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;
}
}