Add bookshelves
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package electroblob.wizardry.inventory;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.event.SpellBindEvent;
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import electroblob.wizardry.item.IWorkbenchItem;
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import electroblob.wizardry.item.ItemSpellBook;
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import electroblob.wizardry.registry.WizardryAdvancementTriggers;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.tileentity.TileEntityArcaneWorkbench;
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import electroblob.wizardry.util.WandHelper;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.inventory.Container;
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import net.minecraft.inventory.IInventory;
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import net.minecraft.inventory.Slot;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.MathHelper;
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import net.minecraftforge.common.MinecraftForge;
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import java.util.HashSet;
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import java.util.Set;
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public class ContainerArcaneWorkbench extends Container {
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/** The arcane workbench tile entity associated with this container. */
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public TileEntityArcaneWorkbench tileentity;
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public static final ResourceLocation EMPTY_SLOT_CRYSTAL = new ResourceLocation(Wizardry.MODID, "gui/empty_slot_crystal");
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public static final ResourceLocation EMPTY_SLOT_UPGRADE = new ResourceLocation(Wizardry.MODID, "gui/empty_slot_upgrade");
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public static final int CRYSTAL_SLOT = 8;
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public static final int CENTRE_SLOT = 9;
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public static final int UPGRADE_SLOT = 10;
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public static final int SLOT_RADIUS = 42;
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public ContainerArcaneWorkbench(IInventory inventory, TileEntityArcaneWorkbench tileentity){
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this.tileentity = tileentity;
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ItemStack wand = tileentity.getStackInSlot(CENTRE_SLOT);
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for(int i = 0; i < 8; i++){
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Slot slot = new SlotItemClassList(tileentity, i, -999, -999, 1, ItemSpellBook.class);
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this.addSlotToContainer(slot);
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}
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this.addSlotToContainer(new SlotItemList(tileentity, CRYSTAL_SLOT, 13, 101, 64,
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WizardryItems.magic_crystal, WizardryItems.crystal_shard, WizardryItems.grand_crystal))
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.setBackgroundName(EMPTY_SLOT_CRYSTAL.toString());
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this.addSlotToContainer(new SlotWorkbenchItem(tileentity, CENTRE_SLOT, 80, 64, this));
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Set<Item> upgrades = new HashSet<>(WandHelper.getSpecialUpgrades()); // Can't be done statically.
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upgrades.add(WizardryItems.arcane_tome);
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upgrades.add(WizardryItems.armour_upgrade);
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this.addSlotToContainer(new SlotItemList(tileentity, UPGRADE_SLOT, 147, 17, 1, upgrades.toArray(new Item[0])))
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.setBackgroundName(EMPTY_SLOT_UPGRADE.toString());
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for(int x = 0; x < 9; x++){
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this.addSlotToContainer(new Slot(inventory, x, 8 + x * 18, 196));
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}
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for(int y = 0; y < 3; y++){
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for(int x = 0; x < 9; x++){
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this.addSlotToContainer(new Slot(inventory, 9 + x + y * 9, 8 + x * 18, 138 + y * 18));
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}
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}
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this.onSlotChanged(CENTRE_SLOT, wand, null);
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}
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@Override
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public boolean canInteractWith(EntityPlayer player){
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return this.tileentity.isUsableByPlayer(player);
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}
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/**
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* Shows the given slot in the container GUI at the given position. Intended to do the opposite of
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* {@link ContainerArcaneWorkbench#hideSlot(int, EntityPlayer)}.
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* @param index The index of the slot to show.
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* @param x The x position to put the slot in.
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* @param y The y position to put the slot in.
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*/
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private void showSlot(int index, int x, int y){
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Slot slot = this.getSlot(index);
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slot.xPos = x;
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slot.yPos = y;
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}
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/**
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* Hides the given slot from the container GUI (moves it off the screen) and returns its contents to the given
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* player. If some or all of the items do not fit in the player's inventory, or if the player is null, they are
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* dropped on the floor.
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* @param index The index of the slot to hide.
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* @param player The player that is using this container.
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*/
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private void hideSlot(int index, EntityPlayer player){
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Slot slot = this.getSlot(index);
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// 'Removes' the slot from the container (moves it off the screen)
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slot.xPos = -999;
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slot.yPos = -999;
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ItemStack stack = slot.getStack();
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// This doesn't cause an infinite loop because slot i can never be a SlotWandArmour. In effect, it's
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// exactly the same as shift-clicking the slot, so why re-invent the wheel?
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ItemStack remainder = this.transferStackInSlot(player, index);
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if(remainder == ItemStack.EMPTY && stack != ItemStack.EMPTY){
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slot.putStack(ItemStack.EMPTY);
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// The second parameter is never used...
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if(player != null) player.dropItem(stack, false);
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}
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}
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/** Called from the central wand/armour slot when its item is changed or removed. */
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// In case I forget again and think it should have @Override: I wrote this!
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public void onSlotChanged(int slotNumber, ItemStack stack, EntityPlayer player){
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if(slotNumber == CENTRE_SLOT){
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if(stack.isEmpty()){
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// If the stack has been removed, hide all the spell book slots
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for(int i = 0; i < CRYSTAL_SLOT; i++){
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this.hideSlot(i, player);
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}
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}else{
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if(stack.getItem() instanceof IWorkbenchItem){ // Should always be true here.
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int spellSlots = ((IWorkbenchItem)stack.getItem()).getSpellSlotCount(stack);
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int centreX = this.getSlot(CENTRE_SLOT).xPos;
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int centreY = this.getSlot(CENTRE_SLOT).yPos;
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// Show however many spell book slots are necessary
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for(int i = 0; i < spellSlots; i++){
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float angle = i * (2 * (float)Math.PI)/spellSlots;
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int x = centreX + Math.round(SLOT_RADIUS * MathHelper.sin(angle));
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// -cos because +y is downwards
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int y = centreY + Math.round(SLOT_RADIUS * -MathHelper.cos(angle));
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showSlot(i, x, y);
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}
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// Hide the rest
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for(int i = spellSlots; i < CRYSTAL_SLOT; i++){
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hideSlot(i, player);
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}
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}
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}
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}
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// FIXME: It only seems to be syncing correctly when a stack is put into the slot, not taken out.
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// This is because markDirty isn't called in the tileentity, I think.
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// You can simulate this using hoppers!
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this.tileentity.sync();
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}
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// FIXME: Shift-clicking a stack of special upgrades when in the arcane workbench causes the whole stack to be
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// transferred when it should be just one (this is a bug with vanilla as well - try putting a stack of
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// bottles into a brewing stand). I have at least made it so only one gets used now, so it has no impact on
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// the game.
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@Override
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public ItemStack transferStackInSlot(EntityPlayer player, int clickedSlotId){
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ItemStack remainder = ItemStack.EMPTY;
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Slot slot = this.inventorySlots.get(clickedSlotId);
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if(slot != null && slot.getHasStack()){
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ItemStack stack = slot.getStack(); // The stack that was there originally
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remainder = stack.copy(); // A copy of that stack
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// Workbench -> inventory
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if(clickedSlotId <= UPGRADE_SLOT){
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// Tries to move the stack into the player's inventory. If this fails...
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if(!this.mergeItemStack(stack, UPGRADE_SLOT + 1, this.inventorySlots.size(), true)){
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return ItemStack.EMPTY; // ...nothing else happens.
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}
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}
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// Inventory -> workbench
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else{
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// The following logic prevents shift-clicking transferring the items to the wrong slot.
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int minSlotId = 0;
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int maxSlotId = UPGRADE_SLOT;
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if(stack.getItem() instanceof ItemSpellBook){
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minSlotId = 0;
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maxSlotId = CRYSTAL_SLOT - 1;
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}else if(getSlot(CRYSTAL_SLOT).isItemValid(stack)){
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minSlotId = CRYSTAL_SLOT;
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maxSlotId = CRYSTAL_SLOT;
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}else if(getSlot(CENTRE_SLOT).isItemValid(stack)){
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minSlotId = CENTRE_SLOT;
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maxSlotId = CENTRE_SLOT;
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}else if(getSlot(UPGRADE_SLOT).isItemValid(stack)){
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minSlotId = UPGRADE_SLOT;
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maxSlotId = UPGRADE_SLOT;
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}else{
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// If none of the above cases were true, then the item won't fit in the workbench.
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return ItemStack.EMPTY;
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}
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if(!this.mergeItemStack(stack, minSlotId, maxSlotId + 1, false)){
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return ItemStack.EMPTY;
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}
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}
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if(stack.getCount() == 0){
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slot.putStack(ItemStack.EMPTY);
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}else{
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slot.onSlotChanged();
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}
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if(stack.getCount() == remainder.getCount()){
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return ItemStack.EMPTY;
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}
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slot.onTake(player, stack);
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}
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return remainder;
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}
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// Overridden to stop stacks merging into 'removed' slots.
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@Override
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protected boolean mergeItemStack(ItemStack stack, int minSlotID, int maxSlotID, boolean p_75135_4_){
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for(int i = minSlotID; i < maxSlotID; i++){
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// System.out.println(this.getSlot(i).xDisplayPosition);
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if(this.getSlot(i).xPos >= 0 && this.getSlot(i).yPos >= 0 && !this.getSlot(i).getHasStack()){
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return super.mergeItemStack(stack, minSlotID, maxSlotID, p_75135_4_);
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}
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}
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// Only returns false if none of the slots given are enabled and empty
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return false;
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}
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/**
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* Called (via {@link electroblob.wizardry.packet.PacketControlInput PacketControlInput}) when the apply button in
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* the arcane workbench GUI is pressed.
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*/
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// As of 2.1, for the sake of events and neatness of code, this was moved here from TileEntityArcaneWorkbench.
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// As of 4.2, the spell binding/charging/upgrading code was delegated (via IWorkbenchItem) to the items themselves.
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public void onApplyButtonPressed(EntityPlayer player){
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if(MinecraftForge.EVENT_BUS.post(new SpellBindEvent(player, this))) return;
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Slot centre = this.getSlot(CENTRE_SLOT);
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if(centre.getStack().getItem() instanceof IWorkbenchItem){ // Should always be true, but no harm in checking.
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Slot[] spellBooks = this.inventorySlots.subList(0, 8).toArray(new Slot[8]);
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if(((IWorkbenchItem)centre.getStack().getItem())
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.onApplyButtonPressed(player, centre, this.getSlot(CRYSTAL_SLOT), this.getSlot(UPGRADE_SLOT), spellBooks)){
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if(player instanceof EntityPlayerMP){
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WizardryAdvancementTriggers.arcane_workbench.trigger((EntityPlayerMP)player, centre.getStack());
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}
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}
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}
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}
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}
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