/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.component.block.material.chest;
import org.spout.api.entity.Player;
import org.spout.api.geo.cuboid.Block;
import org.spout.api.inventory.Container;
import org.spout.api.map.DefaultedKey;
import org.spout.api.map.DefaultedKeyFactory;
import org.spout.api.material.block.BlockFace;
import org.spout.vanilla.component.entity.inventory.WindowHolder;
import org.spout.vanilla.data.effect.store.SoundEffects;
import org.spout.vanilla.event.inventory.ChestCloseEvent;
import org.spout.vanilla.event.inventory.ChestOpenEvent;
import org.spout.vanilla.inventory.block.ChestInventory;
import org.spout.vanilla.inventory.window.block.chest.ChestWindow;
import org.spout.vanilla.material.VanillaBlockMaterial;
import org.spout.vanilla.material.VanillaMaterials;
/**
* Represents a basic chest in the world.
*/
public class Chest extends AbstractChest implements Container {
private static final DefaultedKey<ChestInventory> CHEST_INVENTORY = new DefaultedKeyFactory<ChestInventory>("chest_inventory", ChestInventory.class);
/**
* Whether the chest has a double inventory.
*
* @return true if has a double inventory.
*/
public boolean isDouble() {
return VanillaMaterials.CHEST.isDouble(getBlock());
}
@Override
public void setOpened(Player player, boolean opened) {
if (isDouble()) {
Block block = getBlock();
//MC will only play the chest open/close animation if you play it on the NE-most chest block in double chests
if (block.translate(BlockFace.EAST).getMaterial() == VanillaMaterials.CHEST) {
VanillaBlockMaterial.playBlockAction(block.translate(BlockFace.EAST), (byte) 1, opened ? (byte) 1 : (byte) 0);
} else if (block.translate(BlockFace.NORTH).getMaterial() == VanillaMaterials.CHEST) {
VanillaBlockMaterial.playBlockAction(block.translate(BlockFace.NORTH), (byte) 1, opened ? (byte) 1 : (byte) 0);
}
}
super.setOpened(player, opened);
}
@Override
public ChestInventory getInventory() {
return getData().get(CHEST_INVENTORY);
}
public ChestInventory getLargestInventory() {
final Block block = getBlock();
final Block otherHalf = VanillaMaterials.CHEST.getOtherHalf(block);
ChestInventory inventory = getInventory();
if (otherHalf != null) {
if (block.translate(BlockFace.EAST).equals(otherHalf) || block.translate(BlockFace.NORTH).equals(otherHalf)) {
inventory = new ChestInventory(otherHalf.get(Chest.class).getInventory(), inventory);
} else {
inventory = new ChestInventory(inventory, otherHalf.get(Chest.class).getInventory());
}
}
return inventory;
}
@Override
public boolean open(Player player) {
ChestOpenEvent event = player.getEngine().getEventManager().callEvent(new ChestOpenEvent(this, player));
if (!event.isCancelled()) {
// Finally open the window
player.get(WindowHolder.class).openWindow(new ChestWindow(player, this));
SoundEffects.RANDOM_CHESTOPEN.playGlobal(player.getPhysics().getPosition());
super.open(player);
return true;
}
return false;
}
@Override
public boolean close(Player player) {
ChestCloseEvent event = player.getEngine().getEventManager().callEvent(new ChestCloseEvent(this, player));
if (!event.isCancelled()) {
return super.close(player);
}
return false;
}
}