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; } }