package common.inventory; import common.entity.npc.EntityNPC; import common.item.ItemStack; public class Slot { /** The index of the slot in the inventory. */ private final int slotIndex; /** The inventory we want to extract a slot from. */ public final IInventory inventory; /** the id of the slot(also the index in the inventory arraylist) */ public int slotNumber; /** display position of the inventory slot on the screen x axis */ public int xDisplayPosition; /** display position of the inventory slot on the screen y axis */ public int yDisplayPosition; public Slot(IInventory inventoryIn, int index, int xPosition, int yPosition) { this.inventory = inventoryIn; this.slotIndex = index; this.xDisplayPosition = xPosition; this.yDisplayPosition = yPosition; } /** * if par2 has more items than par1, onCrafting(item,countIncrease) is called */ public void onSlotChange(ItemStack p_75220_1_, ItemStack p_75220_2_) { if (p_75220_1_ != null && p_75220_2_ != null) { if (p_75220_1_.getItem() == p_75220_2_.getItem()) { int i = p_75220_2_.getSize() - p_75220_1_.getSize(); if (i > 0) { this.onCrafting(p_75220_1_, i); } } } } /** * the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood. Typically increases an * internal count then calls onCrafting(item). */ protected void onCrafting(ItemStack stack, int amount) { } /** * the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood. */ protected void onCrafting(ItemStack stack) { } public void onPickupFromSlot(EntityNPC playerIn, ItemStack stack) { this.onSlotChanged(); } /** * Check if the stack is a valid item for this slot. Always true beside for the armor slots. */ public boolean isItemValid(ItemStack stack) { return true; } /** * Helper fnct to get the stack in the slot. */ public ItemStack getStack() { return this.inventory.getStackInSlot(this.slotIndex); } /** * Returns if this slot contains a stack. */ public boolean getHasStack() { return this.getStack() != null; } /** * Helper method to put a stack in the slot. */ public void putStack(ItemStack stack) { this.inventory.setInventorySlotContents(this.slotIndex, stack); this.onSlotChanged(); } /** * Called when the stack in a Slot changes */ public void onSlotChanged() { this.inventory.markDirty(); } /** * Returns the maximum stack size for a given slot (usually the same as getInventoryStackLimit(), but 1 in the case * of armor slots) */ public int getSlotStackLimit() { return this.inventory.getInventoryStackLimit(); } public int getItemStackLimit(ItemStack stack) { return this.getSlotStackLimit(); } public String getTexture() { return null; } /** * Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new * stack. */ public ItemStack decrStackSize(int amount) { return this.inventory.decrStackSize(this.slotIndex, amount); } /** * returns true if the slot exists in the given inventory and location */ public boolean isHere(IInventory inv, int slotIn) { return inv == this.inventory && slotIn == this.slotIndex; } /** * Return whether this slot's stack can be taken from this slot. */ public boolean canTakeStack(EntityNPC playerIn) { return true; } /** * Actualy only call when we want to render the white square effect over the slots. Return always True, except for * the armor slot of the Donkey/Mule (we can't interact with the Undead and Skeleton horses) */ public boolean canBeHovered() { return true; } public int getIndex() { return this.slotIndex; } public boolean canCheatItem() { return true; } public boolean canEditItem() { return this.canCheatItem(); } }