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Theres documentation at https://sylvessa.zip/fourkit/ now. And a bunch of other changes. Check the discord server for a more comprehensive list
226 lines
7.9 KiB
C#
226 lines
7.9 KiB
C#
namespace Minecraft.Server.FourKit.Inventory;
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using Minecraft.Server.FourKit.Entity;
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/// <summary>
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/// Represents a view linking two inventories and a single player
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/// (whose inventory may or may not be one of the two).
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/// </summary>
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public class InventoryView
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{
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/// <summary>
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/// Represents the raw slot ID for clicks outside the inventory window.
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/// </summary>
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public static readonly int OUTSIDE = -999;
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private readonly Inventory _topInventory;
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private readonly Inventory _bottomInventory;
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private readonly HumanEntity _player;
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private readonly InventoryType _type;
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/// <summary>
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/// Creates a new InventoryView linking two inventories and a player.
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/// </summary>
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/// <param name="topInventory">The upper inventory.</param>
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/// <param name="bottomInventory">The lower inventory.</param>
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/// <param name="player">The player viewing.</param>
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/// <param name="type">The inventory type.</param>
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public InventoryView(Inventory topInventory, Inventory bottomInventory, HumanEntity player, InventoryType type)
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{
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_topInventory = topInventory;
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_bottomInventory = bottomInventory;
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_player = player;
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_type = type;
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}
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/// <summary>
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/// Get the upper inventory involved in this transaction.
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/// </summary>
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/// <returns>The inventory.</returns>
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public virtual Inventory getTopInventory() => _topInventory;
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/// <summary>
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/// Get the lower inventory involved in this transaction.
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/// </summary>
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/// <returns>The inventory.</returns>
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public virtual Inventory getBottomInventory() => _bottomInventory;
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/// <summary>
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/// Get the player viewing.
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/// </summary>
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/// <returns>The player.</returns>
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public virtual HumanEntity getPlayer() => _player;
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/// <summary>
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/// Determine the type of inventory involved in the transaction. This indicates
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/// the window style being shown. It will never return PLAYER, since that is
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/// common to all windows.
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/// </summary>
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/// <returns>The inventory type.</returns>
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public virtual InventoryType getType() => _type;
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/// <summary>
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/// Sets one item in this inventory view by its raw slot ID.
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/// </summary>
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/// <remarks>
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/// If slot ID -999 is chosen, it may be expected that the item is dropped
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/// on the ground. This is not required behaviour, however.
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/// </remarks>
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/// <param name="slot">The raw slot ID.</param>
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/// <param name="item">The new item to put in the slot, or null to clear it.</param>
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public void setItem(int slot, ItemStack? item)
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{
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if (slot == OUTSIDE) return;
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int topSize = _topInventory.getSize();
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if (slot < topSize)
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_topInventory.setItem(slot, item);
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else
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_bottomInventory.setItem(slot - topSize, item);
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}
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/// <summary>
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/// Gets one item in this inventory view by its raw slot ID.
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/// </summary>
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/// <param name="slot">The raw slot ID.</param>
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/// <returns>The item currently in the slot.</returns>
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public ItemStack? getItem(int slot)
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{
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if (slot == OUTSIDE) return null;
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int topSize = _topInventory.getSize();
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if (slot < topSize)
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return _topInventory.getItem(slot);
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return _bottomInventory.getItem(slot - topSize);
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}
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/// <summary>
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/// Sets the item on the cursor of one of the viewing players.
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/// </summary>
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/// <param name="item">The item to put on the cursor, or null to remove it.</param>
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public void setCursor(ItemStack? item)
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{
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_player.setItemOnCursor(item);
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}
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/// <summary>
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/// Get the item on the cursor of one of the viewing players.
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/// </summary>
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/// <returns>The item on the player's cursor, or null if they aren't holding one.</returns>
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public ItemStack? getCursor()
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{
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return _player.getItemOnCursor();
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}
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/// <summary>
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/// Converts a raw slot ID into its local slot ID into whichever of the two
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/// inventories the slot points to.
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/// </summary>
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/// <param name="rawSlot">The raw slot ID.</param>
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/// <returns>The converted slot ID.</returns>
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public int convertSlot(int rawSlot)
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{
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int topSize = _topInventory.getSize();
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if (rawSlot < topSize)
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return rawSlot;
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return rawSlot - topSize;
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}
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/// <summary>
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/// Closes the inventory view.
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/// </summary>
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public void close()
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{
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}
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/// <summary>
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/// Check the total number of slots in this view, combining the upper
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/// and lower inventories.
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/// </summary>
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/// <returns>The total size.</returns>
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public int countSlots()
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{
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return _topInventory.getSize() + _bottomInventory.getSize();
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}
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/// <summary>
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/// Sets an extra property of this inventory if supported by that inventory,
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/// for example the state of a progress bar.
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/// </summary>
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/// <param name="prop">The window property to update.</param>
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/// <param name="value">The new value for the window property.</param>
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/// <returns>true if the property was updated successfully.</returns>
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public bool setProperty(Property prop, int value)
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{
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return false;
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}
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/// <summary>
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/// Get the title of this inventory window.
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/// </summary>
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/// <returns>The title.</returns>
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public string getTitle()
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{
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return _topInventory.getTitle();
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}
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/// <summary>
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/// Represents various extra properties of certain inventory windows.
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/// </summary>
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public enum Property
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{
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/// <summary>The progress of the down-pointing arrow in a brewing inventory.</summary>
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BREW_TIME,
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/// <summary>The progress of the flame in a furnace inventory.</summary>
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BURN_TIME,
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/// <summary>The progress of the right-pointing arrow in a furnace inventory.</summary>
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COOK_TIME,
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/// <summary>In an enchanting inventory, the top button's experience level value.</summary>
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ENCHANT_BUTTON1,
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/// <summary>In an enchanting inventory, the middle button's experience level value.</summary>
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ENCHANT_BUTTON2,
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/// <summary>In an enchanting inventory, the bottom button's experience level value.</summary>
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ENCHANT_BUTTON3,
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/// <summary>How many total ticks the current fuel should last.</summary>
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TICKS_FOR_CURRENT_FUEL
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}
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}
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/// <summary>
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/// Extension methods for <see cref="InventoryView.Property"/>.
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/// </summary>
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public static class InventoryViewPropertyExtensions
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{
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/// <summary>
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/// Gets the <see cref="InventoryType"/> that this property belongs to.
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/// </summary>
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/// <param name="prop">The property.</param>
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/// <returns>The inventory type.</returns>
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public static InventoryType getType(this InventoryView.Property prop) => prop switch
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{
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InventoryView.Property.BREW_TIME => InventoryType.BREWING,
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InventoryView.Property.BURN_TIME => InventoryType.FURNACE,
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InventoryView.Property.COOK_TIME => InventoryType.FURNACE,
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InventoryView.Property.ENCHANT_BUTTON1 => InventoryType.ENCHANTING,
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InventoryView.Property.ENCHANT_BUTTON2 => InventoryType.ENCHANTING,
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InventoryView.Property.ENCHANT_BUTTON3 => InventoryType.ENCHANTING,
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InventoryView.Property.TICKS_FOR_CURRENT_FUEL => InventoryType.FURNACE,
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_ => InventoryType.CHEST,
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};
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/// <summary>
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/// Gets the window-property id for this <see cref="InventoryView.Property"/>.
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/// </summary>
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/// <param name="prop">The property.</param>
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/// <returns>The id.</returns>
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public static int getId(this InventoryView.Property prop) => prop switch
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{
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InventoryView.Property.BREW_TIME => 0,
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InventoryView.Property.BURN_TIME => 0,
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InventoryView.Property.COOK_TIME => 2,
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InventoryView.Property.ENCHANT_BUTTON1 => 0,
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InventoryView.Property.ENCHANT_BUTTON2 => 1,
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InventoryView.Property.ENCHANT_BUTTON3 => 2,
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InventoryView.Property.TICKS_FOR_CURRENT_FUEL => 1,
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_ => -1,
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};
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}
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