AnvilContainerRe.java 14 KB

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  1. package com.hexdragon.blacksmithre.block.anvil;
  2. import com.hexdragon.corere.item.EnchantmentHelperRe;
  3. import com.hexdragon.corere.item.ItemHelperRe;
  4. import com.hexdragon.blacksmithre.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.nbt.CompoundNBT;
  18. import net.minecraft.nbt.StringNBT;
  19. import net.minecraft.tags.BlockTags;
  20. import net.minecraft.tileentity.TileEntity;
  21. import net.minecraft.util.IWorldPosCallable;
  22. import net.minecraft.util.NonNullList;
  23. import net.minecraft.util.math.MathHelper;
  24. import net.minecraftforge.common.MinecraftForge;
  25. import net.minecraftforge.event.AnvilUpdateEvent;
  26. import javax.annotation.Nonnull;
  27. import java.util.Map;
  28. public class AnvilContainerRe extends Container {
  29. // 构造函数
  30. public final IWorldPosCallable worldPosCallable;
  31. private final PlayerEntity player;
  32. public AnvilContainerRe(int id, PlayerInventory playerInventory) {
  33. // 当从 Screen 渲染线程触发,就会从这里进行调用
  34. this(id, playerInventory, IWorldPosCallable.DUMMY, new Inventory(2));
  35. }
  36. public AnvilContainerRe(int id, PlayerInventory playerInventory, IWorldPosCallable worldPosCallable, IInventory tileEntity) {
  37. super(RegMain.containerAnvil.get(), id);
  38. this.worldPosCallable = worldPosCallable;
  39. this.player = playerInventory.player;
  40. this.inputInventory = tileEntity; // 与 NBT 中的物品栏同步
  41. Constuct(playerInventory);
  42. onCraftMatrixChanged(inputInventory); // 初始化输出
  43. }
  44. // 输入与输出物品槽
  45. public IInventory inputInventory;
  46. public final CraftResultInventory outputInventory = new CraftResultInventory();
  47. // 构造页面槽位
  48. private void Constuct(PlayerInventory playerInventory) {
  49. this.addSlot(new Slot(this.inputInventory, 0, 62, 28));
  50. this.addSlot(new Slot(this.inputInventory, 1, 80, 28));
  51. this.addSlot(new Slot(this.outputInventory, 2, 138, 28) {
  52. // 禁止将物品放在输出格
  53. public boolean isItemValid(ItemStack stack) {
  54. return false;
  55. }
  56. // 触发玩家拿走物品的事件
  57. public ItemStack onTake(PlayerEntity thePlayer, ItemStack stack) {
  58. return AnvilContainerRe.this.onTakeOutput(thePlayer, stack);
  59. }
  60. });
  61. // 增加物品栏与快捷栏槽位
  62. int yPositionStart = 68;
  63. for (int i = 0; i < 3; ++i) {
  64. for (int j = 0; j < 9; ++j) {
  65. this.addSlot(new Slot(playerInventory, j + i * 9 + 9, 8 + j * 18, yPositionStart + i * 18));
  66. }
  67. }
  68. for (int k = 0; k < 9; ++k) {
  69. this.addSlot(new Slot(playerInventory, k, 8 + k * 18, 58 + yPositionStart));
  70. }
  71. }
  72. // 消耗的物品合成原料个数
  73. public int materialCost;
  74. // 当输入物品改变时更新输出
  75. public void updateRepairOutput() {
  76. // 获取输入物品,并检查不为空
  77. ItemStack leftItem = this.inputInventory.getStackInSlot(0);
  78. ItemStack middleItem = this.inputInventory.getStackInSlot(1);
  79. if (leftItem.isEmpty() || middleItem.isEmpty()) {
  80. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  81. return;
  82. }
  83. // 初始化
  84. this.materialCost = 0;
  85. // 调用钩子函数
  86. if (!onAnvilChange(this, leftItem, middleItem, outputInventory, leftItem.getDisplayName().getString(), 0))
  87. return;
  88. // 将可损坏的物品优先视作左侧
  89. if (middleItem.isDamageable() && !leftItem.isDamageable()) {
  90. ItemStack swapItem = leftItem.copy();
  91. leftItem = middleItem; middleItem = swapItem;
  92. }
  93. ItemStack outputItem = leftItem.copy();
  94. // 根据腐朽诅咒附魔获取修复比
  95. final float enchantmentRadio = MathHelper.clamp(1 - Math.max(EnchantmentHelper.getEnchantmentLevel(RegMain.enchDecay.get(), leftItem), EnchantmentHelper.getEnchantmentLevel(RegMain.enchDecay.get(), middleItem)) * 0.7f, 0f, 1f);
  96. // 判断配方情况
  97. if (outputItem.isDamageable() && outputItem.getItem().getIsRepairable(leftItem, middleItem)) {
  98. // 使用原材料修复物品
  99. // 根据难度与附魔获取实际修复比
  100. final float[] radio = {0};
  101. worldPosCallable.consume((world, pos) -> radio[0] = new float[]{1f, 1f, 0.98f, 0.95f}[world.getDifficulty().getId()] * enchantmentRadio);
  102. // 获取每个材料修复的耐久度
  103. int mendingPerMaterial = (int) (outputItem.getMaxDamage() / ItemHelperRe.getDamageableItemMaterialCost(outputItem) * radio[0]);
  104. if (mendingPerMaterial <= 0) {
  105. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  106. return;
  107. }
  108. // 获取消耗的材料个数
  109. int materialCost, mending = mendingPerMaterial;
  110. for (materialCost = 0; mending > 0 && materialCost < middleItem.getCount(); ++materialCost) {
  111. outputItem.setDamage(outputItem.getDamage() - mending);
  112. mending = Math.min(outputItem.getDamage(), mendingPerMaterial);
  113. }
  114. this.materialCost = materialCost;
  115. } else if (leftItem.getItem() != middleItem.getItem() || !leftItem.isDamageable()) {
  116. // 配方无效,直接结束
  117. this.outputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  118. return;
  119. } else {
  120. // 使用两个相同物品进行修复
  121. // 根据难度获取奖励的耐久度百分比
  122. final int[] radio = {0};
  123. worldPosCallable.consume((world, pos) -> radio[0] = new int[]{25, 25, 15, 5}[world.getDifficulty().getId()]);
  124. // 获取修复后的 Damage
  125. int dur1 = leftItem.getMaxDamage() - leftItem.getDamage();
  126. int dur2 = middleItem.getMaxDamage() - middleItem.getDamage();
  127. int durNew = (int) (dur1 + (dur2 + outputItem.getMaxDamage() * radio[0] / 100 + 1) * enchantmentRadio);
  128. int newDamage = outputItem.getMaxDamage() - durNew;
  129. if (newDamage < 0) newDamage = 0;
  130. if (newDamage < outputItem.getDamage()) outputItem.setDamage(newDamage);
  131. // 将第二个物品的诅咒转移到第一个物品
  132. Map<Enchantment, Integer> outputEnchantments = EnchantmentHelper.getEnchantments(outputItem);
  133. Map<Enchantment, Integer> curses = EnchantmentHelperRe.getCurseEnchantments(middleItem);
  134. if (curses.size() > 0) outputEnchantments.putAll(curses);
  135. EnchantmentHelper.setEnchantments(outputEnchantments, outputItem);
  136. }
  137. // 设置输出
  138. this.outputInventory.setInventorySlotContents(0, outputItem);
  139. this.detectAndSendChanges();
  140. }
  141. // 在玩家从输出格拿走物品时触发:损坏铁砧、清空输入
  142. private ItemStack onTakeOutput(PlayerEntity player, ItemStack itemStack) {
  143. // 清空输入
  144. if (this.materialCost > 0) {
  145. boolean reverseInput = !this.inputInventory.getStackInSlot(0).isDamageable();
  146. this.inputInventory.setInventorySlotContents(reverseInput ? 1 : 0, ItemStack.EMPTY);
  147. ItemStack itemstack = this.inputInventory.getStackInSlot(reverseInput ? 0 : 1);
  148. if (!itemstack.isEmpty() && itemstack.getCount() > this.materialCost) {
  149. itemstack.shrink(this.materialCost);
  150. this.inputInventory.setInventorySlotContents(reverseInput ? 0 : 1, itemstack);
  151. } else {
  152. this.inputInventory.setInventorySlotContents(reverseInput ? 0 : 1, ItemStack.EMPTY);
  153. }
  154. } else {
  155. this.inputInventory.setInventorySlotContents(0, ItemStack.EMPTY);
  156. this.inputInventory.setInventorySlotContents(1, ItemStack.EMPTY);
  157. }
  158. // 触发铁砧的随机损坏
  159. // 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”
  160. float baseBreakChance = net.minecraftforge.common.ForgeHooks.onAnvilRepair(player, itemStack, AnvilContainerRe.this.inputInventory.getStackInSlot(0), AnvilContainerRe.this.inputInventory.getStackInSlot(1));
  161. this.worldPosCallable.consume((world, blockPos) -> {
  162. BlockState blockstate = world.getBlockState(blockPos);
  163. // 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
  164. // 下界合金砧的耐久在普通难度下为普通铁砧的 20 倍,平均能用 400 次
  165. float[] ironChance = {0.75f, 1f, 1.25f, 1.75f};
  166. float[] netheriteChance = {0f, 0f, 0.0625f, 0.1f};
  167. float newBreakChance = baseBreakChance * ((blockstate.get(RegMain.blockStateMaterial) == 0) ? ironChance : netheriteChance)[world.getDifficulty().getId()];
  168. if (!player.abilities.isCreativeMode && blockstate.isIn(BlockTags.ANVIL) && player.getRNG().nextFloat() < newBreakChance) {
  169. BlockState newBlockState = AnvilBlock.damage(blockstate);
  170. if (newBlockState == null) {
  171. world.removeBlock(blockPos, false);
  172. world.playEvent(1029, blockPos, 0);
  173. } else {
  174. // TODO : <验证> 铁砧损坏等级增加时的物品处理是否在多人工作正常
  175. // TODO : 解决 Mixin config mixins.blacksmithre.json does not specify "minVersion" property
  176. // 保存当前物品并清空物品栏,避免在更改方块时爆出
  177. AnvilTileEntity tileEntity = (AnvilTileEntity) world.getTileEntity(blockPos);
  178. ItemStack itemStack0 = tileEntity.getItems().get(0).copy();
  179. ItemStack itemStack1 = tileEntity.getItems().get(1).copy();
  180. tileEntity.inventory.clear();
  181. // 放置损坏后的方块
  182. world.setBlockState(blockPos, newBlockState, 2);
  183. // 把物品放回新方块
  184. AnvilTileEntity newTileEntity = (AnvilTileEntity) world.getTileEntity(blockPos);
  185. newTileEntity.inventory.set(0, itemStack0);
  186. newTileEntity.inventory.set(1, itemStack1);
  187. newTileEntity.markDirty();
  188. // 让玩家再次打开 GUI
  189. // TODO : 想办法让玩家的鼠标在铁砧损坏时不会移动到中心(因为实际上 GUI 已经被关闭后重新打开了)
  190. player.openContainer(newTileEntity.getBlockState().getContainer(world, blockPos));
  191. world.playEvent(1030, blockPos, 0);
  192. }
  193. } else {
  194. world.playEvent(1030, blockPos, 0);
  195. }
  196. });
  197. return itemStack;
  198. }
  199. /*
  200. * --------------------------------------------------------------
  201. * 以下方法直接使用原本的代码,不需要进行修改
  202. * --------------------------------------------------------------
  203. */
  204. // 接口: 当输入物品改变时触发更新
  205. public void onCraftMatrixChanged(IInventory inventoryIn) {
  206. super.onCraftMatrixChanged(inventoryIn);
  207. if (inventoryIn == this.inputInventory) {
  208. this.updateRepairOutput();
  209. }
  210. }
  211. // 接口: 决定玩家是否可以使用该方块
  212. public boolean canInteractWith(PlayerEntity playerIn) {
  213. 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);
  214. }
  215. // 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
  216. public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) {
  217. ItemStack itemstack = ItemStack.EMPTY;
  218. Slot slot = this.inventorySlots.get(index);
  219. if (slot != null && slot.getHasStack()) {
  220. ItemStack itemstack1 = slot.getStack();
  221. itemstack = itemstack1.copy();
  222. if (index == 2) {
  223. if (!this.mergeItemStack(itemstack1, 3, 39, true)) {
  224. return ItemStack.EMPTY;
  225. }
  226. slot.onSlotChange(itemstack1, itemstack);
  227. } else if (index != 0 && index != 1) {
  228. if (index < 39) {
  229. if (!this.mergeItemStack(itemstack1, 0, 2, false)) {
  230. return ItemStack.EMPTY;
  231. }
  232. }
  233. } else if (!this.mergeItemStack(itemstack1, 3, 39, false)) {
  234. return ItemStack.EMPTY;
  235. }
  236. if (itemstack1.isEmpty()) {
  237. slot.putStack(ItemStack.EMPTY);
  238. } else {
  239. slot.onSlotChanged();
  240. }
  241. if (itemstack1.getCount() == itemstack.getCount()) {
  242. return ItemStack.EMPTY;
  243. }
  244. slot.onTake(playerIn, itemstack1);
  245. }
  246. return itemstack;
  247. }
  248. // 铁砧输入改变时 Forge 触发的钩子事件(从 ForgeHooks.java 中复制)
  249. public static boolean onAnvilChange(AnvilContainerRe container, @Nonnull ItemStack left, @Nonnull ItemStack right, IInventory outputSlot, String name, int baseCost) {
  250. AnvilUpdateEvent e = new AnvilUpdateEvent(left, right, name, baseCost);
  251. if (MinecraftForge.EVENT_BUS.post(e)) return false;
  252. if (e.getOutput().isEmpty()) return true;
  253. outputSlot.setInventorySlotContents(0, e.getOutput());
  254. container.materialCost = e.getMaterialCost();
  255. return false;
  256. }
  257. }