TF-EssentialsX/Essentials/src/com/earth2me/essentials/craftbukkit/InventoryWorkaround.java
md678685 983f3a7935 Clear item in offhand slot in /clearinventory
GitHub fancy things: Fixes #950. Fixes #1426. Fixes #1834.
2018-02-10 16:03:56 +00:00

255 lines
9.4 KiB
Java

package com.earth2me.essentials.craftbukkit;
import org.bukkit.Bukkit;
import org.bukkit.Material;
import org.bukkit.entity.Player;
import org.bukkit.inventory.EntityEquipment;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.PlayerInventory;
import java.util.Arrays;
import java.util.HashMap;
import java.util.Map;
/*
* This class can be removed when https://github.com/Bukkit/CraftBukkit/pull/193 is accepted to CraftBukkit
*/
public final class InventoryWorkaround {
private InventoryWorkaround() {
}
private static int firstPartial(final Inventory inventory, final ItemStack item, final int maxAmount) {
if (item == null) {
return -1;
}
final ItemStack[] stacks = inventory.getContents();
for (int i = 0; i < stacks.length; i++) {
final ItemStack cItem = stacks[i];
if (cItem != null && cItem.getAmount() < maxAmount && cItem.isSimilar(item)) {
return i;
}
}
return -1;
}
/*
Spigot 1.9, for whatever reason, decided to merge the armor and main player inventories without providing a way
to access the main inventory. There's lots of ugly code in here to work around that.
*/
private static final int USABLE_PLAYER_INV_SIZE = 36;
private static boolean isCombinedInventory(Inventory inventory) {
return inventory instanceof PlayerInventory && inventory.getContents().length > USABLE_PLAYER_INV_SIZE;
}
// Clears inventory without clearing armor
public static void clearInventoryNoArmor(PlayerInventory inventory) {
if (isCombinedInventory(inventory)) {
for (int i = 0; i < USABLE_PLAYER_INV_SIZE; i++) {
inventory.setItem(i, null);
}
} else {
inventory.clear();
}
}
private static Inventory makeTruncatedPlayerInventory(PlayerInventory playerInventory) {
Inventory fakeInventory = Bukkit.getServer().createInventory(null, USABLE_PLAYER_INV_SIZE);
fakeInventory.setContents(Arrays.copyOf(playerInventory.getContents(), fakeInventory.getSize()));
return fakeInventory;
}
// Returns what it couldn't store
// This will will abort if it couldn't store all items
public static Map<Integer, ItemStack> addAllItems(final Inventory inventory, final ItemStack... items) {
ItemStack[] contents = inventory.getContents();
final Inventory fakeInventory;
if (isCombinedInventory(inventory)) {
fakeInventory = makeTruncatedPlayerInventory((PlayerInventory) inventory);
} else {
fakeInventory = Bukkit.getServer().createInventory(null, inventory.getType());
fakeInventory.setContents(contents);
}
Map<Integer, ItemStack> overflow = addItems(fakeInventory, items);
if (overflow.isEmpty()) {
addItems(inventory, items);
return null;
}
return addItems(fakeInventory, items);
}
// Returns what it couldn't store
public static Map<Integer, ItemStack> addItems(final Inventory inventory, final ItemStack... items) {
return addOversizedItems(inventory, 0, items);
}
// Returns what it couldn't store
// Set oversizedStack to below normal stack size to disable oversized stacks
public static Map<Integer, ItemStack> addOversizedItems(final Inventory inventory, final int oversizedStacks, final ItemStack... items) {
if (isCombinedInventory(inventory)) {
Inventory fakeInventory = makeTruncatedPlayerInventory((PlayerInventory) inventory);
Map<Integer, ItemStack> overflow = addOversizedItems(fakeInventory, oversizedStacks, items);
for (int i = 0; i < fakeInventory.getContents().length; i++) {
inventory.setItem(i, fakeInventory.getContents()[i]);
}
return overflow;
}
final Map<Integer, ItemStack> leftover = new HashMap<>();
/*
* TODO: some optimization - Create a 'firstPartial' with a 'fromIndex' - Record the lastPartial per Material -
* Cache firstEmpty result
*/
// combine items
final ItemStack[] combined = new ItemStack[items.length];
for (ItemStack item : items) {
if (item == null || item.getAmount() < 1) {
continue;
}
for (int j = 0; j < combined.length; j++) {
if (combined[j] == null) {
combined[j] = item.clone();
break;
}
if (combined[j].isSimilar(item)) {
combined[j].setAmount(combined[j].getAmount() + item.getAmount());
break;
}
}
}
for (int i = 0; i < combined.length; i++) {
final ItemStack item = combined[i];
if (item == null || item.getType() == Material.AIR) {
continue;
}
while (true) {
// Do we already have a stack of it?
final int maxAmount = oversizedStacks > item.getType().getMaxStackSize() ? oversizedStacks : item.getType().getMaxStackSize();
final int firstPartial = firstPartial(inventory, item, maxAmount);
// Drat! no partial stack
if (firstPartial == -1) {
// Find a free spot!
final int firstFree = inventory.firstEmpty();
if (firstFree == -1) {
// No space at all!
leftover.put(i, item);
break;
} else {
// More than a single stack!
if (item.getAmount() > maxAmount) {
final ItemStack stack = item.clone();
stack.setAmount(maxAmount);
inventory.setItem(firstFree, stack);
item.setAmount(item.getAmount() - maxAmount);
} else {
// Just store it
inventory.setItem(firstFree, item);
break;
}
}
} else {
// So, apparently it might only partially fit, well lets do just that
final ItemStack partialItem = inventory.getItem(firstPartial);
final int amount = item.getAmount();
final int partialAmount = partialItem.getAmount();
// Check if it fully fits
if (amount + partialAmount <= maxAmount) {
partialItem.setAmount(amount + partialAmount);
break;
}
// It fits partially
partialItem.setAmount(maxAmount);
item.setAmount(amount + partialAmount - maxAmount);
}
}
}
return leftover;
}
// Hot-ish code so cache
private static Boolean hasMainHandSupport = null;
@SuppressWarnings("deprecation")
public static void setItemInMainHand(Player p, ItemStack item) {
if (hasMainHandSupport == null) {
try {
p.getInventory().setItemInMainHand(item);
hasMainHandSupport = true;
} catch (Throwable e) {
p.setItemInHand(item);
hasMainHandSupport = false;
}
} else {
if (hasMainHandSupport) {
p.getInventory().setItemInMainHand(item);
} else {
p.setItemInHand(item);
}
}
}
@SuppressWarnings("deprecation")
public static void setItemInMainHand(EntityEquipment invent, ItemStack item) {
if (hasMainHandSupport == null) {
try {
invent.setItemInMainHand(item);
hasMainHandSupport = true;
} catch (Throwable e) {
invent.setItemInHand(item);
hasMainHandSupport = false;
}
} else {
if (hasMainHandSupport) {
invent.setItemInMainHand(item);
} else {
invent.setItemInHand(item);
}
}
}
@SuppressWarnings("deprecation")
public static void setItemInMainHandDropChance(EntityEquipment invent, float chance) {
if (hasMainHandSupport == null) {
try {
invent.setItemInMainHandDropChance(chance);
hasMainHandSupport = true;
} catch (Throwable e) {
invent.setItemInHandDropChance(chance);
hasMainHandSupport = false;
}
} else {
if (hasMainHandSupport) {
invent.setItemInMainHandDropChance(chance);
} else {
invent.setItemInHandDropChance(chance);
}
}
}
@SuppressWarnings("deprecation")
public static void setItemInOffHand(Player p, ItemStack item) {
// This assumes that all builds that support a main hand also support an off hand.
if (hasMainHandSupport == null || hasMainHandSupport) {
try {
p.getInventory().setItemInOffHand(item);
hasMainHandSupport = true;
} catch (Throwable e) {
hasMainHandSupport = false;
}
}
}
}