package com.projectreddog.machinemod.container;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.Slot;
import net.minecraft.item.ItemStack;
import com.projectreddog.machinemod.entity.EntityTractor;
public class ContainerTractor extends Container {
protected EntityTractor tractor;
public ContainerTractor(InventoryPlayer inventoryPlayer, EntityTractor tractor) {
this.tractor = tractor;
for (int i = 0; i < 1; i++) {
for (int j = 0; j < 9; j++) {
addSlotToContainer(new Slot(tractor, j + i * 9, 8 + j * 18, 18 + i * 18));
}
}
// commonly used vanilla code that adds the player's inventory
bindPlayerInventory(inventoryPlayer);
}
@Override
public boolean canInteractWith(EntityPlayer player) {
return tractor.isUseableByPlayer(player);
}
protected void bindPlayerInventory(InventoryPlayer inventoryPlayer) {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 9; j++) {
addSlotToContainer(new Slot(inventoryPlayer, j + i * 9 + 9, 8 + j * 18, 139 + i * 18));
}
}
for (int i = 0; i < 9; i++) {
addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 197));
}
}
@Override
public ItemStack transferStackInSlot(EntityPlayer player, int slot) {
ItemStack stack = null;
Slot slotObject = (Slot) inventorySlots.get(slot);
// null checks and checks if the item can be stacked (maxStackSize > 1)
if (slotObject != null && slotObject.getHasStack()) {
ItemStack stackInSlot = slotObject.getStack();
stack = stackInSlot.copy();
// merges the item into player inventory since its in the Entity
if (slot < 9) {
if (!this.mergeItemStack(stackInSlot, 9, this.inventorySlots.size(), true)) {
return null;
}
}
// places it into the tileEntity is possible since its in the player
// inventory
else if (!this.mergeItemStack(stackInSlot, 0, 9, false)) {
return null;
}
if (stackInSlot.stackSize == 0) {
slotObject.putStack(null);
} else {
slotObject.onSlotChanged();
}
if (stackInSlot.stackSize == stack.stackSize) {
return null;
}
slotObject.onPickupFromSlot(player, stackInSlot);
}
return stack;
}
}