package net.minecraft.inventory;
import net.minecraft.entity.IMerchant;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.village.MerchantRecipe;
import net.minecraft.village.MerchantRecipeList;
public class InventoryMerchant implements IInventory
{
private final IMerchant theMerchant;
private ItemStack[] theInventory = new ItemStack[3];
private final EntityPlayer thePlayer;
private MerchantRecipe currentRecipe;
private int currentRecipeIndex;
public InventoryMerchant(EntityPlayer par1EntityPlayer, IMerchant par2IMerchant)
{
this.thePlayer = par1EntityPlayer;
this.theMerchant = par2IMerchant;
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.theInventory.length;
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int par1)
{
return this.theInventory[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)
{
if (this.theInventory[par1] != null)
{
ItemStack itemstack;
if (par1 == 2)
{
itemstack = this.theInventory[par1];
this.theInventory[par1] = null;
return itemstack;
}
else if (this.theInventory[par1].stackSize <= par2)
{
itemstack = this.theInventory[par1];
this.theInventory[par1] = null;
if (this.inventoryResetNeededOnSlotChange(par1))
{
this.resetRecipeAndSlots();
}
return itemstack;
}
else
{
itemstack = this.theInventory[par1].splitStack(par2);
if (this.theInventory[par1].stackSize == 0)
{
this.theInventory[par1] = null;
}
if (this.inventoryResetNeededOnSlotChange(par1))
{
this.resetRecipeAndSlots();
}
return itemstack;
}
}
else
{
return null;
}
}
/**
* if par1 slot has changed, does resetRecipeAndSlots need to be called?
*/
private boolean inventoryResetNeededOnSlotChange(int par1)
{
return par1 == 0 || par1 == 1;
}
/**
* 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.theInventory[par1] != null)
{
ItemStack itemstack = this.theInventory[par1];
this.theInventory[par1] = 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.theInventory[par1] = par2ItemStack;
if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
{
par2ItemStack.stackSize = this.getInventoryStackLimit();
}
if (this.inventoryResetNeededOnSlotChange(par1))
{
this.resetRecipeAndSlots();
}
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return "mob.villager";
}
/**
* 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;
}
/**
* 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;
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
return this.theMerchant.getCustomer() == par1EntityPlayer;
}
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;
}
/**
* Called when an the contents of an Inventory change, usually
*/
public void onInventoryChanged()
{
this.resetRecipeAndSlots();
}
public void resetRecipeAndSlots()
{
this.currentRecipe = null;
ItemStack itemstack = this.theInventory[0];
ItemStack itemstack1 = this.theInventory[1];
if (itemstack == null)
{
itemstack = itemstack1;
itemstack1 = null;
}
if (itemstack == null)
{
this.setInventorySlotContents(2, (ItemStack)null);
}
else
{
MerchantRecipeList merchantrecipelist = this.theMerchant.getRecipes(this.thePlayer);
if (merchantrecipelist != null)
{
MerchantRecipe merchantrecipe = merchantrecipelist.canRecipeBeUsed(itemstack, itemstack1, this.currentRecipeIndex);
if (merchantrecipe != null && !merchantrecipe.func_82784_g())
{
this.currentRecipe = merchantrecipe;
this.setInventorySlotContents(2, merchantrecipe.getItemToSell().copy());
}
else if (itemstack1 != null)
{
merchantrecipe = merchantrecipelist.canRecipeBeUsed(itemstack1, itemstack, this.currentRecipeIndex);
if (merchantrecipe != null && !merchantrecipe.func_82784_g())
{
this.currentRecipe = merchantrecipe;
this.setInventorySlotContents(2, merchantrecipe.getItemToSell().copy());
}
else
{
this.setInventorySlotContents(2, (ItemStack)null);
}
}
else
{
this.setInventorySlotContents(2, (ItemStack)null);
}
}
}
}
public MerchantRecipe getCurrentRecipe()
{
return this.currentRecipe;
}
public void setCurrentRecipeIndex(int par1)
{
this.currentRecipeIndex = par1;
this.resetRecipeAndSlots();
}
}