the inventory.
*/
public int getSizeInventory() {
return this.mainInventory.length + 4;
}
/**
* +
* Returns the stack in the given slot.
*/
public ItemStack getStackInSlot(int i) {
ItemStack[] aitemstack = this.mainInventory;
if (i >= aitemstack.length) {
i -= aitemstack.length;
aitemstack = this.armorInventory;
}
return aitemstack[i];
}
/**
* +
* Gets the name of this command sender (usually username, but
* possibly "Rcon")
*/
public String getName() {
return "container.inventory";
}
/**
* +
* Returns true if this thing is named
*/
public boolean hasCustomName() {
return false;
}
/**
* +
* Get the formatted ChatComponent that will be used for the
* sender's username in chat
*/
public IChatComponent getDisplayName() {
return (IChatComponent) (this.hasCustomName() ? new ChatComponentText(this.getName())
: new ChatComponentTranslation(this.getName(), new Object[0]));
}
/**
* +
* Returns the maximum stack size for a inventory slot. Seems to
* always be 64, possibly will be extended.
*/
public int getInventoryStackLimit() {
return 64;
}
public boolean canHeldItemHarvest(Block blockIn) {
if (blockIn.getMaterial().isToolNotRequired()) {
return true;
} else {
ItemStack itemstack = this.getStackInSlot(this.currentItem);
return itemstack != null ? itemstack.canHarvestBlock(blockIn) : false;
}
}
/**
* +
* returns a player armor item (as itemstack) contained in
* specified armor slot.
*/
public ItemStack armorItemInSlot(int parInt1) {
return this.armorInventory[parInt1];
}
/**
* +
* Based on the damage values and maximum damage values of each
* armor item, returns the current armor value.
*/
public int getTotalArmorValue() {
int i = 0;
for (int j = 0; j < this.armorInventory.length; ++j) {
if (this.armorInventory[j] != null && this.armorInventory[j].getItem() instanceof ItemArmor) {
int k = ((ItemArmor) this.armorInventory[j].getItem()).damageReduceAmount;
i += k;
}
}
return i;
}
/**
* +
* Damages armor in each slot by the specified amount.
*/
public void damageArmor(float damage) {
damage = damage / 4.0F;
if (damage < 1.0F) {
damage = 1.0F;
}
for (int i = 0; i < this.armorInventory.length; ++i) {
if (this.armorInventory[i] != null && this.armorInventory[i].getItem() instanceof ItemArmor) {
this.armorInventory[i].damageItem((int) damage, this.player);
if (this.armorInventory[i].stackSize == 0) {
this.armorInventory[i] = null;
}
}
}
}
/**
* +
* Drop all armor and main inventory items.
*/
public void dropAllItems() {
for (int i = 0; i < this.mainInventory.length; ++i) {
if (this.mainInventory[i] != null) {
this.player.dropItem(this.mainInventory[i], true, false);
this.mainInventory[i] = null;
}
}
for (int j = 0; j < this.armorInventory.length; ++j) {
if (this.armorInventory[j] != null) {
this.player.dropItem(this.armorInventory[j], true, false);
this.armorInventory[j] = null;
}
}
}
/**
* +
* For tile entities, ensures the chunk containing the tile
* entity is saved to disk later - the game won't think it
* hasn't changed and skip it.
*/
public void markDirty() {
this.inventoryChanged = true;
}
/**
* +
* Set the stack helds by mouse, used in GUI/Container
*/
public void setItemStack(ItemStack itemStackIn) {
this.itemStack = itemStackIn;
}
/**
* +
* Stack helds by mouse, used in GUI and Containers
*/
public ItemStack getItemStack() {
return this.itemStack;
}
/**
* +
* Do not make give this method the name canInteractWith because
* it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer entityplayer) {
return this.player.isDead ? false : entityplayer.getDistanceSqToEntity(this.player) <= 64.0D;
}
/**
* +
* Returns true if the specified ItemStack exists in the
* inventory.
*/
public boolean hasItemStack(ItemStack itemStackIn) {
for (int i = 0; i < this.armorInventory.length; ++i) {
if (this.armorInventory[i] != null && this.armorInventory[i].isItemEqual(itemStackIn)) {
return true;
}
}
for (int j = 0; j < this.mainInventory.length; ++j) {
if (this.mainInventory[j] != null && this.mainInventory[j].isItemEqual(itemStackIn)) {
return true;
}
}
return false;
}
public void openInventory(EntityPlayer var1) {
}
public void closeInventory(EntityPlayer var1) {
}
/**
* +
* Returns true if automation is allowed to insert the given
* stack (ignoring stack size) into the given slot.
*/
public boolean isItemValidForSlot(int var1, ItemStack var2) {
return true;
}
/**
* +
* Copy the ItemStack contents from another InventoryPlayer
* instance
*/
public void copyInventory(InventoryPlayer playerInventory) {
for (int i = 0; i < this.mainInventory.length; ++i) {
this.mainInventory[i] = ItemStack.copyItemStack(playerInventory.mainInventory[i]);
}
for (int j = 0; j < this.armorInventory.length; ++j) {
this.armorInventory[j] = ItemStack.copyItemStack(playerInventory.armorInventory[j]);
}
this.currentItem = playerInventory.currentItem;
}
public int getField(int var1) {
return 0;
}
public void setField(int var1, int var2) {
}
public int getFieldCount() {
return 0;
}
public void clear() {
for (int i = 0; i < this.mainInventory.length; ++i) {
this.mainInventory[i] = null;
}
for (int j = 0; j < this.armorInventory.length; ++j) {
this.armorInventory[j] = null;
}
}
}