Improve TileGrid#onRecipeTransfer, we can now do recipe transfer if disconnected
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@@ -274,9 +274,11 @@ public class TileGrid extends TileNode implements IGrid {
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ItemStack slot = matrix.getStackInSlot(i);
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if (i < remainder.length && remainder[i] != null) {
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// If there is no space for the remainder, dump it in the player inventory
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if (slot != null && slot.stackSize > 1) {
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if (!player.inventory.addItemStackToInventory(remainder[i].copy())) {
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ItemStack remainderStack = network.insertItem(remainder[i].copy(), remainder[i].stackSize, false);
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if (remainderStack != null) {
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InventoryHelper.spawnItemStack(player.worldObj, player.getPosition().getX(), player.getPosition().getY(), player.getPosition().getZ(), remainderStack);
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}
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@@ -286,13 +288,11 @@ public class TileGrid extends TileNode implements IGrid {
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} else {
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matrix.setInventorySlotContents(i, remainder[i].copy());
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}
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} else {
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if (slot != null) {
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if (slot.stackSize == 1 && isConnected()) {
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matrix.setInventorySlotContents(i, network.extractItem(slot, 1));
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} else {
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matrix.decrStackSize(i, 1);
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}
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} else if (slot != null) {
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if (slot.stackSize == 1 && isConnected()) {
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matrix.setInventorySlotContents(i, network.extractItem(slot, 1));
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} else {
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matrix.decrStackSize(i, 1);
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}
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}
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}
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@@ -355,30 +355,43 @@ public class TileGrid extends TileNode implements IGrid {
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}
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public void onRecipeTransfer(EntityPlayer player, ItemStack[][] recipe) {
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if (isConnected()) {
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for (int i = 0; i < matrix.getSizeInventory(); ++i) {
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ItemStack slot = matrix.getStackInSlot(i);
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// First try to empty the crafting matrix
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for (int i = 0; i < matrix.getSizeInventory(); ++i) {
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ItemStack slot = matrix.getStackInSlot(i);
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if (slot != null) {
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if (getType() == EnumGridType.CRAFTING) {
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if (slot != null) {
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// Only if we are a crafting grid. Pattern grids can just be emptied.
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if (getType() == EnumGridType.CRAFTING) {
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// If we are connected, try to insert into network. If it fails, stop.
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if (isConnected()) {
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if (network.insertItem(slot, slot.stackSize, true) != null) {
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return;
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} else {
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network.insertItem(slot, slot.stackSize, false);
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}
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} else {
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// If we aren't connected, try to insert into player inventory. If it fails, stop.
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if (!player.inventory.addItemStackToInventory(slot.copy())) {
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return;
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}
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}
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matrix.setInventorySlotContents(i, null);
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}
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matrix.setInventorySlotContents(i, null);
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}
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}
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for (int i = 0; i < matrix.getSizeInventory(); ++i) {
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if (recipe[i] != null) {
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ItemStack[] possibilities = recipe[i];
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// Now let's fill the matrix
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for (int i = 0; i < matrix.getSizeInventory(); ++i) {
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if (recipe[i] != null) {
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ItemStack[] possibilities = recipe[i];
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if (getType() == EnumGridType.CRAFTING) {
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boolean found = false;
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// If we are a crafting grid
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if (getType() == EnumGridType.CRAFTING) {
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boolean found = false;
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// If we are connected, first try to get the possibilities from the network
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if (isConnected()) {
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for (ItemStack possibility : possibilities) {
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ItemStack took = network.extractItem(possibility, 1);
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@@ -390,29 +403,31 @@ public class TileGrid extends TileNode implements IGrid {
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break;
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}
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}
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}
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if (!found) {
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for (ItemStack possibility : possibilities) {
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for (int j = 0; j < player.inventory.getSizeInventory(); ++j) {
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if (API.instance().getComparer().isEqualNoQuantity(possibility, player.inventory.getStackInSlot(j))) {
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matrix.setInventorySlotContents(i, ItemHandlerHelper.copyStackWithSize(player.inventory.getStackInSlot(j), 1));
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// If we haven't found anything in the network (or we are disconnected), go look in the player inventory
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if (!found) {
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for (ItemStack possibility : possibilities) {
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for (int j = 0; j < player.inventory.getSizeInventory(); ++j) {
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if (API.instance().getComparer().isEqualNoQuantity(possibility, player.inventory.getStackInSlot(j))) {
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matrix.setInventorySlotContents(i, ItemHandlerHelper.copyStackWithSize(player.inventory.getStackInSlot(j), 1));
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player.inventory.decrStackSize(j, 1);
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player.inventory.decrStackSize(j, 1);
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found = true;
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found = true;
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break;
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}
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}
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if (found) {
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break;
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}
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}
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if (found) {
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break;
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}
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}
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} else if (getType() == EnumGridType.PATTERN) {
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matrix.setInventorySlotContents(i, possibilities[0]);
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}
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} else if (getType() == EnumGridType.PATTERN) {
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// If we are a pattern grid we can just set the slot
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matrix.setInventorySlotContents(i, possibilities[0]);
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}
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}
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}
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