| package li.cil.oc.util |
| |
| import li.cil.oc.util.ExtendedWorld._ |
| import net.minecraft.block.BlockChest |
| import net.minecraft.entity.item.EntityItem |
| import net.minecraft.entity.item.EntityMinecartContainer |
| import net.minecraft.entity.player.EntityPlayer |
| import net.minecraft.inventory.IInventory |
| import net.minecraft.inventory.ISidedInventory |
| import net.minecraft.item.ItemStack |
| import net.minecraft.tileentity.TileEntityChest |
| import net.minecraftforge.common.util.ForgeDirection |
| |
| import scala.collection.convert.WrapAsScala._ |
| |
| object InventoryUtils { |
| /** |
| * Retrieves an actual inventory implementation for a specified world coordinate. |
| * <p/> |
| * This performs special handling for (double-)chests and also checks for |
| * mine carts with chests. |
| */ |
| def inventoryAt(position: BlockPosition): Option[IInventory] = position.world match { |
| case Some(world) if world.blockExists(position) => (world.getBlock(position), world.getTileEntity(position)) match { |
| case (block: BlockChest, chest: TileEntityChest) => Option(block.func_149951_m(world, chest.xCoord, chest.yCoord, chest.zCoord)) |
| case (_, inventory: IInventory) => Some(inventory) |
| case _ => world.getEntitiesWithinAABB(classOf[EntityMinecartContainer], position.bounds). |
| map(_.asInstanceOf[EntityMinecartContainer]). |
| find(!_.isDead) |
| } |
| case _ => None |
| } |
| |
| /** |
| * Inserts a stack into an inventory. |
| * <p/> |
| * Only tries to insert into the specified slot. This <em>cannot</em> be |
| * used to empty a slot. It can only insert stacks into empty slots and |
| * merge additional items into an existing stack in the slot. |
| * <p/> |
| * The passed stack's size will be adjusted to reflect the number of items |
| * inserted into the inventory, i.e. if 10 more items could fit into the |
| * slot, the stack's size will be 10 smaller than before the call. |
| * <p/> |
| * This will return <tt>true</tt> if <em>at least</em> one item could be |
| * inserted into the slot. It will return <tt>false</tt> if the passed |
| * stack did not change. |
| * <p/> |
| * This takes care of handling special cases such as sided inventories, |
| * maximum inventory and item stack sizes. |
| * <p/> |
| * The number of items inserted can be limited, to avoid unnecessary |
| * changes to the inventory the stack may come from, for example. |
| */ |
| def insertIntoInventorySlot(stack: ItemStack, inventory: IInventory, side: Option[ForgeDirection], slot: Int, limit: Int = 64, simulate: Boolean = false) = |
| (stack != null && limit > 0) && { |
| val isSideValidForSlot = (inventory, side) match { |
| case (inventory: ISidedInventory, Some(s)) => inventory.canInsertItem(slot, stack, s.ordinal) |
| case _ => true |
| } |
| (stack.stackSize > 0 && inventory.isItemValidForSlot(slot, stack) && isSideValidForSlot) && { |
| val maxStackSize = math.min(inventory.getInventoryStackLimit, stack.getMaxStackSize) |
| val existing = inventory.getStackInSlot(slot) |
| val shouldMerge = existing != null && existing.stackSize < maxStackSize && |
| existing.isItemEqual(stack) && ItemStack.areItemStackTagsEqual(existing, stack) |
| if (shouldMerge) { |
| val space = maxStackSize - existing.stackSize |
| val amount = math.min(space, math.min(stack.stackSize, limit)) |
| stack.stackSize -= amount |
| if (simulate) amount > 0 |
| else { |
| existing.stackSize += amount |
| inventory.markDirty() |
| true |
| } |
| } |
| else (existing == null) && { |
| val amount = math.min(maxStackSize, math.min(stack.stackSize, limit)) |
| val inserted = stack.splitStack(amount) |
| if (simulate) amount > 0 |
| else { |
| inventory.setInventorySlotContents(slot, inserted) |
| true |
| } |
| } |
| } |
| } |
| |
| /** |
| * Extracts a stack from an inventory. |
| * <p/> |
| * Only tries to extract from the specified slot. This <em>can</em> be used |
| * to empty a slot. It will extract items using the specified consumer method |
| * which is called with the extracted stack before the stack in the inventory |
| * that we extract from is cleared from. This allows placing back excess |
| * items with as few inventory updates as possible. |
| * <p/> |
| * The consumer is the only way to retrieve the actually extracted stack. It |
| * is called with a separate stack instance, so it does not have to be copied |
| * again. |
| * <p/> |
| * This will return <tt>true</tt> if <em>at least</em> one item could be |
| * extracted from the slot. It will return <tt>false</tt> if the stack in |
| * the slot did not change. |
| * <p/> |
| * This takes care of handling special cases such as sided inventories and |
| * maximum stack sizes. |
| * <p/> |
| * The number of items extracted can be limited, to avoid unnecessary |
| * changes to the inventory the stack is extracted from. Note that this could |
| * also be achieved by a check in the consumer, but it saves some unnecessary |
| * code repetition this way. |
| */ |
| def extractFromInventorySlot(consumer: (ItemStack) => Unit, inventory: IInventory, side: ForgeDirection, slot: Int, limit: Int = 64) = { |
| val stack = inventory.getStackInSlot(slot) |
| (stack != null && limit > 0) && { |
| val isSideValidForSlot = inventory match { |
| case inventory: ISidedInventory => inventory.canExtractItem(slot, stack, side.ordinal) |
| case _ => true |
| } |
| (stack.stackSize > 0 && isSideValidForSlot) && { |
| val maxStackSize = math.min(inventory.getInventoryStackLimit, stack.getMaxStackSize) |
| val amount = math.min(maxStackSize, math.min(stack.stackSize, limit)) |
| val extracted = stack.splitStack(amount) |
| consumer(extracted) |
| val success = extracted.stackSize < amount |
| stack.stackSize += extracted.stackSize |
| if (stack.stackSize == 0) { |
| inventory.setInventorySlotContents(slot, null) |
| } |
| else if (success) { |
| inventory.markDirty() |
| } |
| success |
| } |
| } |
| } |
| |
| /** |
| * Inserts a stack into an inventory. |
| * <p/> |
| * This will try to fit the stack in any and as many as necessary slots in |
| * the inventory. It will first try to merge the stack in stacks already |
| * present in the inventory. After that it will try to fit the stack into |
| * empty slots in the inventory. |
| * <p/> |
| * This uses the <tt>insertIntoInventorySlot</tt> method, and therefore |
| * handles special cases such as sided inventories and stack size limits. |
| * <p/> |
| * This returns <tt>true</tt> if at least one item was inserted. The passed |
| * item stack will be adjusted to reflect the number items inserted, by |
| * having its size decremented accordingly. |
| */ |
| def insertIntoInventory(stack: ItemStack, inventory: IInventory, side: Option[ForgeDirection] = None, limit: Int = 64, simulate: Boolean = false, slots: Option[Iterable[Int]] = None) = |
| (stack != null && limit > 0) && { |
| var success = false |
| var remaining = limit |
| val range = slots.getOrElse(inventory match { |
| case sided: ISidedInventory => sided.getAccessibleSlotsFromSide(side.getOrElse(ForgeDirection.UNKNOWN).ordinal).toIterable |
| case _ => 0 until inventory.getSizeInventory |
| }) |
| |
| if (range.nonEmpty) { |
| // This is a special case for inserting with an explicit ordering, |
| // such as when inserting into robots, where the range starts at the |
| // selected slot. In that case we want to prefer inserting into that |
| // slot, if at all possible, over merging. |
| if (slots.isDefined) { |
| val stackSize = stack.stackSize |
| if ((inventory.getStackInSlot(range.head) == null) && insertIntoInventorySlot(stack, inventory, side, range.head, remaining, simulate)) { |
| remaining -= stackSize - stack.stackSize |
| success = true |
| } |
| } |
| |
| val shouldTryMerge = !stack.isItemStackDamageable && stack.getMaxStackSize > 1 && inventory.getInventoryStackLimit > 1 |
| if (shouldTryMerge) { |
| for (slot <- range) { |
| val stackSize = stack.stackSize |
| if ((inventory.getStackInSlot(slot) != null) && insertIntoInventorySlot(stack, inventory, side, slot, remaining, simulate)) { |
| remaining -= stackSize - stack.stackSize |
| success = true |
| } |
| } |
| } |
| |
| for (slot <- range) { |
| val stackSize = stack.stackSize |
| if ((inventory.getStackInSlot(slot) == null) && insertIntoInventorySlot(stack, inventory, side, slot, remaining, simulate)) { |
| remaining -= stackSize - stack.stackSize |
| success = true |
| } |
| } |
| } |
| |
| success |
| } |
| |
| /** |
| * Extracts a slot from an inventory. |
| * </p> |
| * This will try to extract a stack from any inventory slot. It will iterate |
| * all slots until an item can be extracted from a slot. |
| * <p/> |
| * This uses the <tt>extractFromInventorySlot</tt> method, and therefore |
| * handles special cases such as sided inventories and stack size limits. |
| * <p/> |
| * This returns <tt>true</tt> if at least one item was extracted. |
| */ |
| def extractFromInventory(consumer: (ItemStack) => Unit, inventory: IInventory, side: ForgeDirection, limit: Int = 64) = { |
| val range = inventory match { |
| case sided: ISidedInventory => sided.getAccessibleSlotsFromSide(side.ordinal).toIterable |
| case _ => 0 until inventory.getSizeInventory |
| } |
| range.exists(slot => extractFromInventorySlot(consumer, inventory, side, slot, limit)) |
| } |
| |
| /** |
| * Utility method for calling <tt>insertIntoInventory</tt> on an inventory |
| * in the world. |
| */ |
| def insertIntoInventoryAt(stack: ItemStack, position: BlockPosition, side: Option[ForgeDirection] = None, limit: Int = 64, simulate: Boolean = false): Boolean = |
| inventoryAt(position).exists(insertIntoInventory(stack, _, side, limit, simulate)) |
| |
| /** |
| * Utility method for calling <tt>extractFromInventory</tt> on an inventory |
| * in the world. |
| */ |
| def extractFromInventoryAt(consumer: (ItemStack) => Unit, position: BlockPosition, side: ForgeDirection, limit: Int = 64) = |
| inventoryAt(position).exists(extractFromInventory(consumer, _, side, limit)) |
| |
| /** |
| * Transfers some items between two inventories. |
| * <p/> |
| * This will try to extract up the specified number of items from any inventory, |
| * then insert it into the specified sink inventory. If the insertion fails, the |
| * items will remain in the source inventory. |
| * <p/> |
| * This uses the <tt>extractFromInventory</tt> and <tt>insertIntoInventory</tt> |
| * methods, and therefore handles special cases such as sided inventories and |
| * stack size limits. |
| * <p/> |
| * This returns <tt>true</tt> if at least one item was transferred. |
| */ |
| def transferBetweenInventories(source: IInventory, sourceSide: ForgeDirection, sink: IInventory, sinkSide: Option[ForgeDirection], limit: Int = 64) = |
| extractFromInventory( |
| insertIntoInventory(_, sink, sinkSide, limit), source, sourceSide, limit) |
| |
| /** |
| * Like <tt>transferBetweenInventories</tt> but moving between specific slots. |
| */ |
| def transferBetweenInventoriesSlots(source: IInventory, sourceSide: ForgeDirection, sourceSlot: Int, sink: IInventory, sinkSide: Option[ForgeDirection], sinkSlot: Int, limit: Int = 64) = |
| extractFromInventorySlot( |
| insertIntoInventorySlot(_, sink, sinkSide, sinkSlot, limit), source, sourceSide, sourceSlot, limit) |
| |
| /** |
| * Utility method for calling <tt>transferBetweenInventories</tt> on inventories |
| * in the world. |
| */ |
| def transferBetweenInventoriesAt(source: BlockPosition, sourceSide: ForgeDirection, sink: BlockPosition, sinkSide: Option[ForgeDirection], limit: Int = 64) = |
| inventoryAt(source).exists(sourceInventory => |
| inventoryAt(sink).exists(sinkInventory => |
| transferBetweenInventories(sourceInventory, sourceSide, sinkInventory, sinkSide, limit))) |
| |
| /** |
| * Utility method for calling <tt>transferBetweenInventoriesSlots</tt> on inventories |
| * in the world. |
| */ |
| def transferBetweenInventoriesSlotsAt(sourcePos: BlockPosition, sourceSide: ForgeDirection, sourceSlot: Int, sinkPos: BlockPosition, sinkSide: Option[ForgeDirection], sinkSlot: Int, limit: Int = 64) = |
| inventoryAt(sourcePos).exists(sourceInventory => |
| inventoryAt(sinkPos).exists(sinkInventory => |
| transferBetweenInventoriesSlots(sourceInventory, sourceSide, sourceSlot, sinkInventory, sinkSide, sinkSlot, limit))) |
| |
| /** |
| * Utility method for dropping contents from a single inventory slot into |
| * the world. |
| */ |
| def dropSlot(position: BlockPosition, inventory: IInventory, slot: Int, count: Int, direction: Option[ForgeDirection] = None) = { |
| Option(inventory.decrStackSize(slot, count)) match { |
| case Some(stack) if stack.stackSize > 0 => spawnStackInWorld(position, stack, direction); true |
| case _ => false |
| } |
| } |
| |
| /** |
| * Utility method for dumping all inventory contents into the world. |
| */ |
| def dropAllSlots(position: BlockPosition, inventory: IInventory): Unit = { |
| for (slot <- 0 until inventory.getSizeInventory) { |
| Option(inventory.getStackInSlot(slot)) match { |
| case Some(stack) if stack.stackSize > 0 => |
| inventory.setInventorySlotContents(slot, null) |
| spawnStackInWorld(position, stack) |
| case _ => // Nothing. |
| } |
| } |
| } |
| |
| /** |
| * Try inserting an item stack into a player inventory. If that fails, drop it into the world. |
| */ |
| def addToPlayerInventory(stack: ItemStack, player: EntityPlayer): Unit = { |
| if (stack != null) { |
| if (player.inventory.addItemStackToInventory(stack)) { |
| player.inventory.markDirty() |
| if (player.openContainer != null) { |
| player.openContainer.detectAndSendChanges() |
| } |
| } |
| if (stack.stackSize > 0) { |
| player.dropPlayerItemWithRandomChoice(stack, false) |
| } |
| } |
| } |
| |
| /** |
| * Utility method for spawning an item stack in the world. |
| */ |
| def spawnStackInWorld(position: BlockPosition, stack: ItemStack, direction: Option[ForgeDirection] = None): EntityItem = position.world match { |
| case Some(world) => |
| val rng = world.rand |
| val (ox, oy, oz) = direction.fold((0, 0, 0))(d => (d.offsetX, d.offsetY, d.offsetZ)) |
| val (tx, ty, tz) = ( |
| 0.1 * (rng.nextDouble - 0.5) + ox * 0.65, |
| 0.1 * (rng.nextDouble - 0.5) + oy * 0.75 + (ox + oz) * 0.25, |
| 0.1 * (rng.nextDouble - 0.5) + oz * 0.65) |
| val dropPos = position.offset(0.5 + tx, 0.5 + ty, 0.5 + tz) |
| val entity = new EntityItem(world, dropPos.xCoord, dropPos.yCoord, dropPos.zCoord, stack.copy()) |
| entity.motionX = 0.0125 * (rng.nextDouble - 0.5) + ox * 0.03 |
| entity.motionY = 0.0125 * (rng.nextDouble - 0.5) + oy * 0.08 + (ox + oz) * 0.03 |
| entity.motionZ = 0.0125 * (rng.nextDouble - 0.5) + oz * 0.03 |
| entity.delayBeforeCanPickup = 15 |
| world.spawnEntityInWorld(entity) |
| entity |
| case _ => null |
| } |
| |
| } |