package net.minecraft.inventory; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; public class InventoryCraftResult implements IInventory { /** A list of one item containing the result of the crafting formula */ private ItemStack[] stackResult = new ItemStack[1]; /** * Returns the number of slots in the inventory. */ public int getSizeInventory() { return 1; } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int par1) { return this.stackResult[0]; } /** * Returns the name of the inventory. */ public String getInvName() { return "Result"; } /** * If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's * language. Otherwise it will be used directly. */ public boolean isInvNameLocalized() { return false; } /** * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a * new stack. */ public ItemStack decrStackSize(int par1, int par2) { if (this.stackResult[0] != null) { ItemStack itemstack = this.stackResult[0]; this.stackResult[0] = null; return itemstack; } else { return null; } } /** * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - * like when you close a workbench GUI. */ public ItemStack getStackInSlotOnClosing(int par1) { if (this.stackResult[0] != null) { ItemStack itemstack = this.stackResult[0]; this.stackResult[0] = null; return itemstack; } else { return null; } } /** * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections). */ public void setInventorySlotContents(int par1, ItemStack par2ItemStack) { this.stackResult[0] = par2ItemStack; } /** * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't * this more of a set than a get?* */ public int getInventoryStackLimit() { return 64; } /** * Called when an the contents of an Inventory change, usually */ public void onInventoryChanged() {} /** * Do not make give this method the name canInteractWith because it clashes with Container */ public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer) { return true; } public void openChest() {} public void closeChest() {} /** * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot. */ public boolean isStackValidForSlot(int par1, ItemStack par2ItemStack) { return true; } }