package net.minecraft.inventory; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; public class InventoryCraftResult implements IInventory { /** A list of one item containing the result of the crafting formula */ private ItemStack[] stackResult = new ItemStack[1]; private static final String __OBFID = "CL_00001760"; /** * Returns the number of slots in the inventory. */ public int getSizeInventory() { return 1; } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int slotIn) { return this.stackResult[0]; } /** * Returns the name of the inventory */ public String getInventoryName() { return "Result"; } /** * Returns if the inventory is named */ public boolean isCustomInventoryName() { return false; } /** * 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.stackResult[0] != null) { ItemStack itemstack = this.stackResult[0]; this.stackResult[0] = null; 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.stackResult[0] != null) { ItemStack itemstack = this.stackResult[0]; this.stackResult[0] = 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.stackResult[0] = stack; } /** * 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() {} /** * 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; } }