package net.minecraft.inventory;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public class InventoryLargeChest implements IInventory
{
/** Name of the chest. */
private String name;
/** Inventory object corresponding to double chest upper part */
private IInventory upperChest;
/** Inventory object corresponding to double chest lower part */
private IInventory lowerChest;
public InventoryLargeChest(String par1Str, IInventory par2IInventory, IInventory par3IInventory)
{
this.name = par1Str;
if (par2IInventory == null)
{
par2IInventory = par3IInventory;
}
if (par3IInventory == null)
{
par3IInventory = par2IInventory;
}
this.upperChest = par2IInventory;
this.lowerChest = par3IInventory;
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.upperChest.getSizeInventory() + this.lowerChest.getSizeInventory();
}
/**
* Return whether the given inventory is part of this large chest.
*/
public boolean isPartOfLargeChest(IInventory par1IInventory)
{
return this.upperChest == par1IInventory || this.lowerChest == par1IInventory;
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return this.upperChest.isInvNameLocalized() ? this.upperChest.getInvName() : (this.lowerChest.isInvNameLocalized() ? this.lowerChest.getInvName() : this.name);
}
/**
* 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 this.upperChest.isInvNameLocalized() || this.lowerChest.isInvNameLocalized();
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int par1)
{
return par1 >= this.upperChest.getSizeInventory() ? this.lowerChest.getStackInSlot(par1 - this.upperChest.getSizeInventory()) : this.upperChest.getStackInSlot(par1);
}
/**
* 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)
{
return par1 >= this.upperChest.getSizeInventory() ? this.lowerChest.decrStackSize(par1 - this.upperChest.getSizeInventory(), par2) : this.upperChest.decrStackSize(par1, par2);
}
/**
* 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)
{
return par1 >= this.upperChest.getSizeInventory() ? this.lowerChest.getStackInSlotOnClosing(par1 - this.upperChest.getSizeInventory()) : this.upperChest.getStackInSlotOnClosing(par1);
}
/**
* 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)
{
if (par1 >= this.upperChest.getSizeInventory())
{
this.lowerChest.setInventorySlotContents(par1 - this.upperChest.getSizeInventory(), par2ItemStack);
}
else
{
this.upperChest.setInventorySlotContents(par1, 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 this.upperChest.getInventoryStackLimit();
}
/**
* Called when an the contents of an Inventory change, usually
*/
public void onInventoryChanged()
{
this.upperChest.onInventoryChanged();
this.lowerChest.onInventoryChanged();
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
return this.upperChest.isUseableByPlayer(par1EntityPlayer) && this.lowerChest.isUseableByPlayer(par1EntityPlayer);
}
public void openChest()
{
this.upperChest.openChest();
this.lowerChest.openChest();
}
public void closeChest()
{
this.upperChest.closeChest();
this.lowerChest.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;
}
}