package net.minecraft.inventory;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public class InventoryCrafting implements IInventory
{
/** List of the stacks in the crafting matrix. */
private ItemStack[] stackList;
/** the width of the crafting inventory */
private int inventoryWidth;
/** Class containing the callbacks for the events on_GUIClosed and on_CraftMaxtrixChanged. */
private Container eventHandler;
private static final String __OBFID = "CL_00001743";
public InventoryCrafting(Container p_i1807_1_, int p_i1807_2_, int p_i1807_3_)
{
int k = p_i1807_2_ * p_i1807_3_;
this.stackList = new ItemStack[k];
this.eventHandler = p_i1807_1_;
this.inventoryWidth = p_i1807_2_;
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.stackList.length;
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int slotIn)
{
return slotIn >= this.getSizeInventory() ? null : this.stackList[slotIn];
}
/**
* Returns the itemstack in the slot specified (Top left is 0, 0). Args: row, column
*/
public ItemStack getStackInRowAndColumn(int p_70463_1_, int p_70463_2_)
{
if (p_70463_1_ >= 0 && p_70463_1_ < this.inventoryWidth)
{
int k = p_70463_1_ + p_70463_2_ * this.inventoryWidth;
return this.getStackInSlot(k);
}
else
{
return null;
}
}
/**
* Returns the name of the inventory
*/
public String getInventoryName()
{
return "container.crafting";
}
/**
* Returns if the inventory is named
*/
public boolean isCustomInventoryName()
{
return false;
}
/**
* 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.stackList[index] != null)
{
ItemStack itemstack = this.stackList[index];
this.stackList[index] = null;
return itemstack;
}
else
{
return 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.stackList[index] != null)
{
ItemStack itemstack;
if (this.stackList[index].stackSize <= count)
{
itemstack = this.stackList[index];
this.stackList[index] = null;
this.eventHandler.onCraftMatrixChanged(this);
return itemstack;
}
else
{
itemstack = this.stackList[index].splitStack(count);
if (this.stackList[index].stackSize == 0)
{
this.stackList[index] = null;
}
this.eventHandler.onCraftMatrixChanged(this);
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.stackList[index] = stack;
this.eventHandler.onCraftMatrixChanged(this);
}
/**
* 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;
}
}