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* Bump pack.mcmeta formats * 1.19 biome modifiers * Mark ClientPlayerNetworkEvent.LoggedOutEvent's getters as nullable * Add docs and package-info to client extension interfaces package * Move RenderBlockOverlayEvent hooks to ForgeHooksClient * Add package-infos to client events package * Rename SoundLoadEvent to SoundEngineLoadEvent This reduces confusion from consumers which may think the name SoundLoadEvent refers to an individual sound being loaded rather than the sound engine. * Document and change SoundLoadEvent to fire on mod bus Previously, it fired on both the mod bus and the Forge bus, which is confusing for consumers. * Delete SoundSetupEvent Looking at its original implementation shows that there isn't an appropriate place in the new sound code to reinsert the event, and the place of 'sound engine/manager initialization event' is taken already by SoundLoadEvent. * Perform some cleanup on client events - Removed nullable annotations from ClientPlayerNetworkEvent - Renamed #getPartialTicks methods to #getPartialTick, to be consistent with vanilla's naming of the partial tick - Cleanup documentation to remove line breaks, use the spelling 'cancelled' over 'canceled', and improve docs on existing and new methods. * Remove EntityEvent.CanUpdate Closes MinecraftForge/MinecraftForge#6394 * Switch to Jetbrains nullability annotations * New PlayLevelSoundEvent; replaces old PlaySoundAtEntityEvent * Remove ForgeWorldPresetScreens * Remove IForgeRegistryEntry * Remove use of List<Throwable> in FML's CompletableFutures * Add docs to mod loading stages, stages, and phases * Gradle 7.4.2 * Use SLF4J in FMLLoader and other subprojects * Switch dynamic versions in subprojects to pinned ones * Switch ForgeRoot and MDK to FG plugin markers * Configure Forge javadoc task The task now uses a custom stylesheet with MCForge elements, and configured to combine the generation from the four FML subprojects (fmlloader, fmlcore, javafmllanguage, mclanguage) and the Forge project into the javadoc output. * Update docs/md files, for 1.19 update and the move away from IRC to Discord. * Make "Potentially dangerous alternative prefix" a debug warning, not info. Co-authored-by: Curle <curle@gemwire.uk> Co-authored-by: sciwhiz12 <arnoldnunag12@gmail.com> Signed-off-by: SizableShrimp <sizableshrimp@sizableshrimp.me>
219 lines
7.3 KiB
Java
219 lines
7.3 KiB
Java
/*
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* Copyright (c) Forge Development LLC and contributors
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* SPDX-License-Identifier: LGPL-2.1-only
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*/
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package net.minecraftforge.items;
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import net.minecraft.world.entity.item.ItemEntity;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.sounds.SoundEvents;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.sounds.SoundSource;
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import net.minecraft.util.Mth;
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import net.minecraft.world.level.Level;
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import net.minecraftforge.items.wrapper.PlayerMainInvWrapper;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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public class ItemHandlerHelper
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{
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@NotNull
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public static ItemStack insertItem(IItemHandler dest, @NotNull ItemStack stack, boolean simulate)
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{
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if (dest == null || stack.isEmpty())
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return stack;
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for (int i = 0; i < dest.getSlots(); i++)
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{
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stack = dest.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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return ItemStack.EMPTY;
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}
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}
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return stack;
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}
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public static boolean canItemStacksStack(@NotNull ItemStack a, @NotNull ItemStack b)
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{
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if (a.isEmpty() || !a.sameItem(b) || a.hasTag() != b.hasTag())
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return false;
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return (!a.hasTag() || a.getTag().equals(b.getTag())) && a.areCapsCompatible(b);
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}
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/**
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* A relaxed version of canItemStacksStack that stacks itemstacks with different metadata if they don't have subtypes.
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* This usually only applies when players pick up items.
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*/
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public static boolean canItemStacksStackRelaxed(@NotNull ItemStack a, @NotNull ItemStack b)
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{
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if (a.isEmpty() || b.isEmpty() || a.getItem() != b.getItem())
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return false;
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if (!a.isStackable())
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return false;
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// Metadata value only matters when the item has subtypes
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// Vanilla stacks non-subtype items with different metadata together
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// TODO Item subtypes, is this still necessary?
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/* e.g. a stick with metadata 0 and a stick with metadata 1 stack
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if (a.getHasSubtypes() && a.getMetadata() != b.getMetadata())
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return false;
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*/
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if (a.hasTag() != b.hasTag())
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return false;
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return (!a.hasTag() || a.getTag().equals(b.getTag())) && a.areCapsCompatible(b);
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}
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@NotNull
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public static ItemStack copyStackWithSize(@NotNull ItemStack itemStack, int size)
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{
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if (size == 0)
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return ItemStack.EMPTY;
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ItemStack copy = itemStack.copy();
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copy.setCount(size);
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return copy;
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}
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/**
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* Inserts the ItemStack into the inventory, filling up already present stacks first.
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* This is equivalent to the behaviour of a player picking up an item.
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* Note: This function stacks items without subtypes with different metadata together.
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*/
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@NotNull
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public static ItemStack insertItemStacked(IItemHandler inventory, @NotNull ItemStack stack, boolean simulate)
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{
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if (inventory == null || stack.isEmpty())
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return stack;
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// not stackable -> just insert into a new slot
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if (!stack.isStackable())
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{
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return insertItem(inventory, stack, simulate);
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}
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int sizeInventory = inventory.getSlots();
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// go through the inventory and try to fill up already existing items
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for (int i = 0; i < sizeInventory; i++)
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{
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ItemStack slot = inventory.getStackInSlot(i);
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if (canItemStacksStackRelaxed(slot, stack))
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{
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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break;
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}
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}
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}
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// insert remainder into empty slots
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if (!stack.isEmpty())
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{
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// find empty slot
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for (int i = 0; i < sizeInventory; i++)
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{
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if (inventory.getStackInSlot(i).isEmpty())
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{
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty())
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{
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break;
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}
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}
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}
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}
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return stack;
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}
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/** giveItemToPlayer without preferred slot */
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public static void giveItemToPlayer(Player player, @NotNull ItemStack stack) {
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giveItemToPlayer(player, stack, -1);
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}
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/**
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* Inserts the given itemstack into the players inventory.
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* If the inventory can't hold it, the item will be dropped in the world at the players position.
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*
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* @param player The player to give the item to
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* @param stack The itemstack to insert
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*/
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public static void giveItemToPlayer(Player player, @NotNull ItemStack stack, int preferredSlot)
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{
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if (stack.isEmpty()) return;
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IItemHandler inventory = new PlayerMainInvWrapper(player.getInventory());
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Level level = player.level;
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// try adding it into the inventory
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ItemStack remainder = stack;
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// insert into preferred slot first
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if (preferredSlot >= 0 && preferredSlot < inventory.getSlots())
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{
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remainder = inventory.insertItem(preferredSlot, stack, false);
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}
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// then into the inventory in general
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if (!remainder.isEmpty())
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{
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remainder = insertItemStacked(inventory, remainder, false);
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}
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// play sound if something got picked up
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if (remainder.isEmpty() || remainder.getCount() != stack.getCount())
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{
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level.playSound(null, player.getX(), player.getY() + 0.5, player.getZ(),
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SoundEvents.ITEM_PICKUP, SoundSource.PLAYERS, 0.2F, ((level.random.nextFloat() - level.random.nextFloat()) * 0.7F + 1.0F) * 2.0F);
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}
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// drop remaining itemstack into the level
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if (!remainder.isEmpty() && !level.isClientSide)
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{
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ItemEntity entityitem = new ItemEntity(level, player.getX(), player.getY() + 0.5, player.getZ(), remainder);
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entityitem.setPickUpDelay(40);
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entityitem.setDeltaMovement(entityitem.getDeltaMovement().multiply(0, 1, 0));
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level.addFreshEntity(entityitem);
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}
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}
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/**
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* This method uses the standard vanilla algorithm to calculate a comparator output for how "full" the inventory is.
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* This method is an adaptation of Container#calcRedstoneFromInventory(IInventory).
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* @param inv The inventory handler to test.
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* @return A redstone value in the range [0,15] representing how "full" this inventory is.
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*/
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public static int calcRedstoneFromInventory(@Nullable IItemHandler inv)
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{
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if (inv == null)
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{
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return 0;
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}
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else
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{
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int itemsFound = 0;
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float proportion = 0.0F;
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for (int j = 0; j < inv.getSlots(); ++j)
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{
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ItemStack itemstack = inv.getStackInSlot(j);
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if (!itemstack.isEmpty())
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{
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proportion += (float)itemstack.getCount() / (float)Math.min(inv.getSlotLimit(j), itemstack.getMaxStackSize());
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++itemsFound;
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}
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}
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proportion = proportion / (float)inv.getSlots();
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return Mth.floor(proportion * 14.0F) + (itemsFound > 0 ? 1 : 0);
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}
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}
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}
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