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package org.bukkit.inventory;
import org.bukkit.entity.HumanEntity;
import org.bukkit.event.inventory.InventoryType;
/**
* Represents a view linking two inventories and a single player (whose
* inventory may or may not be one of the two).
* <p>
* Note: If you implement this interface but fail to satisfy the expected
* contracts of certain methods, there's no guarantee that the game will work
* as it should.
*/
public abstract class InventoryView {
public final static int OUTSIDE = -999;
/**
* Represents various extra properties of certain inventory windows.
*/
public enum Property {
/**
* The progress of the down-pointing arrow in a brewing inventory.
*/
BREW_TIME(0, InventoryType.BREWING),
/**
* The progress of the flame in a furnace inventory.
*/
BURN_TIME(0, InventoryType.FURNACE),
/**
* How many total ticks the current fuel should last.
*/
TICKS_FOR_CURRENT_FUEL(1, InventoryType.FURNACE),
/**
* The progress of the right-pointing arrow in a furnace inventory.
*/
COOK_TIME(2, InventoryType.FURNACE),
/**
* How many total ticks the current smelting should last.
*/
TICKS_FOR_CURRENT_SMELTING(3, InventoryType.FURNACE),
/**
* In an enchanting inventory, the top button's experience level
* value.
*/
ENCHANT_BUTTON1(0, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the middle button's experience level
* value.
*/
ENCHANT_BUTTON2(1, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the bottom button's experience level
* value.
*/
ENCHANT_BUTTON3(2, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the first four bits of the player's xpSeed.
*/
ENCHANT_XP_SEED(3, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the top button's enchantment's id
*/
ENCHANT_ID1(4, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the middle button's enchantment's id
*/
ENCHANT_ID2(5, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the bottom button's enchantment's id
*/
ENCHANT_ID3(6, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the top button's level value.
*/
ENCHANT_LEVEL1(7, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the middle button's level value.
*/
ENCHANT_LEVEL2(8, InventoryType.ENCHANTING),
/**
* In an enchanting inventory, the bottom button's level value.
*/
ENCHANT_LEVEL3(9, InventoryType.ENCHANTING),
/**
* In an beacon inventory, the levels of the beacon
*/
LEVELS(0, InventoryType.BEACON),
/**
* In an beacon inventory, the primary potion effect
*/
PRIMARY_EFFECT(1, InventoryType.BEACON),
/**
* In an beacon inventory, the secondary potion effect
*/
SECONDARY_EFFECT(2, InventoryType.BEACON),
/**
* The repair's cost in xp levels
*/
REPAIR_COST(0, InventoryType.ANVIL);
int id;
InventoryType style;
private Property(int id, InventoryType appliesTo) {
this.id = id;
style = appliesTo;
}
public InventoryType getType() {
return style;
}
/**
*
* @return the id of this view
* @deprecated Magic value
*/
@Deprecated
public int getId() {
return id;
}
}
/**
* Get the upper inventory involved in this transaction.
*
* @return the inventory
*/
public abstract Inventory getTopInventory();
/**
* Get the lower inventory involved in this transaction.
*
* @return the inventory
*/
public abstract Inventory getBottomInventory();
/**
* Get the player viewing.
*
* @return the player
*/
public abstract HumanEntity getPlayer();
/**
* Determine the type of inventory involved in the transaction. This
* indicates the window style being shown. It will never return PLAYER,
* since that is common to all windows.
*
* @return the inventory type
*/
public abstract InventoryType getType();
/**
* Sets one item in this inventory view by its raw slot ID.
* <p>
* Note: If slot ID -999 is chosen, it may be expected that the item is
* dropped on the ground. This is not required behaviour, however.
*
* @param slot The ID as returned by InventoryClickEvent.getRawSlot()
* @param item The new item to put in the slot, or null to clear it.
*/
public void setItem(int slot, ItemStack item) {
if (slot != OUTSIDE) {
if (slot < getTopInventory().getSize()) {
getTopInventory().setItem(convertSlot(slot),item);
} else {
getBottomInventory().setItem(convertSlot(slot),item);
}
} else {
getPlayer().getWorld().dropItemNaturally(getPlayer().getLocation(), item);
}
}
/**
* Gets one item in this inventory view by its raw slot ID.
*
* @param slot The ID as returned by InventoryClickEvent.getRawSlot()
* @return The item currently in the slot.
*/
public ItemStack getItem(int slot) {
if (slot == OUTSIDE) {
return null;
}
if (slot < getTopInventory().getSize()) {
return getTopInventory().getItem(convertSlot(slot));
} else {
return getBottomInventory().getItem(convertSlot(slot));
}
}
/**
* Sets the item on the cursor of one of the viewing players.
*
* @param item The item to put on the cursor, or null to remove the item
* on their cursor.
*/
public final void setCursor(ItemStack item) {
getPlayer().setItemOnCursor(item);
}
/**
* Get the item on the cursor of one of the viewing players.
*
* @return The item on the player's cursor, or null if they aren't holding
* one.
*/
public final ItemStack getCursor() {
return getPlayer().getItemOnCursor();
}
/**
* Converts a raw slot ID into its local slot ID into whichever of the two
* inventories the slot points to.
* <p>
* If the raw slot refers to the upper inventory, it will be returned
* unchanged and thus be suitable for getTopInventory().getItem(); if it
* refers to the lower inventory, the output will differ from the input
* and be suitable for getBottomInventory().getItem().
*
* @param rawSlot The raw slot ID.
* @return The converted slot ID.
*/
public final int convertSlot(int rawSlot) {
int numInTop = getTopInventory().getSize();
// Index from the top inventory as having slots from [0,size]
if (rawSlot < numInTop) {
return rawSlot;
}
// Move down the slot index by the top size
int slot = rawSlot - numInTop;
// Player crafting slots are indexed differently. The matrix is caught by the first return.
// Creative mode is the same, except that you can't see the crafting slots (but the IDs are still used)
if (getType() == InventoryType.CRAFTING || getType() == InventoryType.CREATIVE) {
/**
* Raw Slots:
*
* 5 1 2 0
* 6 3 4
* 7
* 8 45
* 9 10 11 12 13 14 15 16 17
* 18 19 20 21 22 23 24 25 26
* 27 28 29 30 31 32 33 34 35
* 36 37 38 39 40 41 42 43 44
*/
/**
* Converted Slots:
*
* 39 1 2 0
* 38 3 4
* 37
* 36 40
* 9 10 11 12 13 14 15 16 17
* 18 19 20 21 22 23 24 25 26
* 27 28 29 30 31 32 33 34 35
* 0 1 2 3 4 5 6 7 8
*/
if (slot < 4) {
// Send [5,8] to [39,36]
return 39 - slot;
} else if (slot > 39) {
// Slot lives in the extra slot section
return slot;
} else {
// Reset index so 9 -> 0
slot -= 4;
}
}
// 27 = 36 - 9
if (slot >= 27) {
// Put into hotbar section
slot -= 27;
} else {
// Take out of hotbar section
// 9 = 36 - 27
slot += 9;
}
return slot;
}
/**
* Closes the inventory view.
*/
public final void close() {
getPlayer().closeInventory();
}
/**
* Check the total number of slots in this view, combining the upper and
* lower inventories.
* <p>
* Note though that it's possible for this to be greater than the sum of
* the two inventories if for example some slots are not being used.
*
* @return The total size
*/
public final int countSlots() {
return getTopInventory().getSize() + getBottomInventory().getSize();
}
/**
* Sets an extra property of this inventory if supported by that
* inventory, for example the state of a progress bar.
*
* @param prop the window property to update
* @param value the new value for the window property
* @return true if the property was updated successfully, false if the
* property is not supported by that inventory
*/
public final boolean setProperty(Property prop, int value) {
return getPlayer().setWindowProperty(prop, value);
}
/**
* Get the title of this inventory window.
*
* @return The title.
*/
public final String getTitle() {
return getTopInventory().getTitle();
}
}
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