AnvilContainerRe.java 11 KB

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  1. package com.hexdragon.enchrebirth.block;
  2. import com.hexdragon.core.item.CraftInputInventory;
  3. import com.hexdragon.core.item.EnchantmentHelperRe;
  4. import com.hexdragon.core.item.ItemHelperRe;
  5. import com.hexdragon.enchrebirth.Main;
  6. import com.hexdragon.enchrebirth.registry.RegMain;
  7. import net.minecraft.block.AnvilBlock;
  8. import net.minecraft.block.BlockState;
  9. import net.minecraft.enchantment.Enchantment;
  10. import net.minecraft.enchantment.EnchantmentHelper;
  11. import net.minecraft.entity.player.PlayerEntity;
  12. import net.minecraft.entity.player.PlayerInventory;
  13. import net.minecraft.inventory.CraftResultInventory;
  14. import net.minecraft.inventory.IInventory;
  15. import net.minecraft.inventory.container.Container;
  16. import net.minecraft.inventory.container.Slot;
  17. import net.minecraft.item.ItemStack;
  18. import net.minecraft.tags.BlockTags;
  19. import net.minecraft.util.IWorldPosCallable;
  20. import net.minecraftforge.common.MinecraftForge;
  21. import net.minecraftforge.event.AnvilUpdateEvent;
  22. import javax.annotation.Nonnull;
  23. import java.util.Map;
  24. public class AnvilContainerRe extends Container {
  25. // 构造函数
  26. private final IWorldPosCallable worldPosCallable;
  27. private final PlayerEntity player;
  28. public AnvilContainerRe(int id, PlayerInventory playerInventory) {
  29. this(id, playerInventory, IWorldPosCallable.DUMMY);
  30. this.inputInventory.container = this;
  31. }
  32. public AnvilContainerRe(int id, PlayerInventory playerInventory, IWorldPosCallable worldPosCallable) {
  33. super(RegMain.containerAnvil.get(), id);
  34. this.worldPosCallable = worldPosCallable;
  35. this.player = playerInventory.player;
  36. worldPosCallable.consume((world, blockPos) -> {
  37. this.inputInventory = ((AnvilTileEntity) world.getTileEntity(blockPos)).getInventory();
  38. if (this.inputInventory == null) this.inputInventory = new CraftInputInventory(2);
  39. });
  40. Constuct(playerInventory);
  41. }
  42. // 输入与输出物品槽
  43. public CraftInputInventory inputInventory;
  44. public final CraftResultInventory outputInventory = new CraftResultInventory();
  45. // 构造页面槽位
  46. private void Constuct(PlayerInventory playerInventory) {
  47. Main.LOGGER.warn("CONSTUCT");
  48. this.addSlot(new Slot(this.inputInventory, 0, 62, 28));
  49. this.addSlot(new Slot(this.inputInventory, 1, 80, 28));
  50. this.addSlot(new Slot(this.outputInventory, 2, 138, 28) {
  51. // 禁止将物品放在输出格
  52. public boolean isItemValid(ItemStack stack) {
  53. return false;
  54. }
  55. // 触发玩家拿走物品的事件
  56. public ItemStack onTake(PlayerEntity thePlayer, ItemStack stack) {
  57. return AnvilContainerRe.this.onTakeOutput(thePlayer, stack);
  58. }
  59. });
  60. // 增加物品栏与快捷栏槽位
  61. int yPositionStart = 68;
  62. for (int i = 0; i < 3; ++i) {
  63. for (int j = 0; j < 9; ++j) {
  64. this.addSlot(new Slot(playerInventory, j + i * 9 + 9, 8 + j * 18, yPositionStart + i * 18));
  65. }
  66. }
  67. for (int k = 0; k < 9; ++k) {
  68. this.addSlot(new Slot(playerInventory, k, 8 + k * 18, 58 + yPositionStart));
  69. }
  70. }
  71. // 消耗的物品合成原料个数
  72. public int materialCost;
  73. // 当输入物品改变时更新输出
  74. public void updateRepairOutput() {
  75. // 获取输入物品,并检查不为空
  76. ItemStack inputItem = this.inputInventory.getStackInSlot(0);
  77. ItemStack middleItem = this.inputInventory.getStackInSlot(1);
  78. if (inputItem.isEmpty() || middleItem.isEmpty()) {
  79. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  80. return;
  81. }
  82. ItemStack outputItem = inputItem.copy();
  83. // 初始化
  84. this.materialCost = 0;
  85. Map<Enchantment, Integer> outputEnchantments = EnchantmentHelper.getEnchantments(outputItem);
  86. // 调用钩子函数
  87. if (!onAnvilChange(this, inputItem, middleItem, outputInventory, inputItem.getDisplayName().getString(), 0))
  88. return;
  89. // 判断配方情况
  90. if (outputItem.isDamageable() && outputItem.getItem().getIsRepairable(inputItem, middleItem)) {
  91. // 使用原材料修复物品
  92. // 获取每个材料修复的耐久度
  93. int decrDamagePerMaterial = Math.min(outputItem.getDamage(), (int) (outputItem.getMaxDamage() / ItemHelperRe.getDamageableItemMaterialCost(outputItem) * 0.95F));
  94. if (decrDamagePerMaterial <= 0) {
  95. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  96. return;
  97. }
  98. // 获取消耗的材料个数
  99. int materialCost;
  100. for (materialCost = 0; decrDamagePerMaterial > 0 && materialCost < middleItem.getCount(); ++materialCost) {
  101. outputItem.setDamage(outputItem.getDamage() - decrDamagePerMaterial);
  102. decrDamagePerMaterial = Math.min(outputItem.getDamage(), (int) (outputItem.getMaxDamage() / ItemHelperRe.getDamageableItemMaterialCost(outputItem) * 0.95F));
  103. }
  104. this.materialCost = materialCost;
  105. } else if (outputItem.getItem() != middleItem.getItem() || !outputItem.isDamageable()) {
  106. // 配方无效,直接结束
  107. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  108. return;
  109. } else {
  110. // 使用两个相同物品进行修复
  111. // 获取修复后的 Damage
  112. int dur1 = inputItem.getMaxDamage() - inputItem.getDamage();
  113. int dur2 = middleItem.getMaxDamage() - middleItem.getDamage();
  114. int durNew = dur1 + dur2 + outputItem.getMaxDamage() * 15 / 100 + 1; // 额外奖励 15% 耐久度
  115. int newDamage = outputItem.getMaxDamage() - durNew;
  116. if (newDamage < 0) newDamage = 0;
  117. if (newDamage < outputItem.getDamage()) outputItem.setDamage(newDamage);
  118. // 将第二个物品的诅咒转移到第一个物品
  119. Map<Enchantment, Integer> curses = EnchantmentHelperRe.getCurseEnchantments(middleItem);
  120. if (curses.size() > 0) outputEnchantments.putAll(curses);
  121. }
  122. // 设置新物品的附魔
  123. EnchantmentHelper.setEnchantments(outputEnchantments, outputItem);
  124. // 设置输出
  125. this.outputInventory.setInventorySlotContents(0, outputItem);
  126. this.detectAndSendChanges();
  127. }
  128. // 铁砧相对于原版,损坏概率的百分比
  129. // 对于原版:“平均每个铁砧能用 25 次,相当于每用一次铁砧就消耗了 1.24 个用于合成铁砧的铁锭”
  130. // 考虑到铁砧现在没有等级消耗,略微增加损耗速率是比较平衡的
  131. private final static float AnvilBreakChanceM = 1.5F;
  132. // 在玩家从输出格拿走物品时触发:损坏铁砧、清空输入
  133. private ItemStack onTakeOutput(PlayerEntity player, ItemStack itemStack) {
  134. // 触发铁砧的随机损坏
  135. float breakChance = net.minecraftforge.common.ForgeHooks.onAnvilRepair(player, itemStack, AnvilContainerRe.this.inputInventory.getStackInSlot(0), AnvilContainerRe.this.inputInventory.getStackInSlot(1));
  136. this.worldPosCallable.consume((world, blockPos) -> {
  137. BlockState blockstate = world.getBlockState(blockPos);
  138. if (!player.abilities.isCreativeMode && blockstate.isIn(BlockTags.ANVIL) && player.getRNG().nextFloat() < breakChance * AnvilBreakChanceM) {
  139. BlockState blockstate1 = AnvilBlock.damage(blockstate);
  140. if (blockstate1 == null) {
  141. world.removeBlock(blockPos, false);
  142. world.playEvent(1029, blockPos, 0);
  143. } else {
  144. world.setBlockState(blockPos, blockstate1, 2);
  145. world.playEvent(1030, blockPos, 0);
  146. }
  147. } else {
  148. world.playEvent(1030, blockPos, 0);
  149. }
  150. });
  151. // 清空输入
  152. this.inputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  153. if (this.materialCost > 0) {
  154. ItemStack itemstack = this.inputInventory.getStackInSlot(1);
  155. if (!itemstack.isEmpty() && itemstack.getCount() > this.materialCost) {
  156. itemstack.shrink(this.materialCost);
  157. this.inputInventory.setInventorySlotContents(1, itemstack);
  158. } else {
  159. this.inputInventory.setInventorySlotContents(1, ItemStack.EMPTY);
  160. }
  161. } else {
  162. this.inputInventory.setInventorySlotContents(1, ItemStack.EMPTY);
  163. }
  164. return itemStack;
  165. }
  166. /*
  167. * --------------------------------------------------------------
  168. * 以下方法直接使用原本的代码,不需要进行修改
  169. * --------------------------------------------------------------
  170. */
  171. // 接口: 当输入物品改变时触发更新
  172. public void onCraftMatrixChanged(IInventory inventoryIn) {
  173. super.onCraftMatrixChanged(inventoryIn);
  174. if (inventoryIn == this.inputInventory) {
  175. this.updateRepairOutput();
  176. }
  177. }
  178. // 接口: 决定玩家是否可以使用该方块
  179. public boolean canInteractWith(PlayerEntity playerIn) {
  180. return this.worldPosCallable.applyOrElse((world, blockPos) -> world.getBlockState(blockPos).isIn(BlockTags.ANVIL) && playerIn.getDistanceSq((double) blockPos.getX() + 0.5D, (double) blockPos.getY() + 0.5D, (double) blockPos.getZ() + 0.5D) <= 64.0D, true);
  181. }
  182. // 接口: 当玩家使用 Shift+左键 快速转移物品时触发,需要尝试转移物品
  183. public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) {
  184. ItemStack itemstack = ItemStack.EMPTY;
  185. Slot slot = this.inventorySlots.get(index);
  186. if (slot != null && slot.getHasStack()) {
  187. ItemStack itemstack1 = slot.getStack();
  188. itemstack = itemstack1.copy();
  189. if (index == 2) {
  190. if (!this.mergeItemStack(itemstack1, 3, 39, true)) {
  191. return ItemStack.EMPTY;
  192. }
  193. slot.onSlotChange(itemstack1, itemstack);
  194. } else if (index != 0 && index != 1) {
  195. if (index < 39) {
  196. if (!this.mergeItemStack(itemstack1, 0, 2, false)) {
  197. return ItemStack.EMPTY;
  198. }
  199. }
  200. } else if (!this.mergeItemStack(itemstack1, 3, 39, false)) {
  201. return ItemStack.EMPTY;
  202. }
  203. if (itemstack1.isEmpty()) {
  204. slot.putStack(ItemStack.EMPTY);
  205. } else {
  206. slot.onSlotChanged();
  207. }
  208. if (itemstack1.getCount() == itemstack.getCount()) {
  209. return ItemStack.EMPTY;
  210. }
  211. slot.onTake(playerIn, itemstack1);
  212. }
  213. return itemstack;
  214. }
  215. // 铁砧输入改变时 Forge 触发的钩子事件(从 ForgeHooks.java 中复制)
  216. public static boolean onAnvilChange(AnvilContainerRe container, @Nonnull ItemStack left, @Nonnull ItemStack right, IInventory outputSlot, String name, int baseCost) {
  217. AnvilUpdateEvent e = new AnvilUpdateEvent(left, right, name, baseCost);
  218. if (MinecraftForge.EVENT_BUS.post(e)) return false;
  219. if (e.getOutput().isEmpty()) return true;
  220. outputSlot.setInventorySlotContents(0, e.getOutput());
  221. container.materialCost = e.getMaterialCost();
  222. return false;
  223. }
  224. }