Applied-Energistics-2-tiler.../parts/layers/LayerISidedInventory.java

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2014-05-27 19:15:49 +02:00
package appeng.parts.layers;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.ISidedInventory;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.util.ForgeDirection;
import appeng.api.parts.IPart;
import appeng.api.parts.IPartHost;
import appeng.api.parts.LayerBase;
/**
* Inventory wrapper for parts,
*
* this is considerably more complicated then the other wrappers as it requires creating a "unified inventory".
*
* You must use {@link ISidedInventory} instead of {@link IInventory}.
*
* If your inventory changes in between placement and removal, you must trigger a PartChange on the {@link IPartHost} so
* it can recalculate the inventory wrapper.
*/
public class LayerISidedInventory extends LayerBase implements ISidedInventory
{
// a simple empty array for empty stuff..
private final static int[] nullSides = new int[] {};
InvLayerData invLayer = null;
/**
* Recalculate inventory wrapper cache.
*/
@Override
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public void notifyNeighbors()
{
// cache of inventory state.
int sideData[][] = null;
List<ISidedInventory> invs = null;
List<InvSot> slots = null;
invs = new ArrayList();
int slotCount = 0;
for (ForgeDirection side : ForgeDirection.VALID_DIRECTIONS)
{
IPart bp = getPart( side );
if ( bp instanceof ISidedInventory )
{
ISidedInventory part = (ISidedInventory) bp;
slotCount += part.getSizeInventory();
invs.add( part );
}
}
if ( invs.isEmpty() || slotCount == 0 )
{
invs = null;
sideData = null;
slots = null;
}
else
{
sideData = new int[][] { nullSides, nullSides, nullSides, nullSides, nullSides, nullSides };
slots = new ArrayList<InvSot>( Collections.nCopies( slotCount, (InvSot) null ) );
int offsetForLayer = 0;
int offsetForPart = 0;
for (ISidedInventory sides : invs)
{
offsetForPart = 0;
slotCount = sides.getSizeInventory();
ForgeDirection currentSide = ForgeDirection.UNKNOWN;
for (ForgeDirection side : ForgeDirection.VALID_DIRECTIONS)
if ( getPart( side ) == sides )
{
currentSide = side;
break;
}
int cSidesList[] = sideData[currentSide.ordinal()] = new int[slotCount];
for (int cSlot = 0; cSlot < slotCount; cSlot++)
{
cSidesList[cSlot] = offsetForLayer;
slots.set( offsetForLayer++, new InvSot( sides, offsetForPart++ ) );
}
}
}
if ( sideData == null || slots == null )
invLayer = null;
else
invLayer = new InvLayerData( sideData, invs, slots );
// make sure inventory is updated before we call FMP.
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super.notifyNeighbors();
}
@Override
public ItemStack decrStackSize(int slot, int amount)
{
if ( invLayer == null )
return null;
return invLayer.decrStackSize( slot, amount );
}
@Override
public int getSizeInventory()
{
if ( invLayer == null )
return 0;
return invLayer.getSizeInventory();
}
@Override
public ItemStack getStackInSlot(int slot)
{
if ( invLayer == null )
return null;
return invLayer.getStackInSlot( slot );
}
@Override
public boolean isItemValidForSlot(int slot, ItemStack itemstack)
{
if ( invLayer == null )
return false;
return invLayer.isItemValidForSlot( slot, itemstack );
}
@Override
public void setInventorySlotContents(int slot, ItemStack itemstack)
{
if ( invLayer == null )
return;
invLayer.setInventorySlotContents( slot, itemstack );
}
@Override
public boolean canExtractItem(int slot, ItemStack itemstack, int side)
{
if ( invLayer == null )
return false;
return invLayer.canExtractItem( slot, itemstack, side );
}
@Override
public boolean canInsertItem(int slot, ItemStack itemstack, int side)
{
if ( invLayer == null )
return false;
return invLayer.canInsertItem( slot, itemstack, side );
}
@Override
public void markDirty()
{
if ( invLayer != null )
invLayer.markDirty();
super.markForSave();
}
@Override
public int[] getAccessibleSlotsFromSide(int side)
{
if ( invLayer != null )
return invLayer.getAccessibleSlotsFromSide( side );
return nullSides;
}
@Override
public int getInventoryStackLimit()
{
return 64; // no options here.
}
@Override
public String getInventoryName()
{
return "AEMultiPart";
}
@Override
public boolean hasCustomInventoryName()
{
return false;
}
@Override
public ItemStack getStackInSlotOnClosing(int slot)
{
return null;
}
@Override
public boolean isUseableByPlayer(EntityPlayer entityplayer)
{
return false;
}
@Override
public void closeInventory()
{
}
@Override
public void openInventory()
{
}
}