package net.minecraft.tileentity; import java.util.Random; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; public class TileEntityDispenser extends TileEntity implements IInventory { private ItemStack[] dispenserContents = new ItemStack[9]; /** * random number generator for instance. Used in random item stack selection. */ private Random dispenserRandom = new Random(); protected String customName; /** * Returns the number of slots in the inventory. */ public int getSizeInventory() { return 9; } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int par1) { return this.dispenserContents[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.dispenserContents[par1] != null) { ItemStack itemstack; if (this.dispenserContents[par1].stackSize <= par2) { itemstack = this.dispenserContents[par1]; this.dispenserContents[par1] = null; this.onInventoryChanged(); return itemstack; } else { itemstack = this.dispenserContents[par1].splitStack(par2); if (this.dispenserContents[par1].stackSize == 0) { this.dispenserContents[par1] = null; } this.onInventoryChanged(); 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.dispenserContents[par1] != null) { ItemStack itemstack = this.dispenserContents[par1]; this.dispenserContents[par1] = null; return itemstack; } else { return null; } } public int getRandomStackFromInventory() { int i = -1; int j = 1; for (int k = 0; k < this.dispenserContents.length; ++k) { if (this.dispenserContents[k] != null && this.dispenserRandom.nextInt(j++) == 0) { i = k; } } return i; } /** * 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.dispenserContents[par1] = par2ItemStack; if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit()) { par2ItemStack.stackSize = this.getInventoryStackLimit(); } this.onInventoryChanged(); } /** * Add item stack in first available inventory slot */ public int addItem(ItemStack par1ItemStack) { for (int i = 0; i < this.dispenserContents.length; ++i) { if (this.dispenserContents[i] == null || this.dispenserContents[i].itemID == 0) { this.setInventorySlotContents(i, par1ItemStack); return i; } } return -1; } /** * Returns the name of the inventory. */ public String getInvName() { return this.isInvNameLocalized() ? this.customName : "container.dispenser"; } public void setCustomName(String par1Str) { this.customName = par1Str; } /** * 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.customName != null; } /** * Reads a tile entity from NBT. */ public void readFromNBT(NBTTagCompound par1NBTTagCompound) { super.readFromNBT(par1NBTTagCompound); NBTTagList nbttaglist = par1NBTTagCompound.getTagList("Items"); this.dispenserContents = new ItemStack[this.getSizeInventory()]; for (int i = 0; i < nbttaglist.tagCount(); ++i) { NBTTagCompound nbttagcompound1 = (NBTTagCompound)nbttaglist.tagAt(i); int j = nbttagcompound1.getByte("Slot") & 255; if (j >= 0 && j < this.dispenserContents.length) { this.dispenserContents[j] = ItemStack.loadItemStackFromNBT(nbttagcompound1); } } if (par1NBTTagCompound.hasKey("CustomName")) { this.customName = par1NBTTagCompound.getString("CustomName"); } } /** * Writes a tile entity to NBT. */ public void writeToNBT(NBTTagCompound par1NBTTagCompound) { super.writeToNBT(par1NBTTagCompound); NBTTagList nbttaglist = new NBTTagList(); for (int i = 0; i < this.dispenserContents.length; ++i) { if (this.dispenserContents[i] != null) { NBTTagCompound nbttagcompound1 = new NBTTagCompound(); nbttagcompound1.setByte("Slot", (byte)i); this.dispenserContents[i].writeToNBT(nbttagcompound1); nbttaglist.appendTag(nbttagcompound1); } } par1NBTTagCompound.setTag("Items", nbttaglist); if (this.isInvNameLocalized()) { par1NBTTagCompound.setString("CustomName", this.customName); } } /** * 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.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D; } 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; } }