AnvilContainerRe.java 11 KB

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  1. package com.hexdragon.enchrebirth.block;
  2. import com.hexdragon.core.item.EnchantmentHelperRe;
  3. import com.hexdragon.core.item.ItemHelperRe;
  4. import com.hexdragon.enchrebirth.registry.RegMain;
  5. import net.minecraft.block.AnvilBlock;
  6. import net.minecraft.block.BlockState;
  7. import net.minecraft.enchantment.Enchantment;
  8. import net.minecraft.enchantment.EnchantmentHelper;
  9. import net.minecraft.entity.player.PlayerEntity;
  10. import net.minecraft.entity.player.PlayerInventory;
  11. import net.minecraft.inventory.CraftResultInventory;
  12. import net.minecraft.inventory.IInventory;
  13. import net.minecraft.inventory.Inventory;
  14. import net.minecraft.inventory.container.Container;
  15. import net.minecraft.inventory.container.Slot;
  16. import net.minecraft.item.ItemStack;
  17. import net.minecraft.tags.BlockTags;
  18. import net.minecraft.util.IWorldPosCallable;
  19. import net.minecraftforge.common.MinecraftForge;
  20. import net.minecraftforge.event.AnvilUpdateEvent;
  21. import javax.annotation.Nonnull;
  22. import java.util.Map;
  23. public class AnvilContainerRe extends Container {
  24. // 输入与输出物品槽
  25. private final IInventory inputInventory = new Inventory(2) {
  26. public void markDirty() {
  27. super.markDirty();
  28. AnvilContainerRe.this.onCraftMatrixChanged(this);
  29. }
  30. };
  31. private final CraftResultInventory outputInventory = new CraftResultInventory();
  32. // 构造页面槽位
  33. private void Constuct(PlayerInventory playerInventory) {
  34. this.addSlot(new Slot(this.inputInventory, 0, 27, 47));
  35. this.addSlot(new Slot(this.inputInventory, 1, 76, 47));
  36. this.addSlot(new Slot(this.outputInventory, 2, 134, 47) {
  37. // 禁止将物品放在输出格
  38. public boolean isItemValid(ItemStack stack) {
  39. return false;
  40. }
  41. // 触发玩家拿走物品的事件
  42. public ItemStack onTake(PlayerEntity thePlayer, ItemStack stack) {
  43. return AnvilContainerRe.this.onTakeOutput(thePlayer, stack);
  44. }
  45. });
  46. // 增加物品栏与快捷栏槽位
  47. int yPositionStart = 84;
  48. for (int i = 0; i < 3; ++i) {
  49. for (int j = 0; j < 9; ++j) {
  50. this.addSlot(new Slot(playerInventory, j + i * 9 + 9, 8 + j * 18, yPositionStart + i * 18));
  51. }
  52. }
  53. for (int k = 0; k < 9; ++k) {
  54. this.addSlot(new Slot(playerInventory, k, 8 + k * 18, 58 + yPositionStart));
  55. }
  56. }
  57. // 消耗的物品合成原料个数
  58. public int materialCost;
  59. // 当输入物品改变时更新输出
  60. public void updateRepairOutput() {
  61. // 获取输入物品,并检查不为空
  62. ItemStack inputItem = this.inputInventory.getStackInSlot(0);
  63. ItemStack middleItem = this.inputInventory.getStackInSlot(1);
  64. if (inputItem.isEmpty() || middleItem.isEmpty()) {
  65. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  66. return;
  67. }
  68. ItemStack outputItem = inputItem.copy();
  69. // 初始化
  70. this.materialCost = 0;
  71. Map<Enchantment, Integer> outputEnchantments = EnchantmentHelper.getEnchantments(outputItem);
  72. // 调用钩子函数
  73. if (!onAnvilChange(this, inputItem, middleItem, outputInventory, inputItem.getDisplayName().getString(), 0))
  74. return;
  75. // 判断配方情况
  76. if (outputItem.isDamageable() && outputItem.getItem().getIsRepairable(inputItem, middleItem)) {
  77. // 使用原材料修复物品
  78. // 获取每个材料修复的耐久度
  79. int decrDamagePerMaterial = Math.min(outputItem.getDamage(), (int) (outputItem.getMaxDamage() / ItemHelperRe.getDamageableItemMaterialCost(outputItem) * 0.95F));
  80. if (decrDamagePerMaterial <= 0) {
  81. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  82. return;
  83. }
  84. // 获取消耗的材料个数
  85. int materialCost;
  86. for (materialCost = 0; decrDamagePerMaterial > 0 && materialCost < middleItem.getCount(); ++materialCost) {
  87. outputItem.setDamage(outputItem.getDamage() - decrDamagePerMaterial);
  88. decrDamagePerMaterial = Math.min(outputItem.getDamage(), (int) (outputItem.getMaxDamage() / ItemHelperRe.getDamageableItemMaterialCost(outputItem) * 0.95F));
  89. }
  90. this.materialCost = materialCost;
  91. } else if (outputItem.getItem() != middleItem.getItem() || !outputItem.isDamageable()) {
  92. // 配方无效,直接结束
  93. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  94. return;
  95. } else {
  96. // 使用两个相同物品进行修复
  97. // 获取修复后的 Damage
  98. int dur1 = inputItem.getMaxDamage() - inputItem.getDamage();
  99. int dur2 = middleItem.getMaxDamage() - middleItem.getDamage();
  100. int durNew = dur1 + dur2 + outputItem.getMaxDamage() * 15 / 100 + 1; // 额外奖励 15% 耐久度
  101. int newDamage = outputItem.getMaxDamage() - durNew;
  102. if (newDamage < 0) newDamage = 0;
  103. if (newDamage < outputItem.getDamage()) outputItem.setDamage(newDamage);
  104. // 将第二个物品的诅咒转移到第一个物品
  105. Map<Enchantment, Integer> curses = EnchantmentHelperRe.getCurseEnchantments(middleItem);
  106. if (curses.size() > 0) outputEnchantments.putAll(curses);
  107. }
  108. // 设置新物品的附魔
  109. EnchantmentHelper.setEnchantments(outputEnchantments, outputItem);
  110. // 设置输出
  111. this.outputInventory.setInventorySlotContents(0, outputItem);
  112. this.detectAndSendChanges();
  113. }
  114. // 铁砧相对于原版,损坏概率的百分比
  115. private final static float AnvilBreakChanceM = 1.5F;
  116. // 在玩家从输出格拿走物品时触发:损坏铁砧、清空输入
  117. private ItemStack onTakeOutput(PlayerEntity player, ItemStack itemStack) {
  118. // 触发铁砧的随机损坏
  119. float breakChance = net.minecraftforge.common.ForgeHooks.onAnvilRepair(player, itemStack, AnvilContainerRe.this.inputInventory.getStackInSlot(0), AnvilContainerRe.this.inputInventory.getStackInSlot(1));
  120. this.worldPosCallable.consume((world, blockPos) -> {
  121. BlockState blockstate = world.getBlockState(blockPos);
  122. if (!player.abilities.isCreativeMode && blockstate.isIn(BlockTags.ANVIL) && player.getRNG().nextFloat() < breakChance * AnvilBreakChanceM) {
  123. BlockState blockstate1 = AnvilBlock.damage(blockstate);
  124. if (blockstate1 == null) {
  125. world.removeBlock(blockPos, false);
  126. world.playEvent(1029, blockPos, 0);
  127. } else {
  128. world.setBlockState(blockPos, blockstate1, 2);
  129. world.playEvent(1030, blockPos, 0);
  130. }
  131. } else {
  132. world.playEvent(1030, blockPos, 0);
  133. }
  134. });
  135. // 清空输入
  136. this.inputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  137. if (this.materialCost > 0) {
  138. ItemStack itemstack = this.inputInventory.getStackInSlot(1);
  139. if (!itemstack.isEmpty() && itemstack.getCount() > this.materialCost) {
  140. itemstack.shrink(this.materialCost);
  141. this.inputInventory.setInventorySlotContents(1, itemstack);
  142. } else {
  143. this.inputInventory.setInventorySlotContents(1, ItemStack.EMPTY);
  144. }
  145. } else {
  146. this.inputInventory.setInventorySlotContents(1, ItemStack.EMPTY);
  147. }
  148. return itemStack;
  149. }
  150. /*
  151. * --------------------------------------------------------------
  152. * 以下方法直接使用原本的代码,不需要进行修改
  153. * --------------------------------------------------------------
  154. */
  155. // 构造函数
  156. private final IWorldPosCallable worldPosCallable;
  157. private final PlayerEntity player;
  158. public AnvilContainerRe(int id, PlayerInventory playerInventory) {
  159. this(id, playerInventory, IWorldPosCallable.DUMMY);
  160. }
  161. public AnvilContainerRe(int id, PlayerInventory playerInventory, IWorldPosCallable worldPosCallable) {
  162. super(RegMain.containerAnvil.get(), id);
  163. this.worldPosCallable = worldPosCallable;
  164. this.player = playerInventory.player;
  165. Constuct(playerInventory);
  166. }
  167. // 接口: 当输入物品改变时触发更新
  168. public void onCraftMatrixChanged(IInventory inventoryIn) {
  169. super.onCraftMatrixChanged(inventoryIn);
  170. if (inventoryIn == this.inputInventory) {
  171. this.updateRepairOutput();
  172. }
  173. }
  174. // 接口: 决定玩家是否可以使用该方块
  175. public boolean canInteractWith(PlayerEntity playerIn) {
  176. 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);
  177. }
  178. // 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
  179. public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) {
  180. ItemStack itemstack = ItemStack.EMPTY;
  181. Slot slot = this.inventorySlots.get(index);
  182. if (slot != null && slot.getHasStack()) {
  183. ItemStack itemstack1 = slot.getStack();
  184. itemstack = itemstack1.copy();
  185. if (index == 2) {
  186. if (!this.mergeItemStack(itemstack1, 3, 39, true)) {
  187. return ItemStack.EMPTY;
  188. }
  189. slot.onSlotChange(itemstack1, itemstack);
  190. } else if (index != 0 && index != 1) {
  191. if (index < 39) {
  192. if (!this.mergeItemStack(itemstack1, 0, 2, false)) {
  193. return ItemStack.EMPTY;
  194. }
  195. }
  196. } else if (!this.mergeItemStack(itemstack1, 3, 39, false)) {
  197. return ItemStack.EMPTY;
  198. }
  199. if (itemstack1.isEmpty()) {
  200. slot.putStack(ItemStack.EMPTY);
  201. } else {
  202. slot.onSlotChanged();
  203. }
  204. if (itemstack1.getCount() == itemstack.getCount()) {
  205. return ItemStack.EMPTY;
  206. }
  207. slot.onTake(playerIn, itemstack1);
  208. }
  209. return itemstack;
  210. }
  211. // 接口: 当页面关闭时触发,尝试返还物品
  212. public void onContainerClosed(PlayerEntity playerIn) {
  213. super.onContainerClosed(playerIn);
  214. this.worldPosCallable.consume((p_234647_2_, p_234647_3_) -> this.clearContainer(playerIn, p_234647_2_, this.inputInventory));
  215. }
  216. // 铁砧输入改变时 Forge 触发的钩子事件(从 ForgeHooks.java 中复制)
  217. public static boolean onAnvilChange(AnvilContainerRe container, @Nonnull ItemStack left, @Nonnull ItemStack right, IInventory outputSlot, String name, int baseCost) {
  218. AnvilUpdateEvent e = new AnvilUpdateEvent(left, right, name, baseCost);
  219. if (MinecraftForge.EVENT_BUS.post(e)) return false;
  220. if (e.getOutput().isEmpty()) return true;
  221. outputSlot.setInventorySlotContents(0, e.getOutput());
  222. container.materialCost = e.getMaterialCost();
  223. return false;
  224. }
  225. }