use of org.spongepowered.common.item.inventory.lens.impl.comp.OrderedInventoryLensImpl in project SpongeCommon by SpongePowered.
the class HorseInventoryLens method init.
@Override
protected void init(SlotProvider<IInventory, ItemStack> slots) {
// 0-1
this.horseEquipment = new OrderedInventoryLensImpl(0, 2, 1, slots);
// TODO only for "chested" horses. Will this cause problems?
// this.chest = new GridInventoryLensImpl(2, 5, 3, 5, slots); // 2-16
this.addSpanningChild(this.horseEquipment);
// this.addSpanningChild(this.chest);
}
use of org.spongepowered.common.item.inventory.lens.impl.comp.OrderedInventoryLensImpl in project SpongeCommon by SpongePowered.
the class PlayerInventoryLens method init.
@Override
protected void init(SlotProvider<IInventory, ItemStack> slots) {
// Adding slots
for (int ord = 0, slot = this.base; ord < this.size; ord++, slot++) {
this.addChild(slots.getSlot(slot), new SlotIndex(ord));
}
int base = 0;
this.main = new MainPlayerInventoryLensImpl(base, slots, false);
base += this.main.slotCount();
this.equipment = new EquipmentInventoryLensImpl(this.player, base, EQUIPMENT, 1, slots, false);
base += EQUIPMENT;
this.offhand = slots.getSlot(base);
// TODO Hotbar in Vanilla is part of the main inventory (first 9 slots) ; maybe wrap it in a Lens?
this.addSpanningChild(this.main);
this.addSpanningChild(this.equipment);
this.addSpanningChild(this.offhand);
// Additional Slots for bigger modded inventories
int additionalSlots = this.size - base - 1;
if (additionalSlots > 0) {
this.addSpanningChild(new OrderedInventoryLensImpl(base, additionalSlots, 1, slots));
}
}
use of org.spongepowered.common.item.inventory.lens.impl.comp.OrderedInventoryLensImpl in project SpongeCommon by SpongePowered.
the class ContainerPlayerInventoryLens method init.
@Override
protected void init(SlotProvider<IInventory, ItemStack> slots) {
// 1
int base = CRAFTING_OUTPUT;
final CraftingInventoryLensImpl crafting = new CraftingInventoryLensImpl(0, base, CRAFTING_GRID, CRAFTING_GRID, slots);
// 4
base += CRAFTING_GRID * CRAFTING_GRID;
// TODO pass player for carrier to EquipmentInventory
final EquipmentInventoryLensImpl armor = new EquipmentInventoryLensImpl(null, base, EQUIPMENT, 1, slots, true);
// 4
base += EQUIPMENT;
final MainPlayerInventoryLensImpl main = new MainPlayerInventoryLensImpl(base, slots, true);
// 9
base += MAIN_INVENTORY_HEIGHT * INVENTORY_WIDTH + HOTBAR * INVENTORY_WIDTH;
final SlotLens<IInventory, ItemStack> offHand = slots.getSlot(base);
base += OFFHAND;
this.viewedInventories = new ArrayList<>(Arrays.asList(crafting, armor, offHand, main));
int additionalSlots = this.size - base - 1;
if (additionalSlots > 0) {
viewedInventories.add(new OrderedInventoryLensImpl(base, additionalSlots, 1, slots));
}
// TODO actual Container order is:
// CraftingOutput (1) -> Crafting (4) -> ArmorSlots (4) -> MainInventory (27) -> Hotbar (9) -> Offhand (1)
// how to handle issues like in #939? ; e.g. Inventory#offer using a different insertion order
super.init(slots);
}
use of org.spongepowered.common.item.inventory.lens.impl.comp.OrderedInventoryLensImpl in project SpongeCommon by SpongePowered.
the class ContainerUtil method generateLens.
/**
* Generates a fallback lens for given Container
*
* @param container The Container to generate a lens for
* @param slots The slots of the Container
* @return The generated fallback lens
*/
@SuppressWarnings({ "unchecked", "rawtypes" })
private static Lens<IInventory, ItemStack> generateLens(net.minecraft.inventory.Container container, SlotProvider<IInventory, ItemStack> slots) {
// Get all inventories viewed in the Container & count slots & retain order
Map<Optional<IInventory>, List<Slot>> viewed = container.inventorySlots.stream().collect(Collectors.groupingBy(i -> Optional.<IInventory>ofNullable(i.inventory), LinkedHashMap::new, Collectors.toList()));
// Count the index
int index = 0;
CraftingInventoryData crafting = new CraftingInventoryData();
List<Lens<IInventory, ItemStack>> lenses = new ArrayList<>();
for (Map.Entry<Optional<IInventory>, List<Slot>> entry : viewed.entrySet()) {
List<Slot> slotList = entry.getValue();
int slotCount = slotList.size();
IInventory subInventory = entry.getKey().orElse(null);
// Generate Lens based on existing InventoryAdapter
Lens<IInventory, ItemStack> lens = generateAdapterLens(slots, index, crafting, slotList, subInventory);
// Check if sub-inventory is LensProvider
if (lens == null && subInventory instanceof LensProvider) {
Fabric<IInventory> keyFabric = MinecraftFabric.of(subInventory);
lens = ((LensProvider) subInventory).rootLens(keyFabric, new VanillaAdapter(keyFabric, container));
}
// Unknown Inventory or Inventory size <> Lens size
if (lens == null || lens.slotCount() != slotCount) {
if (subInventory instanceof InventoryCraftResult) {
// InventoryCraftResult is a Slot
Slot slot = slotList.get(0);
lens = new CraftingOutputSlotLensImpl(index, item -> slot.isItemValid(((ItemStack) item)), itemType -> (slot.isItemValid((ItemStack) org.spongepowered.api.item.inventory.ItemStack.of(itemType, 1))));
} else if (subInventory instanceof InventoryCrafting) {
// InventoryCrafting has width and height and is Input
InventoryCrafting craftGrid = (InventoryCrafting) subInventory;
lens = new GridInventoryLensImpl(index, craftGrid.getWidth(), craftGrid.getHeight(), craftGrid.getWidth(), InputSlot.class, slots);
} else if (slotCount == 1) {
// Unknown - A single Slot
lens = new SlotLensImpl(index);
} else if (subInventory instanceof InventoryBasic && subInventory.getClass().isAnonymousClass()) {
// Anonymous InventoryBasic -> Check for Vanilla Containers:
switch(subInventory.getName()) {
// Container InputSlots
case "Enchant":
case // Container InputSlots
"Repair":
lens = new OrderedInventoryLensImpl(index, slotCount, 1, InputSlot.class, slots);
break;
default:
// Unknown
lens = new OrderedInventoryLensImpl(index, slotCount, 1, slots);
}
} else {
// Unknown - fallback to OrderedInventory
lens = new OrderedInventoryLensImpl(index, slotCount, 1, slots);
}
}
lenses.add(lens);
index += slotCount;
}
List<Lens<IInventory, ItemStack>> additional = new ArrayList<>();
try {
if (crafting.out != null && crafting.base != null && crafting.grid != null) {
additional.add(new CraftingInventoryLensImpl(crafting.out, crafting.base, crafting.grid.getWidth(), crafting.grid.getHeight(), slots));
}
} catch (Exception e) {
SpongeImpl.getLogger().error("Error while creating CraftingInventoryLensImpl for " + container.getClass().getName(), e);
}
// Lens containing/delegating to other lenses
return new ContainerLens((InventoryAdapter<IInventory, ItemStack>) container, slots, lenses, additional);
}
use of org.spongepowered.common.item.inventory.lens.impl.comp.OrderedInventoryLensImpl in project SpongeCommon by SpongePowered.
the class MixinTileEntityLockable method generateLens.
@Override
public ReusableLens<?> generateLens(Fabric<IInventory> fabric, InventoryAdapter<IInventory, ItemStack> adapter) {
SlotCollection slots = new SlotCollection.Builder().add(this.getSizeInventory()).build();
OrderedInventoryLensImpl lens = new OrderedInventoryLensImpl(0, this.getSizeInventory(), 1, slots);
return new ReusableLens<>(slots, lens);
}
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