Applied-Energistics-2-tiler.../src/main/java/appeng/parts/layers/LayerISidedInventory.java

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/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 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, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 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 Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
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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;
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import appeng.api.parts.IPart;
import appeng.api.parts.IPartHost;
import appeng.api.parts.LayerBase;
/**
* Inventory wrapper for parts,
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*
* this is considerably more complicated then the other wrappers as it requires creating a "unified inventory".
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*
* You must use {@link ISidedInventory} instead of {@link IInventory}.
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*
* 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..
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private final static int[] NULL_SIDES = 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> inventories = null;
List<InvSot> slots = null;
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inventories = new ArrayList<ISidedInventory>();
int slotCount = 0;
for (ForgeDirection side : ForgeDirection.VALID_DIRECTIONS)
{
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IPart bp = this.getPart( side );
if ( bp instanceof ISidedInventory )
{
ISidedInventory part = (ISidedInventory) bp;
slotCount += part.getSizeInventory();
inventories.add( part );
}
}
if ( inventories.isEmpty() || slotCount == 0 )
{
inventories = null;
}
else
{
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sideData = new int[][] { NULL_SIDES, NULL_SIDES, NULL_SIDES, NULL_SIDES, NULL_SIDES, NULL_SIDES };
slots = new ArrayList<InvSot>( Collections.nCopies( slotCount, (InvSot) null ) );
int offsetForLayer = 0;
int offsetForPart = 0;
for (ISidedInventory sides : inventories)
{
offsetForPart = 0;
slotCount = sides.getSizeInventory();
ForgeDirection currentSide = ForgeDirection.UNKNOWN;
for (ForgeDirection side : ForgeDirection.VALID_DIRECTIONS)
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if ( this.getPart( side ) == sides )
{
currentSide = side;
break;
}
int[] cSidesList = sideData[currentSide.ordinal()] = new int[slotCount];
for (int cSlot = 0; cSlot < slotCount; cSlot++)
{
cSidesList[cSlot] = offsetForLayer;
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slots.set( offsetForLayer, new InvSot( sides, offsetForPart ) );
offsetForLayer++;
offsetForPart++;
}
}
}
if ( sideData == null || slots == null )
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this.invLayer = null;
else
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this.invLayer = new InvLayerData( sideData, inventories, slots );
// make sure inventory is updated before we call FMP.
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super.notifyNeighbors();
}
@Override
public ItemStack decrStackSize(int slot, int amount)
{
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if ( this.invLayer == null )
return null;
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return this.invLayer.decreaseStackSize( slot, amount );
}
@Override
public int getSizeInventory()
{
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if ( this.invLayer == null )
return 0;
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return this.invLayer.getSizeInventory();
}
@Override
public ItemStack getStackInSlot(int slot)
{
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if ( this.invLayer == null )
return null;
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return this.invLayer.getStackInSlot( slot );
}
@Override
public boolean isItemValidForSlot(int slot, ItemStack itemstack)
{
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if ( this.invLayer == null )
return false;
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return this.invLayer.isItemValidForSlot( slot, itemstack );
}
@Override
public void setInventorySlotContents(int slot, ItemStack itemstack)
{
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if ( this.invLayer == null )
return;
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this.invLayer.setInventorySlotContents( slot, itemstack );
}
@Override
public boolean canExtractItem(int slot, ItemStack itemstack, int side)
{
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if ( this.invLayer == null )
return false;
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return this.invLayer.canExtractItem( slot, itemstack, side );
}
@Override
public boolean canInsertItem(int slot, ItemStack itemstack, int side)
{
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if ( this.invLayer == null )
return false;
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return this.invLayer.canInsertItem( slot, itemstack, side );
}
@Override
public void markDirty()
{
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if ( this.invLayer != null )
this.invLayer.markDirty();
super.markForSave();
}
@Override
public int[] getAccessibleSlotsFromSide(int side)
{
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if ( this.invLayer != null )
return this.invLayer.getAccessibleSlotsFromSide( side );
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return NULL_SIDES;
}
@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()
{
}
}