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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>
166 lines
6.0 KiB
Java
166 lines
6.0 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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@NotNull
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public static ItemStack insertItem(IItemHandler dest, @NotNull ItemStack stack, boolean simulate) {
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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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stack = dest.insertItem(i, stack, simulate);
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if (stack.isEmpty()) {
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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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return ItemStack.isSameItemSameComponents(a, 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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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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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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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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ItemStack slot = inventory.getStackInSlot(i);
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if (canItemStacksStack(slot, stack)) {
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty()) {
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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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// find empty slot
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for (int i = 0; i < sizeInventory; i++) {
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if (inventory.getStackInSlot(i).isEmpty()) {
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stack = inventory.insertItem(i, stack, simulate);
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if (stack.isEmpty()) {
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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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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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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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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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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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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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if (inv == null) {
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return 0;
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} else {
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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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ItemStack itemstack = inv.getStackInSlot(j);
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if (!itemstack.isEmpty()) {
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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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