blob: d068624710f2d6aed5d134bd8026fda17f0b5e59 [file] [log] [blame] [raw]
package li.cil.oc.util
import li.cil.oc.util.ExtendedWorld._
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.getTileEntity(position) match {
case chest: TileEntityChest => Option(net.minecraft.init.Blocks.chest.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(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) =
(0 until inventory.getSizeInventory).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: ForgeDirection, limit: Int = 64, simulate: Boolean = false): Boolean =
inventoryAt(position).exists(insertIntoInventory(stack, _, Option(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))
/**
* 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
}
}