package net.minecraft.inventory;
import net.minecraft.entity.IMerchant;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;
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;
private static final String __OBFID = "CL_00001756";
public InventoryMerchant(EntityPlayer p_i1820_1_, IMerchant p_i1820_2_)
{
this.thePlayer = p_i1820_1_;
this.theMerchant = p_i1820_2_;
}
/**
* 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 slotIn)
{
return this.theInventory[slotIn];
}
/**
* 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 index, int count)
{
if (this.theInventory[index] != null)
{
ItemStack var3;
if (index == 2)
{
var3 = this.theInventory[index];
this.theInventory[index] = null;
return var3;
}
else if (this.theInventory[index].stackSize <= count)
{
var3 = this.theInventory[index];
this.theInventory[index] = null;
if (this.inventoryResetNeededOnSlotChange(index))
{
this.resetRecipeAndSlots();
}
return var3;
}
else
{
var3 = this.theInventory[index].splitStack(count);
if (this.theInventory[index].stackSize == 0)
{
this.theInventory[index] = null;
}
if (this.inventoryResetNeededOnSlotChange(index))
{
this.resetRecipeAndSlots();
}
return var3;
}
}
else
{
return null;
}
}
/**
* if par1 slot has changed, does resetRecipeAndSlots need to be called?
*/
private boolean inventoryResetNeededOnSlotChange(int p_70469_1_)
{
return p_70469_1_ == 0 || p_70469_1_ == 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 index)
{
if (this.theInventory[index] != null)
{
ItemStack var2 = this.theInventory[index];
this.theInventory[index] = null;
return var2;
}
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 index, ItemStack stack)
{
this.theInventory[index] = stack;
if (stack != null && stack.stackSize > this.getInventoryStackLimit())
{
stack.stackSize = this.getInventoryStackLimit();
}
if (this.inventoryResetNeededOnSlotChange(index))
{
this.resetRecipeAndSlots();
}
}
/**
* Gets the name of this command sender (usually username, but possibly "Rcon")
*/
public String getName()
{
return "mob.villager";
}
/**
* Returns true if this thing is named
*/
public boolean hasCustomName()
{
return false;
}
public IChatComponent getDisplayName()
{
return (IChatComponent)(this.hasCustomName() ? new ChatComponentText(this.getName()) : new ChatComponentTranslation(this.getName(), new Object[0]));
}
/**
* 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 playerIn)
{
return this.theMerchant.getCustomer() == playerIn;
}
public void openInventory(EntityPlayer playerIn) {}
public void closeInventory(EntityPlayer playerIn) {}
/**
* Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
*/
public boolean isItemValidForSlot(int index, ItemStack stack)
{
return true;
}
/**
* For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it
* hasn't changed and skip it.
*/
public void markDirty()
{
this.resetRecipeAndSlots();
}
public void resetRecipeAndSlots()
{
this.currentRecipe = null;
ItemStack var1 = this.theInventory[0];
ItemStack var2 = this.theInventory[1];
if (var1 == null)
{
var1 = var2;
var2 = null;
}
if (var1 == null)
{
this.setInventorySlotContents(2, (ItemStack)null);
}
else
{
MerchantRecipeList var3 = this.theMerchant.getRecipes(this.thePlayer);
if (var3 != null)
{
MerchantRecipe var4 = var3.canRecipeBeUsed(var1, var2, this.currentRecipeIndex);
if (var4 != null && !var4.isRecipeDisabled())
{
this.currentRecipe = var4;
this.setInventorySlotContents(2, var4.getItemToSell().copy());
}
else if (var2 != null)
{
var4 = var3.canRecipeBeUsed(var2, var1, this.currentRecipeIndex);
if (var4 != null && !var4.isRecipeDisabled())
{
this.currentRecipe = var4;
this.setInventorySlotContents(2, var4.getItemToSell().copy());
}
else
{
this.setInventorySlotContents(2, (ItemStack)null);
}
}
else
{
this.setInventorySlotContents(2, (ItemStack)null);
}
}
}
this.theMerchant.verifySellingItem(this.getStackInSlot(2));
}
public MerchantRecipe getCurrentRecipe()
{
return this.currentRecipe;
}
public void setCurrentRecipeIndex(int p_70471_1_)
{
this.currentRecipeIndex = p_70471_1_;
this.resetRecipeAndSlots();
}
public int getField(int id)
{
return 0;
}
public void setField(int id, int value) {}
public int getFieldCount()
{
return 0;
}
public void clearInventory()
{
for (int var1 = 0; var1 < this.theInventory.length; ++var1)
{
this.theInventory[var1] = null;
}
}
}