package net.minecraft.inventory;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public class InventoryCrafting implements IInventory
{
/** List of the stacks in the crafting matrix. */
private ItemStack[] stackList;
/** the width of the crafting inventory */
private int inventoryWidth;
/**
* Class containing the callbacks for the events on_GUIClosed and on_CraftMaxtrixChanged.
*/
private Container eventHandler;
public InventoryCrafting(Container par1Container, int par2, int par3)
{
int k = par2 * par3;
this.stackList = new ItemStack[k];
this.eventHandler = par1Container;
this.inventoryWidth = par2;
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.stackList.length;
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int par1)
{
return par1 >= this.getSizeInventory() ? null : this.stackList[par1];
}
/**
* Returns the itemstack in the slot specified (Top left is 0, 0). Args: row, column
*/
public ItemStack getStackInRowAndColumn(int par1, int par2)
{
if (par1 >= 0 && par1 < this.inventoryWidth)
{
int k = par1 + par2 * this.inventoryWidth;
return this.getStackInSlot(k);
}
else
{
return null;
}
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return "container.crafting";
}
/**
* 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;
}
/**
* 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.stackList[par1] != null)
{
ItemStack itemstack = this.stackList[par1];
this.stackList[par1] = null;
return itemstack;
}
else
{
return null;
}
}
/**
* 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.stackList[par1] != null)
{
ItemStack itemstack;
if (this.stackList[par1].stackSize <= par2)
{
itemstack = this.stackList[par1];
this.stackList[par1] = null;
this.eventHandler.onCraftMatrixChanged(this);
return itemstack;
}
else
{
itemstack = this.stackList[par1].splitStack(par2);
if (this.stackList[par1].stackSize == 0)
{
this.stackList[par1] = null;
}
this.eventHandler.onCraftMatrixChanged(this);
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.stackList[par1] = par2ItemStack;
this.eventHandler.onCraftMatrixChanged(this);
}
/**
* 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;
}
}