Moving to source sets
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.tile;
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import java.util.EnumMap;
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import java.util.List;
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import javax.annotation.Nonnull;
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import alexiil.mc.lib.attributes.AttributeList;
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import alexiil.mc.lib.attributes.item.FixedItemInv;
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import alexiil.mc.lib.attributes.item.impl.EmptyFixedItemInv;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.entity.BlockEntityType;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.CompoundTag;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.shape.VoxelShape;
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import net.minecraft.util.shape.VoxelShapes;
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import net.minecraft.world.World;
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import appeng.util.helpers.ItemHandlerUtil;
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import appeng.util.inv.IAEAppEngInventory;
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import appeng.util.inv.InvOperation;
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public abstract class AEBaseInvBlockEntity extends AEBaseBlockEntity implements IAEAppEngInventory {
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public AEBaseInvBlockEntity(BlockEntityType<?> tileEntityTypeIn) {
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super(tileEntityTypeIn);
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}
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@Override
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public void fromTag(BlockState state, final CompoundTag data) {
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super.fromTag(state, data);
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final FixedItemInv inv = this.getInternalInventory();
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if (inv != EmptyFixedItemInv.INSTANCE) {
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final CompoundTag opt = data.getCompound("inv");
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for (int x = 0; x < inv.getSlotCount(); x++) {
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final CompoundTag item = opt.getCompound("item" + x);
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ItemHandlerUtil.setStackInSlot(inv, x, ItemStack.fromTag(item));
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}
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}
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}
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public abstract @Nonnull
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FixedItemInv getInternalInventory();
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@Override
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public CompoundTag toTag(final CompoundTag data) {
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super.toTag(data);
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final FixedItemInv inv = this.getInternalInventory();
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if (inv != EmptyFixedItemInv.INSTANCE) {
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final CompoundTag opt = new CompoundTag();
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for (int x = 0; x < inv.getSlotCount(); x++) {
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final CompoundTag item = new CompoundTag();
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final ItemStack is = inv.getInvStack(x);
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if (!is.isEmpty()) {
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is.toTag(item);
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}
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opt.put("item" + x, item);
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}
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data.put("inv", opt);
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}
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return data;
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}
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@Override
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public void getDrops(final World w, final BlockPos pos, final List<ItemStack> drops) {
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final FixedItemInv inv = this.getInternalInventory();
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for (int l = 0; l < inv.getSlotCount(); l++) {
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final ItemStack is = inv.getInvStack(l);
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if (!is.isEmpty()) {
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drops.add(is);
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}
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}
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}
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@Override
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public abstract void onChangeInventory(FixedItemInv inv, int slot, InvOperation mc, ItemStack removed,
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ItemStack added);
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protected @Nonnull
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FixedItemInv getItemHandlerForSide(@Nonnull Direction side) {
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return this.getInternalInventory();
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}
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@Override
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public void addAllAttributes(World world, BlockPos pos, BlockState state, AttributeList<?> to) {
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super.addAllAttributes(world, pos, state, to);
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offerItemInventory(to);
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}
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private void offerItemInventory(AttributeList<?> to) {
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FixedItemInv internalHandler = getInternalInventory();
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// Offer up the directional ones first
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for (Direction side : Direction.values()) {
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FixedItemInv inv = getItemHandlerForSide(side);
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if (inv != internalHandler) {
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to.offer(inv, FACE_SHAPES.get(side));
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}
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}
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to.offer(internalHandler);
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}
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private static final EnumMap<Direction, VoxelShape> FACE_SHAPES = new EnumMap<>(Direction.class);
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static {
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FACE_SHAPES.put(Direction.UP, VoxelShapes.cuboid(0f, 15f, 0f, 16f, 16f, 16f));
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FACE_SHAPES.put(Direction.DOWN, VoxelShapes.cuboid(0f, 0f, 0f, 16f, 1f, 16f));
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FACE_SHAPES.put(Direction.NORTH, VoxelShapes.cuboid(0f, 0f, 0f, 16f, 16f, 1f));
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FACE_SHAPES.put(Direction.SOUTH, VoxelShapes.cuboid(0f, 0f, 15f, 16f, 16f, 16f));
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FACE_SHAPES.put(Direction.WEST, VoxelShapes.cuboid(0f, 0f, 0f, 1f, 16f, 16f));
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FACE_SHAPES.put(Direction.EAST, VoxelShapes.cuboid(15f, 0f, 0f, 16f, 16f, 16f));
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}
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}
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