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 public void notifyNeighbors() { // cache of inventory state. int sideData[][] = null; List invs = null; List 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( 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. 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() { } }