Esempio n. 1
0
func (inv *Inventory) UnmarshalNbt(tag *nbt.Compound) (err os.Error) {
	itemList, ok := tag.Lookup("Items").(*nbt.List)
	if !ok {
		return os.NewError("bad inventory - not a list")
	}

	for _, slotTagITag := range itemList.Value {
		slotTag, ok := slotTagITag.(*nbt.Compound)
		if !ok {
			return os.NewError("inventory slot not a compound")
		}

		var slotIdTag *nbt.Byte
		if slotIdTag, ok = slotTag.Lookup("Slot").(*nbt.Byte); !ok {
			return os.NewError("Slot ID not a byte")
		}
		slotId := types.SlotId(slotIdTag.Value)

		if err = inv.SlotUnmarshalNbt(slotTag, slotId); err != nil {
			return
		}
	}

	return nil
}
Esempio n. 2
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// Click handles window clicks from a user with special handling for crafting.
func (inv *CraftingInventory) Click(click *Click) (txState types.TxState) {
	if click.SlotId == 0 {
		// Player may only *take* the *whole* stack from the output slot.
		txState = inv.Inventory.TakeOnlyClick(click)
	} else {
		// Player may interact with the input slots like any other slot.
		txState = inv.Inventory.Click(click)
	}

	if txState == types.TxStateRejected {
		return
	}

	if click.SlotId == 0 {
		// Player took items from the output slot. Subtract 1 count from each
		// non-empty input slot.
		for i := 1; i < len(inv.slots); i++ {
			inv.slots[i].Decrement()
			inv.slotUpdate(&inv.slots[i], types.SlotId(i))
		}
	}

	// Match recipe and set output slot.
	inv.slots[0] = inv.recipes.Match(inv.width, inv.height, inv.slots[1:])
	inv.slotUpdate(&inv.slots[0], 0)

	return
}
Esempio n. 3
0
// TakeAllItems empties the inventory, and returns all items that were inside
// it inside a slice of Slots.
func (inv *Inventory) TakeAllItems() (items []Slot) {
	items = make([]Slot, 0, len(inv.slots)-1)

	for i := range inv.slots {
		curSlot := &inv.slots[i]
		if curSlot.Count > 0 {
			var taken Slot
			taken.Swap(curSlot)
			items = append(items, taken)
			inv.slotUpdate(curSlot, types.SlotId(i))
		}
	}

	return
}
Esempio n. 4
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// PutItem attempts to put the given item into the inventory.
func (inv *Inventory) PutItem(item *Slot) {
	// TODO optimize this algorithm, maybe by maintaining a map of non-full
	// slots containing an item of various item type IDs. Additionally, it
	// should prefer to put stackable items into stacks of the same type,
	// rather than in empty slots.
	for slotIndex := range inv.slots {
		if item.Count <= 0 {
			break
		}
		slot := &inv.slots[slotIndex]
		if slot.Add(item) {
			inv.slotUpdate(slot, types.SlotId(slotIndex))
		}
	}
}
Esempio n. 5
0
package gamerules

import (
	"os"

	"chunkymonkey/types"
	"nbt"
)

const (
	furnaceSlotReagent = types.SlotId(0)
	furnaceSlotFuel    = types.SlotId(1)
	furnaceSlotOutput  = types.SlotId(2)
	furnaceNumSlots    = 3

	reactionDuration = types.Ticks(185)
	maxFuelPrg       = 255
)

type FurnaceInventory struct {
	Inventory
	burnTimeMax types.Ticks
	burnTime    types.Ticks
	cookTime    types.Ticks

	lastCurFuel           types.PrgBarValue
	lastReactionRemaining types.PrgBarValue
	ticksSinceUpdate      int
}

// NewFurnaceInventory creates a furnace inventory.
Esempio n. 6
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func (inv *Inventory) NumSlots() types.SlotId {
	return types.SlotId(len(inv.slots))
}