Files
MinecraftForge/src/main/java/net/minecraftforge/items/ItemHandlerHelper.java
T
7b782e5b05 1.20.6 Initial Update
New Decompiler
Runtime Official mappings
ItemStacks arnt Capability providers anymore, use Vanilla's system.

Co-authored-by: RealMangoRage <64402114+RealMangorage@users.noreply.github.com>
Co-authored-by: Paint_Ninja <PaintNinja@users.noreply.github.com>
2024-04-30 11:42:52 -07:00

166 lines
6.0 KiB
Java

/*
* Copyright (c) Forge Development LLC and contributors
* SPDX-License-Identifier: LGPL-2.1-only
*/
package net.minecraftforge.items;
import net.minecraft.world.entity.item.ItemEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.sounds.SoundEvents;
import net.minecraft.world.item.ItemStack;
import net.minecraft.sounds.SoundSource;
import net.minecraft.util.Mth;
import net.minecraft.world.level.Level;
import net.minecraftforge.items.wrapper.PlayerMainInvWrapper;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class ItemHandlerHelper {
@NotNull
public static ItemStack insertItem(IItemHandler dest, @NotNull ItemStack stack, boolean simulate) {
if (dest == null || stack.isEmpty())
return stack;
for (int i = 0; i < dest.getSlots(); i++) {
stack = dest.insertItem(i, stack, simulate);
if (stack.isEmpty()) {
return ItemStack.EMPTY;
}
}
return stack;
}
public static boolean canItemStacksStack(@NotNull ItemStack a, @NotNull ItemStack b) {
return ItemStack.isSameItemSameComponents(a, b);
}
@NotNull
public static ItemStack copyStackWithSize(@NotNull ItemStack itemStack, int size) {
if (size == 0)
return ItemStack.EMPTY;
ItemStack copy = itemStack.copy();
copy.setCount(size);
return copy;
}
/**
* Inserts the ItemStack into the inventory, filling up already present stacks first.
* This is equivalent to the behaviour of a player picking up an item.
* Note: This function stacks items without subtypes with different metadata together.
*/
@NotNull
public static ItemStack insertItemStacked(IItemHandler inventory, @NotNull ItemStack stack, boolean simulate) {
if (inventory == null || stack.isEmpty())
return stack;
// not stackable -> just insert into a new slot
if (!stack.isStackable()) {
return insertItem(inventory, stack, simulate);
}
int sizeInventory = inventory.getSlots();
// go through the inventory and try to fill up already existing items
for (int i = 0; i < sizeInventory; i++) {
ItemStack slot = inventory.getStackInSlot(i);
if (canItemStacksStack(slot, stack)) {
stack = inventory.insertItem(i, stack, simulate);
if (stack.isEmpty()) {
break;
}
}
}
// insert remainder into empty slots
if (!stack.isEmpty()) {
// find empty slot
for (int i = 0; i < sizeInventory; i++) {
if (inventory.getStackInSlot(i).isEmpty()) {
stack = inventory.insertItem(i, stack, simulate);
if (stack.isEmpty()) {
break;
}
}
}
}
return stack;
}
/** giveItemToPlayer without preferred slot */
public static void giveItemToPlayer(Player player, @NotNull ItemStack stack) {
giveItemToPlayer(player, stack, -1);
}
/**
* Inserts the given itemstack into the players inventory.
* If the inventory can't hold it, the item will be dropped in the world at the players position.
*
* @param player The player to give the item to
* @param stack The itemstack to insert
*/
public static void giveItemToPlayer(Player player, @NotNull ItemStack stack, int preferredSlot) {
if (stack.isEmpty()) return;
IItemHandler inventory = new PlayerMainInvWrapper(player.getInventory());
Level level = player.level();
// try adding it into the inventory
ItemStack remainder = stack;
// insert into preferred slot first
if (preferredSlot >= 0 && preferredSlot < inventory.getSlots()) {
remainder = inventory.insertItem(preferredSlot, stack, false);
}
// then into the inventory in general
if (!remainder.isEmpty()) {
remainder = insertItemStacked(inventory, remainder, false);
}
// play sound if something got picked up
if (remainder.isEmpty() || remainder.getCount() != stack.getCount()) {
level.playSound(null, player.getX(), player.getY() + 0.5, player.getZ(),
SoundEvents.ITEM_PICKUP, SoundSource.PLAYERS, 0.2F, ((level.random.nextFloat() - level.random.nextFloat()) * 0.7F + 1.0F) * 2.0F);
}
// drop remaining itemstack into the level
if (!remainder.isEmpty() && !level.isClientSide) {
ItemEntity entityitem = new ItemEntity(level, player.getX(), player.getY() + 0.5, player.getZ(), remainder);
entityitem.setPickUpDelay(40);
entityitem.setDeltaMovement(entityitem.getDeltaMovement().multiply(0, 1, 0));
level.addFreshEntity(entityitem);
}
}
/**
* This method uses the standard vanilla algorithm to calculate a comparator output for how "full" the inventory is.
* This method is an adaptation of Container#calcRedstoneFromInventory(IInventory).
* @param inv The inventory handler to test.
* @return A redstone value in the range [0,15] representing how "full" this inventory is.
*/
public static int calcRedstoneFromInventory(@Nullable IItemHandler inv) {
if (inv == null) {
return 0;
} else {
int itemsFound = 0;
float proportion = 0.0F;
for (int j = 0; j < inv.getSlots(); ++j) {
ItemStack itemstack = inv.getStackInSlot(j);
if (!itemstack.isEmpty()) {
proportion += (float)itemstack.getCount() / (float)Math.min(inv.getSlotLimit(j), itemstack.getMaxStackSize());
++itemsFound;
}
}
proportion = proportion / (float)inv.getSlots();
return Mth.floor(proportion * 14.0F) + (itemsFound > 0 ? 1 : 0);
}
}
}