package electroblob.wizardry.inventory;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.block.BlockBookshelf;
import electroblob.wizardry.event.SpellBindEvent;
import electroblob.wizardry.item.IWorkbenchItem;
import electroblob.wizardry.item.ItemSpellBook;
import electroblob.wizardry.registry.WizardryAdvancementTriggers;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.tileentity.TileEntityArcaneWorkbench;
import electroblob.wizardry.util.ISpellSortable;
import electroblob.wizardry.util.InventoryUtils;
import electroblob.wizardry.util.WandHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.inventory.ClickType;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.Slot;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;
import net.minecraftforge.common.MinecraftForge;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import java.util.*;
import java.util.stream.Collectors;
/**
* The container for the arcane workbench GUI.
*
* The virtual slot system works as follows:
* - The container has two types of slots: {@link SlotBookList} and {@link VirtualSlot}.
* - The {@code SlotBookList}s are the ones that actually get displayed. They essentially delegate all their
* functions to the relevant {@code VirtualSlot}.
* - Each {@code VirtualSlot} refers to a specific slot in another {@link IInventory} nearby, but is not displayed
* directly on the GUI. They are sorted and filtered according to the GUI input via
* {@link ContainerArcaneWorkbench#getActiveBookshelfSlots()}.
* - When a stack is taken from a {@code SlotBookList} (or its current stack is queried), the {@code VirtualSlot}
* it delegates to depends on the current search term, sort order and state of the linked bookshelves.
* - When a stack is inserted into a {@code SlotBookList}, the {@code VirtualSlot} it delegates to depends
* instead on where the stack came from originally and which virtual slots are free.
* - Finally, the {@code SlotBookList}s are only really used on the client side (though they are included on the server
* for consistency, just in case). The bookshelf slot delegates to a virtual slot on the client side (which is where
* the search and sorting is done), and then the click is sent to the server.
*/
public class ContainerArcaneWorkbench extends Container implements ISpellSortable {
/** The arcane workbench tile entity associated with this container. */
public TileEntityArcaneWorkbench tileentity;
public static final ResourceLocation EMPTY_SLOT_CRYSTAL = new ResourceLocation(Wizardry.MODID, "gui/container/empty_slot_crystal");
public static final ResourceLocation EMPTY_SLOT_UPGRADE = new ResourceLocation(Wizardry.MODID, "gui/container/empty_slot_upgrade");
public static final int CRYSTAL_SLOT = 8;
public static final int CENTRE_SLOT = 9;
public static final int UPGRADE_SLOT = 10;
public static final int SLOT_RADIUS = 42;
public static final int BOOKSHELF_SLOTS_X = 5;
public static final int BOOKSHELF_SLOTS_Y = 10;
public static final int PLAYER_INVENTORY_SIZE = 36;
public static final int BOOKSHELF_UI_WIDTH = 122;
private List bookshelfSlots = new ArrayList<>();
private List activeBookshelfSlots = new ArrayList<>();
private boolean hasBookshelves;
private int scroll = 0;
private ISpellSortable.SortType sortType = ISpellSortable.SortType.TIER;
private boolean sortDescending = false;
private String searchText = "";
public boolean needsRefresh;
public ContainerArcaneWorkbench(IInventory inventory, TileEntityArcaneWorkbench tileentity){
this.tileentity = tileentity;
ItemStack wand = tileentity.getStackInSlot(CENTRE_SLOT);
for(int i = 0; i < 8; i++){
Slot slot = new SlotItemClassList(tileentity, i, -999, -999, 1, ItemSpellBook.class);
this.addSlotToContainer(slot);
}
this.addSlotToContainer(new SlotItemList(tileentity, CRYSTAL_SLOT, 13, 101, 64,
WizardryItems.magic_crystal, WizardryItems.crystal_shard, WizardryItems.grand_crystal))
.setBackgroundName(EMPTY_SLOT_CRYSTAL.toString());
this.addSlotToContainer(new SlotWorkbenchItem(tileentity, CENTRE_SLOT, 80, 64, this));
Set- upgrades = new HashSet<>(WandHelper.getSpecialUpgrades()); // Can't be done statically.
upgrades.add(WizardryItems.arcane_tome);
upgrades.add(WizardryItems.resplendent_thread);
upgrades.add(WizardryItems.crystal_silver_plating);
upgrades.add(WizardryItems.ethereal_crystalweave);
this.addSlotToContainer(new SlotItemList(tileentity, UPGRADE_SLOT, 147, 17, 1, upgrades.toArray(new Item[0])))
.setBackgroundName(EMPTY_SLOT_UPGRADE.toString());
for(int x = 0; x < 9; x++){
this.addSlotToContainer(new Slot(inventory, x, 8 + x * 18, 196));
}
for(int y = 0; y < 3; y++){
for(int x = 0; x < 9; x++){
this.addSlotToContainer(new Slot(inventory, 9 + x + y * 9, 8 + x * 18, 138 + y * 18));
}
}
for(int y = 0; y < BOOKSHELF_SLOTS_Y; y++){
for(int x = 0; x < BOOKSHELF_SLOTS_X; x++){
int index = x + y * BOOKSHELF_SLOTS_X;
this.addSlotToContainer(new SlotBookList(tileentity, UPGRADE_SLOT + 1 + index, 8 + x * 18, 34 + y * 18, this, index));
}
}
refreshBookshelfSlots(); // Must be done last
this.onSlotChanged(CENTRE_SLOT, wand, null);
}
@Override
public boolean canInteractWith(EntityPlayer player){
return this.tileentity.isUsableByPlayer(player);
}
/**
* Shows the given slot in the container GUI at the given position. Intended to do the opposite of
* {@link ContainerArcaneWorkbench#hideSlot(int, EntityPlayer)}.
* @param index The index of the slot to show.
* @param x The x position to put the slot in.
* @param y The y position to put the slot in.
*/
private void showSlot(int index, int x, int y){
Slot slot = this.getSlot(index);
slot.xPos = x;
slot.yPos = y;
}
/**
* Hides the given slot from the container GUI (moves it off the screen) and returns its contents to the given
* player. If some or all of the items do not fit in the player's inventory, or if the player is null, they are
* dropped on the floor.
* @param index The index of the slot to hide.
* @param player The player that is using this container.
*/
// We're not using slot.isEnabled() because it would mean making another slot class, and we'd still need to handle
// what happens to the contents when the slot is hidden
private void hideSlot(int index, EntityPlayer player){
Slot slot = this.getSlot(index);
// 'Removes' the slot from the container (moves it off the screen)
slot.xPos = -999;
slot.yPos = -999;
ItemStack stack = slot.getStack();
// This doesn't cause an infinite loop because slot i can never be a SlotWandArmour. In effect, it's
// exactly the same as shift-clicking the slot, so why re-invent the wheel?
ItemStack remainder = this.transferStackInSlot(player, index);
if(remainder == ItemStack.EMPTY && stack != ItemStack.EMPTY){
slot.putStack(ItemStack.EMPTY);
// The second parameter is never used...
if(player != null) player.dropItem(stack, false);
}
}
/** Called from the central wand/armour slot when its item is changed or removed. */
// In case I forget again and think it should have @Override: I wrote this!
public void onSlotChanged(int slotNumber, ItemStack stack, EntityPlayer player){
if(slotNumber == CENTRE_SLOT){
if(stack.isEmpty()){
// If the stack has been removed, hide all the spell book slots
for(int i = 0; i < CRYSTAL_SLOT; i++){
this.hideSlot(i, player);
}
}else{
if(stack.getItem() instanceof IWorkbenchItem){ // Should always be true here.
int spellSlots = ((IWorkbenchItem)stack.getItem()).getSpellSlotCount(stack);
int centreX = this.getSlot(CENTRE_SLOT).xPos;
int centreY = this.getSlot(CENTRE_SLOT).yPos;
// Show however many spell book slots are necessary
for(int i = 0; i < spellSlots; i++){
int x = centreX + getBookSlotXOffset(i, spellSlots);
int y = centreY + getBookSlotYOffset(i, spellSlots);
showSlot(i, x, y);
}
// Hide the rest
for(int i = spellSlots; i < CRYSTAL_SLOT; i++){
hideSlot(i, player);
}
}
}
}
}
/** Returns the x offset (relative to the central slot) of the ith book slot when the total number of book slots is
* equal to {@code bookSlotCount}. */
public static int getBookSlotXOffset(int i, int bookSlotCount){
float angle = i * (2 * (float)Math.PI) / bookSlotCount;
return Math.round(SLOT_RADIUS * MathHelper.sin(angle));
}
/** Returns the y offset (relative to the central slot) of the ith book slot when the total number of book slots is
* equal to {@code bookSlotCount}. */
public static int getBookSlotYOffset(int i, int bookSlotCount){
float angle = i * (2 * (float)Math.PI) / bookSlotCount;
return Math.round(SLOT_RADIUS * -MathHelper.cos(angle)); // -cos because +y is downwards
}
// FIXME: Shift-clicking a stack of special upgrades when in the arcane workbench causes the whole stack to be
// transferred when it should be just one (this is a bug with vanilla as well - try putting a stack of
// bottles into a brewing stand). I have at least made it so only one gets used now, so it has no impact on
// the game.
@Override
public ItemStack transferStackInSlot(EntityPlayer player, int clickedSlotId){
ItemStack remainder = ItemStack.EMPTY;
Slot slot = this.inventorySlots.get(clickedSlotId);
if(slot != null && slot.getHasStack()){
ItemStack stack = slot.getStack(); // The stack that was there originally
remainder = stack.copy(); // A copy of that stack
// Workbench -> inventory/bookshelves
if(clickedSlotId <= UPGRADE_SLOT){
// Try to move the stack into the bookshelves. If this fails...
if(!mergeStackIntoBookshelves(stack)){
// ...try to move the stack into the player's inventory. If this fails...
if(!this.mergeItemStack(stack, UPGRADE_SLOT + 1, UPGRADE_SLOT + 1 + PLAYER_INVENTORY_SIZE, true)){
return ItemStack.EMPTY; // ...nothing else happens.
}
}
}
// Bookshelves -> workbench/inventory
else if(getSlot(clickedSlotId) instanceof VirtualSlot){
int[] slotRange = findSlotRangeForItem(stack);
// Try to move the stack into the workbench. If this fails...
if(slotRange == null || !this.mergeItemStack(stack, slotRange[0], slotRange[1] + 1, false)){
// ...try to move the stack into the player's inventory. If this fails...
if(!this.mergeItemStack(stack, UPGRADE_SLOT + 1, UPGRADE_SLOT + 1 + PLAYER_INVENTORY_SIZE, true)){
return ItemStack.EMPTY; // ...nothing else happens.
}
}
}
// Inventory -> workbench/bookshelves
else{
int[] slotRange = findSlotRangeForItem(stack);
// Try to move the stack into the workbench. If this fails...
if(slotRange == null || !this.mergeItemStack(stack, slotRange[0], slotRange[1] + 1, false)){
// ...try to move the stack into the bookshelves. If this fails...
if(!mergeStackIntoBookshelves(stack)){
return ItemStack.EMPTY; // ...nothing else happens.
}
}
}
if(stack.getCount() == 0){
slot.putStack(ItemStack.EMPTY);
}else{
slot.onSlotChanged();
}
if(stack.getCount() == remainder.getCount()){
return ItemStack.EMPTY;
}
slot.onTake(player, stack);
}
return remainder;
}
/**
* Returns the minimum and maximum IDs (inclusive) of the workbench slots that are appropriate for the given stack,
* or null if no slots are appropriate. Note that this does not mean the stack will fit, only that it is valid
* for all of the slots in the given range, and will fit if there is space for it.
* @param stack The stack to find a slot for
* @return A 2-element int array of the minimum and maximum slot IDs respectively
*/
@Nullable
private int[] findSlotRangeForItem(ItemStack stack){
if(this.getSlot(0).isItemValid(stack)){ // Spell books
ItemStack centreStack = getSlot(CENTRE_SLOT).getStack();
if(centreStack.getItem() instanceof IWorkbenchItem){
// Restrict the range to visible slots
// (How did I not think of this before? Why did I go to the trouble of overriding mergeItemStack? And
// how did that fix ever work in the first place?!)
int spellSlots = ((IWorkbenchItem)centreStack.getItem()).getSpellSlotCount(centreStack);
if(spellSlots > 0){
return new int[]{0, spellSlots - 1};
}
}
}else if(getSlot(CRYSTAL_SLOT).isItemValid(stack)){
return new int[]{CRYSTAL_SLOT, CRYSTAL_SLOT};
}else if(getSlot(CENTRE_SLOT).isItemValid(stack)){
return new int[]{CENTRE_SLOT, CENTRE_SLOT};
}else if(getSlot(UPGRADE_SLOT).isItemValid(stack)){
return new int[]{UPGRADE_SLOT, UPGRADE_SLOT};
}
return null; // It won't fit!
}
@Override
public ItemStack slotClick(int slotId, int dragType, ClickType clickTypeIn, EntityPlayer player){
// -999 is used for slots in the player inventory
if(slotId > 0 && getSlot(slotId) instanceof SlotBookList){
ItemStack stack = player.inventory.getItemStack();
if(!stack.isEmpty() && !getBookshelfSlots().isEmpty()){
mergeStackIntoBookshelves(stack);
return stack;
}
}
return super.slotClick(slotId, dragType, clickTypeIn, player);
}
/**
* Tries to merge the given stack into the bookshelf slots, accounting for their previous contents. The stack will
* be merged into slots in the following order of priority:
*
* 1. Slots that currently contain a matching item
* 2. Empty slots that previously contained a matching item
* 3. Empty slots that did not previously contain any items
* 4. Empty slots that previously contained a non-matching item
* @param stack The {@link ItemStack} to be merged; will be reduced by the number of items that fitted into the
* bookshelf slots
* @return True if the entire stack was merged into the bookshelf slots, false if not (equivalent to calling
* {@link ItemStack#isEmpty()} on the input stack after this method returns)
*/
private boolean mergeStackIntoBookshelves(ItemStack stack){
// As far as the client is concerned, which stacks were *previously* in which slots never affects whether a
// given book can fit or not, so as long as it refreshes it doesn't matter where the book actually gets put
if(tileentity.getWorld().isRemote) this.needsRefresh = true; // It's a bit clunky but it works!
// LinkedHashSet preserves iteration order whilst ignoring duplicates - neat!
Set slots = new LinkedHashSet<>(bookshelfSlots.size());
// Add all slots that currently contain a matching stack - collect to list to retain order
slots.addAll(bookshelfSlots.stream().filter(s -> InventoryUtils.canMerge(stack, s.getStack())).collect(Collectors.toList()));
// Then add all empty slots that previously contained a matching stack, if they weren't already added
// No need to actually check if they're empty since inserting a new stack overwrites prevStack anyway
slots.addAll(bookshelfSlots.stream().filter(s -> InventoryUtils.canMerge(stack, s.getPrevStack())).collect(Collectors.toList()));
// Then add all slots that did not previously contain anything
slots.addAll(bookshelfSlots.stream().filter(s -> s.getPrevStack().isEmpty()).collect(Collectors.toList()));
// Finally add all other empty slots (these will be the ones that used to contain something else)
slots.addAll(bookshelfSlots.stream().filter(s -> !s.getHasStack()).collect(Collectors.toList()));
slots.removeIf(s -> !s.isItemValid(stack)); // Should never be true, but just in case...
// Now we have a set of slots in order of priority to try merging into
// We already know the stack will fit, so it's simply a question of distributing it
// This is waaay neater and more flexible than vanilla's (disgusting) mergeItemStack implementation - and that
// only has two priorities of slot to deal with!
for(Slot slot : slots){
ItemStack contents = slot.getStack();
if(contents.isEmpty()){
// Not sure why mergeItemStack differentiates between full/partial merging, as far as I can tell the
// following line will work for both cases
slot.putStack(stack.splitStack(contents.getMaxStackSize()));
//slot.onSlotChanged();
if(stack.isEmpty()) return true; // The whole stack has been merged, so we're done!
}else{
int totalItemCount = contents.getCount() + stack.getCount();
int maxSize = Math.min(slot.getSlotStackLimit(), stack.getMaxStackSize());
if(totalItemCount <= maxSize){
stack.setCount(0);
contents.setCount(totalItemCount);
slot.onSlotChanged();
return true; // The whole stack has been merged, so we're done!
}else if(contents.getCount() < maxSize){
stack.shrink(maxSize - contents.getCount());
contents.setCount(maxSize);
slot.onSlotChanged();
}
}
}
return false; // If we get this far, it didn't all fit so return false
}
/**
* Called (via {@link electroblob.wizardry.packet.PacketControlInput PacketControlInput}) when the apply button in
* the arcane workbench GUI is pressed.
*/
// As of 2.1, for the sake of events and neatness of code, this was moved here from TileEntityArcaneWorkbench.
// As of 4.2, the spell binding/charging/upgrading code was delegated (via IWorkbenchItem) to the items themselves.
public void onApplyButtonPressed(EntityPlayer player){
if(MinecraftForge.EVENT_BUS.post(new SpellBindEvent(player, this))) return;
Slot centre = this.getSlot(CENTRE_SLOT);
if(centre.getStack().getItem() instanceof IWorkbenchItem){ // Should always be true, but no harm in checking.
Slot[] spellBooks = this.inventorySlots.subList(0, 8).toArray(new Slot[8]);
if(((IWorkbenchItem)centre.getStack().getItem())
.onApplyButtonPressed(player, centre, this.getSlot(CRYSTAL_SLOT), this.getSlot(UPGRADE_SLOT), spellBooks)){
if(player instanceof EntityPlayerMP){
WizardryAdvancementTriggers.arcane_workbench.trigger((EntityPlayerMP)player, centre.getStack());
}
}
}
}
/**
* Called (via {@link electroblob.wizardry.packet.PacketControlInput PacketControlInput}) when the clear button in
* the arcane workbench GUI is pressed.
*/
// As of 2.1, for the sake of events and neatness of code, this was moved here from TileEntityArcaneWorkbench.
// As of 4.2, the spell binding/charging/upgrading code was delegated (via IWorkbenchItem) to the items themselves.
public void onClearButtonPressed(EntityPlayer player){
Slot centre = this.getSlot(CENTRE_SLOT);
if(centre.getStack().getItem() instanceof IWorkbenchItem){ // Should always be true, but no harm in checking.
Slot[] spellBooks = this.inventorySlots.subList(0, 8).toArray(new Slot[8]);
((IWorkbenchItem) centre.getStack().getItem()).onClearButtonPressed(player, centre, this.getSlot(CRYSTAL_SLOT), this.getSlot(UPGRADE_SLOT), spellBooks);
}
}
/** Scrolls to the given row number. */
public void scrollTo(int row){
this.scroll = row;
}
/** Sets the sorting type to the given type, or toggles the sort direction if it is already that type. */
public void setSortType(ISpellSortable.SortType sortType){
if(this.sortType == sortType){
this.sortDescending = !this.sortDescending;
}else{
this.sortType = sortType;
this.sortDescending = false;
}
updateActiveBookshelfSlots();
}
@Override
public ISpellSortable.SortType getSortType(){
return sortType;
}
@Override
public boolean isSortDescending(){
return sortDescending;
}
/** Sets the search text for the bookshelf slots. */
public void setSearchText(@Nonnull String searchText){
this.searchText = searchText;
this.scrollTo(0);
updateActiveBookshelfSlots();
}
/** Returns all bookshelf slots currently linked to this container, including empty ones. The returned list
* is a copy of the internal virtual slot list, with any invalid slots removed. */
public List getBookshelfSlots(){
List validSlots = new ArrayList<>(bookshelfSlots);
validSlots.removeIf(s -> !s.isValid());
return validSlots;
}
/** Updates the active bookshelf slots with the current search term and sorting. Client-side only! */
public void updateActiveBookshelfSlots(){
activeBookshelfSlots = bookshelfSlots.stream().filter(s -> s.isValid() && !s.getStack().isEmpty()
// Slot 0 is a convenient way of testing if the item is a valid spell book
&& this.getSlot(0).isItemValid(s.getStack())
&& Spell.byMetadata(s.getStack().getMetadata()).matches(searchText))
// TODO: This doesn't account for non-spell book items at the moment
.sorted(Comparator.comparing(s -> Spell.byMetadata(s.getStack().getMetadata()),
sortDescending ? sortType.comparator.reversed() : sortType.comparator))
.collect(Collectors.toList());
}
/** Returns all the {@link VirtualSlot}s that are currently active, sorted according to the current sort order. A
* virtual slot is active if it is not empty and its contents match the current search term (if any). */
public List getActiveBookshelfSlots(){
return activeBookshelfSlots;
}
/** Returns all the {@link VirtualSlot}s that are currently visible on screen (and hence have an associated 'real'
* slot), accounting for search and scrolling, and sorted according to the current sort order. */
public List getVisibleBookshelfSlots(){
List activeSlots = getActiveBookshelfSlots();
return activeSlots.subList(BOOKSHELF_SLOTS_X * scroll, activeSlots.size());
}
/** Returns true if there are any nearby bookshelves that are accessible from this workbench, false if not. */
public boolean hasBookshelves(){
return hasBookshelves;
}
// This is relatively expensive so should not be done every tick!
// N.B. If we drop the requirement of it working with any container it could potentially be a lot easier since
// we then always have control over the bookshelf classes
/** Called on initialisation and whenever a bookshelf is added or removed, to update the virtual slot list. */
public void refreshBookshelfSlots(){
// We can't simply re-initialise everything because this method gets called whenever a bookshelf is updated,
// and that also happens whenever a stack is added or removed to update the book state on the client - and
// unfortunately there is no way for a world event listener to detect whether the tile entity changed or not
// Remove slots that are no longer valid
this.inventorySlots.removeIf(s -> s instanceof VirtualSlot && !((VirtualSlot)s).isValid());
bookshelfSlots.removeIf(s -> !s.isValid());
List bookshelves = BlockBookshelf.findNearbyBookshelves(tileentity.getWorld(), tileentity.getPos(), tileentity);
if(bookshelves.isEmpty() == hasBookshelves){ // If the bookshelf status changed
// Move all the slots appropriately
for(Slot slot : this.inventorySlots){
if(!(slot instanceof SlotBookList || slot instanceof VirtualSlot)){
slot.xPos += bookshelves.isEmpty() ? -BOOKSHELF_UI_WIDTH : BOOKSHELF_UI_WIDTH;
}
}
hasBookshelves = !bookshelves.isEmpty();
}
// Ignore bookshelves we already have slots for
bookshelves.removeIf(b -> bookshelfSlots.stream().anyMatch(s -> s.inventory == b));
if(!bookshelves.isEmpty()){
for(IInventory bookshelf : bookshelves){
for(int i = 0; i < bookshelf.getSizeInventory(); i++){
VirtualSlot slot = new VirtualSlot(bookshelf, i); // This sets the slot INDEX (for the INVENTORY)
bookshelfSlots.add(slot);
this.addSlotToContainer(slot); // This sets the slot NUMBER (for the CONTAINER)
}
}
}
if(tileentity.getWorld().isRemote) updateActiveBookshelfSlots();
}
}