package net.minecraft.inventory;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public class InventoryBasic implements IInventory
{
private String inventoryTitle;
private int slotsCount;
private ItemStack[] inventoryContents;
private List field_70480_d;
private boolean hasCustomName;
private static final String __OBFID = "CL_00001514";
public InventoryBasic(String p_i1561_1_, boolean p_i1561_2_, int p_i1561_3_)
{
this.inventoryTitle = p_i1561_1_;
this.hasCustomName = p_i1561_2_;
this.slotsCount = p_i1561_3_;
this.inventoryContents = new ItemStack[p_i1561_3_];
}
public void func_110134_a(IInvBasic p_110134_1_)
{
if (this.field_70480_d == null)
{
this.field_70480_d = new ArrayList();
}
this.field_70480_d.add(p_110134_1_);
}
public void func_110132_b(IInvBasic p_110132_1_)
{
this.field_70480_d.remove(p_110132_1_);
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int slotIn)
{
return slotIn >= 0 && slotIn < this.inventoryContents.length ? this.inventoryContents[slotIn] : null;
}
/**
* 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.inventoryContents[index] != null)
{
ItemStack itemstack;
if (this.inventoryContents[index].stackSize <= count)
{
itemstack = this.inventoryContents[index];
this.inventoryContents[index] = null;
this.markDirty();
return itemstack;
}
else
{
itemstack = this.inventoryContents[index].splitStack(count);
if (this.inventoryContents[index].stackSize == 0)
{
this.inventoryContents[index] = null;
}
this.markDirty();
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 index)
{
if (this.inventoryContents[index] != null)
{
ItemStack itemstack = this.inventoryContents[index];
this.inventoryContents[index] = 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 index, ItemStack stack)
{
this.inventoryContents[index] = stack;
if (stack != null && stack.stackSize > this.getInventoryStackLimit())
{
stack.stackSize = this.getInventoryStackLimit();
}
this.markDirty();
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.slotsCount;
}
/**
* Returns the name of the inventory
*/
public String getInventoryName()
{
return this.inventoryTitle;
}
/**
* Returns if the inventory is named
*/
public boolean isCustomInventoryName()
{
return this.hasCustomName;
}
public void func_110133_a(String p_110133_1_)
{
this.hasCustomName = true;
this.inventoryTitle = p_110133_1_;
}
/**
* 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;
}
/**
* 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()
{
if (this.field_70480_d != null)
{
for (int i = 0; i < this.field_70480_d.size(); ++i)
{
((IInvBasic)this.field_70480_d.get(i)).onInventoryChanged(this);
}
}
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer player)
{
return true;
}
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 isItemValidForSlot(int index, ItemStack stack)
{
return true;
}
}