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Wizardry/src/main/java/electroblob/wizardry/util/InventoryUtils.java
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Java

package electroblob.wizardry.util;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.inventory.EntityEquipmentSlot.Type;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.EnumHand;
import net.minecraft.util.EnumHandSide;
import net.minecraft.util.NonNullList;
import net.minecraft.world.World;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
/**
* Contains useful static methods for interacting with item stacks and entity inventories. These methods used to be part
* of {@code WizardryUtilities}.
* @author Electroblob
* @since Wizardry 4.3
*/
public final class InventoryUtils {
private InventoryUtils(){} // No instances!
/** Constant which is simply an array of the four armour slots. (Could've sworn this exists somewhere in vanilla,
* but I can't find it anywhere...) */
public static final EntityEquipmentSlot[] ARMOUR_SLOTS;
static {
// The list of slots needs to be mutable.
List<EntityEquipmentSlot> slots = new ArrayList<>(Arrays.asList(EntityEquipmentSlot.values()));
slots.removeIf(slot -> slot.getSlotType() != Type.ARMOR);
ARMOUR_SLOTS = slots.toArray(new EntityEquipmentSlot[0]);
}
/**
* Returns a list of the itemstacks in the given player's hotbar. Defined here for convenience and to centralise the
* (unfortunately unavoidable) use of hardcoded numbers to reference the inventory slots. The returned list is a
* modifiable copy of part of the player's inventory stack list; as such, changes to the list are <b>not</b> written
* through to the player's inventory. However, the ItemStack instances themselves are not copied, so changes to any
* of their fields (size, metadata...) will change those in the player's inventory.
*
* @since Wizardry 1.2
*/
public static List<ItemStack> getHotbar(EntityPlayer player){
NonNullList<ItemStack> hotbar = NonNullList.create();
hotbar.addAll(player.inventory.mainInventory.subList(0, 9));
return hotbar;
}
/**
* Returns a list of the itemstacks in the given player's hotbar and offhand, sorted into the following order: main
* hand, offhand, rest of hotbar left-to-right. The returned list is a modifiable shallow copy of part of the player's
* inventory stack list; as such, changes to the list are <b>not</b> written through to the player's inventory.
* However, the ItemStack instances themselves are not copied, so changes to any of their fields (size, metadata...)
* will change those in the player's inventory.
*
* @since Wizardry 1.2
*/
public static List<ItemStack> getPrioritisedHotbarAndOffhand(EntityPlayer player){
List<ItemStack> hotbar = getHotbar(player);
// Adds the offhand item to the beginning of the list so it is processed before the hotbar
hotbar.add(0, player.getHeldItemOffhand());
// Moves the item in the main hand to the beginning of the list so it is processed first
hotbar.remove(player.getHeldItemMainhand());
hotbar.add(0, player.getHeldItemMainhand());
return hotbar;
}
/** Returns which {@link EnumHandSide} the given {@link EnumHand} is on for the given entity. */
public static EnumHandSide getSideForHand(EntityLivingBase entity, EnumHand hand){
return hand == EnumHand.MAIN_HAND ? entity.getPrimaryHand() : entity.getPrimaryHand().opposite();
}
/** Returns which {@link EnumHand} is on the given {@link EnumHandSide} for the given entity. */
public static EnumHand getHandForSide(EntityLivingBase entity, EnumHandSide side){
return side == entity.getPrimaryHand() ? EnumHand.MAIN_HAND : EnumHand.OFF_HAND;
}
/** Returns the opposite {@link EnumHand} to the one given. */
public static EnumHand getOpposite(EnumHand hand){
return hand == EnumHand.OFF_HAND ? EnumHand.MAIN_HAND : EnumHand.OFF_HAND;
}
/**
* Tests whether the specified player has any of the specified item in their entire inventory, including armour
* slots and offhand.
*/
public static boolean doesPlayerHaveItem(EntityPlayer player, Item item){
for(ItemStack stack : player.inventory.mainInventory){
if(stack.getItem() == item){
return true;
}
}
for(ItemStack stack : player.inventory.armorInventory){
if(stack.getItem() == item){
return true;
}
}
for(ItemStack stack : player.inventory.offHandInventory){
if(stack.getItem() == item){
return true;
}
}
return false;
}
/**
* Returns a new {@link ItemStack} that is identical to the supplied one, except with the metadata changed to the
* new value given.
* @param toCopy The stack to copy
* @param newMetadata The new metadata value
* @return The resulting {@link ItemStack}
*/
public static ItemStack copyWithMeta(ItemStack toCopy, int newMetadata){
ItemStack copy = new ItemStack(toCopy.getItem(), toCopy.getCount(), newMetadata);
NBTTagCompound compound = toCopy.getTagCompound();
if(compound != null) copy.setTagCompound(compound.copy());
return copy;
}
/**
* Returns whether the two given item stacks can be merged, i.e. if they both contain the same (stackable) item,
* metadata and NBT. Importantly, the number of items in each stack need not be the same. No actual merging is
* performed by this method; the input stacks will not be modified.
* @param stack1 The first stack to be tested for mergeability
* @param stack2 The second stack to be tested for mergeability (order does not matter)
* @return True if the two stacks can be merged, false if not
*/
public static boolean canMerge(ItemStack stack1, ItemStack stack2){
return !stack1.isEmpty() && !stack2.isEmpty()
&& stack1.isStackable() && stack2.isStackable()
&& stack1.getItem() == stack2.getItem()
&& (!stack1.getHasSubtypes() || stack1.getMetadata() == stack2.getMetadata())
&& ItemStack.areItemStackTagsEqual(stack1, stack2);
}
/**
* A version of {@link Entity#replaceItemInInventory(int, ItemStack)} that takes a slot index specific to the main,
* armour and offhand inventories, as passed to {@link Item#onUpdate(ItemStack, World, Entity, int, boolean)},
* rather than the proper slot index used everywhere else (just <i>why</i>, Mojang?).
* @param entity The entity to replace the item for
* @param slot The slot index to replace
* @param original The item stack currently in the slot (required for technical reasons)
* @param replacement The new item stack
* @return True if an item was replaced, false if not
*/
public static boolean replaceItemInInventory(Entity entity, int slot, ItemStack original, ItemStack replacement){
// Check slots that aren't in the main inventory first by comparing with the existing item
if(entity instanceof EntityLivingBase){
for(EntityEquipmentSlot eslot : EntityEquipmentSlot.values()){
if(((EntityLivingBase)entity).getItemStackFromSlot(eslot) == original){
entity.setItemStackToSlot(eslot, replacement);
return true;
}
}
}
// Otherwise use the normal behaviour
return entity.replaceItemInInventory(slot, replacement);
}
}