package net.minecraft.inventory;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public interface IInventory
{
/**
* Returns the number of slots in the inventory.
*/
int getSizeInventory();
/**
* Returns the stack in slot i
*/
ItemStack getStackInSlot(int slotIn);
/**
* Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
* new stack.
*/
ItemStack decrStackSize(int index, int count);
/**
* When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
* like when you close a workbench GUI.
*/
ItemStack getStackInSlotOnClosing(int index);
/**
* Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
*/
void setInventorySlotContents(int index, ItemStack stack);
/**
* Returns the name of the inventory
*/
String getInventoryName();
/**
* Returns if the inventory is named
*/
boolean isCustomInventoryName();
/**
* Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
* this more of a set than a get?*
*/
int getInventoryStackLimit();
/**
* For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it
* hasn't changed and skip it.
*/
void markDirty();
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
boolean isUseableByPlayer(EntityPlayer player);
void openChest();
void closeChest();
/**
* Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
*/
boolean isItemValidForSlot(int index, ItemStack stack);
}