Package org.spout.vanilla.inventory.window.block

Source Code of org.spout.vanilla.inventory.window.block.EnchantmentTableWindow

/*
* 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.inventory.window.block;

import org.spout.api.entity.Player;
import org.spout.api.inventory.Inventory;
import org.spout.api.inventory.ItemStack;

import org.spout.math.GenericMath;
import org.spout.math.vector.Vector2f;
import org.spout.vanilla.component.block.material.EnchantmentTable;
import org.spout.vanilla.inventory.block.EnchantmentTableInventory;
import org.spout.vanilla.inventory.util.InventoryConverter;
import org.spout.vanilla.inventory.window.Window;
import org.spout.vanilla.inventory.window.WindowType;
import org.spout.vanilla.inventory.window.prop.EnchantmentTableProperty;
import org.spout.vanilla.material.enchantment.Enchantment;
import org.spout.vanilla.material.item.VanillaItemMaterial;

public class EnchantmentTableWindow extends Window {
  private final EnchantmentTable enchantmentTable;
  private final EnchantmentTableInventory inventory;
  private final int[] levels = new int[3];

  public EnchantmentTableWindow(Player owner, EnchantmentTable enchantmentTable, EnchantmentTableInventory inventory, String title) {
    super(owner, WindowType.ENCHANTMENT_TABLE, title, 1);
    this.inventory = inventory;
    addInventoryConverter(new InventoryConverter(inventory, "0", new Vector2f[0]));
    this.enchantmentTable = enchantmentTable;
  }

  public EnchantmentTableWindow(Player owner, EnchantmentTable enchantmentTable, EnchantmentTableInventory inventory) {
    this(owner, enchantmentTable, inventory, "Enchant");
  }

  public EnchantmentTableWindow(Player owner, EnchantmentTableInventory inventory, String title) {
    this(owner, null, inventory, title);
  }

  public EnchantmentTable getEnchantmentTable() {
    return enchantmentTable;
  }

  /**
   * Returns the level of the enchantment in the given slot.
   *
   * @param slot Slot to check
   * @return Level of the the enchantment
   */
  public int getEnchantmentLevel(int slot) {
    if (slot < 0 || slot > 2) {
      throw new IllegalArgumentException("Slot must be between 0 and 2");
    }

    return levels[slot];
  }

  /**
   * Sets the level of the enchantment in the given {@link EnchantmentTableProperty} slot.
   *
   * @param slot Slot to set, null to clear the
   * @param level Level of the enchantment
   */
  public void setEnchantmentLevel(EnchantmentTableProperty slot, int level) {
    setEnchantmentLevel(slot.getId(), level);
  }

  /**
   * Sets the level of the enchantment in the given slot.
   *
   * @param slot Slot to set
   * @param level Level of the enchantment
   */
  public void setEnchantmentLevel(int slot, int level) {
    if (slot < 0 || slot > 2) {
      throw new IllegalArgumentException("Slot must be between 0 and 2");
    }
    levels[slot] = level;
    setProperty(slot, level);
  }

  @Override
  public void close() {
    for (ItemStack item : inventory) {
      if (item == null) {
        continue;
      }
      getHuman().dropItem(item);
    }
    inventory.clear();
    super.close();
  }

  @Override
  public void onSlotSet(Inventory inventory, int slot, ItemStack item, ItemStack previous) {
    super.onSlotSet(inventory, slot, item, previous);
    if (!(inventory instanceof EnchantmentTableInventory) || slot != 0) {
      return;
    }
    if (item != null && item.getMaterial() instanceof VanillaItemMaterial && ((VanillaItemMaterial) item.getMaterial()).isEnchantable() && !Enchantment.isEnchanted(item)) {
      // Ensures that the third slot is always the maximum amount of possible levels based on nearby bookshelves
      int bookshelves = getEnchantmentTable().getNearbyBookshelves();
      if (bookshelves > 15) {
        bookshelves = 15;
      }

      debug("Calculating enchantment levels with " + bookshelves + " bookshelves.");

      int base = (GenericMath.getRandom().nextInt(8) + 1) + GenericMath.floor(bookshelves / 2) + GenericMath.getRandom().nextInt(bookshelves + 1);
      setEnchantmentLevel(EnchantmentTableProperty.SLOT_1, GenericMath.max((byte) (base / 3), (byte) 1)); // Minimum level
      setEnchantmentLevel(EnchantmentTableProperty.SLOT_2, (base * 2) / 3 + 1);
      setEnchantmentLevel(EnchantmentTableProperty.SLOT_3, GenericMath.max((byte) base, (byte) (bookshelves * 2))); // Maximum level
    } else {
      for (int i = 0; i < 2; ++i) {
        setEnchantmentLevel(i, 0);
      }
    }
  }
}
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