public class InventoryPlayer extends java.lang.Object implements IInventory
Modifier and Type | Field and Description |
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ItemStack[] |
armorInventory
An array of 4 item stacks containing the currently worn armor pieces.
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int |
currentItem
The index of the currently held item (0-8).
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boolean |
inventoryChanged
Set true whenever the inventory changes.
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ItemStack[] |
mainInventory
An array of 36 item stacks indicating the main player inventory (including the visible bar).
|
EntityPlayer |
player
The player whose inventory this is.
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Constructor and Description |
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InventoryPlayer(EntityPlayer par1EntityPlayer) |
Modifier and Type | Method and Description |
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boolean |
addItemStackToInventory(ItemStack par1ItemStack)
Adds the item stack to the inventory, returns false if it is impossible.
|
ItemStack |
armorItemInSlot(int par1)
returns a player armor item (as itemstack) contained in specified armor slot.
|
void |
changeCurrentItem(int par1)
Switch the current item to the next one or the previous one
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int |
clearInventory(Item p_146027_1_,
int p_146027_2_)
Clear this player's inventory (including armor), using the specified Item and metadata as filters or -1 for no
filter.
|
void |
closeInventory() |
boolean |
consumeInventoryItem(Item p_146026_1_)
removed one item of specified Item from inventory (if it is in a stack, the stack size will reduce with 1)
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void |
copyInventory(InventoryPlayer par1InventoryPlayer)
Copy the ItemStack contents from another InventoryPlayer instance
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void |
damageArmor(float par1)
Damages armor in each slot by the specified amount.
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void |
decrementAnimations()
Decrement the number of animations remaining.
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ItemStack |
decrStackSize(int par1,
int par2)
Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
new stack.
|
void |
dropAllItems()
Drop all armor and main inventory items.
|
float |
func_146023_a(Block p_146023_1_) |
boolean |
func_146025_b(Block p_146025_1_) |
void |
func_146030_a(Item p_146030_1_,
int p_146030_2_,
boolean p_146030_3_,
boolean p_146030_4_) |
void |
func_70439_a(Item par1Item,
int par2) |
ItemStack |
getCurrentItem()
Returns the item stack currently held by the player.
|
int |
getFirstEmptyStack()
Returns the first item stack that is empty.
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static int |
getHotbarSize()
Get the size of the player hotbar inventory
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java.lang.String |
getInventoryName()
Returns the name of the inventory
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int |
getInventoryStackLimit()
Returns the maximum stack size for a inventory slot.
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ItemStack |
getItemStack() |
int |
getSizeInventory()
Returns the number of slots in the inventory.
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ItemStack |
getStackInSlot(int par1)
Returns the stack in slot i
|
ItemStack |
getStackInSlotOnClosing(int par1)
When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
like when you close a workbench GUI.
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int |
getTotalArmorValue()
Based on the damage values and maximum damage values of each armor item, returns the current armor value.
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boolean |
hasCustomInventoryName()
Returns if the inventory is named
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boolean |
hasItem(Item p_146028_1_)
Checks if a specified Item is inside the inventory
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boolean |
hasItemStack(ItemStack par1ItemStack)
Returns true if the specified ItemStack exists in the inventory.
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boolean |
isItemValidForSlot(int par1,
ItemStack par2ItemStack)
Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
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boolean |
isUseableByPlayer(EntityPlayer par1EntityPlayer)
Do not make give this method the name canInteractWith because it clashes with Container
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void |
markDirty()
For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it
hasn't changed and skip it.
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void |
openInventory() |
void |
readFromNBT(NBTTagList par1NBTTagList)
Reads from the given tag list and fills the slots in the inventory with the correct items.
|
void |
setInventorySlotContents(int par1,
ItemStack par2ItemStack)
Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
|
void |
setItemStack(ItemStack par1ItemStack) |
NBTTagList |
writeToNBT(NBTTagList par1NBTTagList)
Writes the inventory out as a list of compound tags.
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public ItemStack[] mainInventory
public ItemStack[] armorInventory
public int currentItem
public EntityPlayer player
public boolean inventoryChanged
public InventoryPlayer(EntityPlayer par1EntityPlayer)
public ItemStack getCurrentItem()
public static int getHotbarSize()
public int getFirstEmptyStack()
public void func_146030_a(Item p_146030_1_, int p_146030_2_, boolean p_146030_3_, boolean p_146030_4_)
public int clearInventory(Item p_146027_1_, int p_146027_2_)
public void changeCurrentItem(int par1)
public void func_70439_a(Item par1Item, int par2)
public void decrementAnimations()
public boolean consumeInventoryItem(Item p_146026_1_)
public boolean hasItem(Item p_146028_1_)
public boolean addItemStackToInventory(ItemStack par1ItemStack)
public ItemStack decrStackSize(int par1, int par2)
decrStackSize
in interface IInventory
public ItemStack getStackInSlotOnClosing(int par1)
getStackInSlotOnClosing
in interface IInventory
public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
setInventorySlotContents
in interface IInventory
public float func_146023_a(Block p_146023_1_)
public NBTTagList writeToNBT(NBTTagList par1NBTTagList)
public void readFromNBT(NBTTagList par1NBTTagList)
public int getSizeInventory()
getSizeInventory
in interface IInventory
public ItemStack getStackInSlot(int par1)
getStackInSlot
in interface IInventory
public java.lang.String getInventoryName()
getInventoryName
in interface IInventory
public boolean hasCustomInventoryName()
hasCustomInventoryName
in interface IInventory
public int getInventoryStackLimit()
getInventoryStackLimit
in interface IInventory
public boolean func_146025_b(Block p_146025_1_)
public ItemStack armorItemInSlot(int par1)
public int getTotalArmorValue()
public void damageArmor(float par1)
public void dropAllItems()
public void markDirty()
markDirty
in interface IInventory
public void setItemStack(ItemStack par1ItemStack)
public ItemStack getItemStack()
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
isUseableByPlayer
in interface IInventory
public boolean hasItemStack(ItemStack par1ItemStack)
public void openInventory()
openInventory
in interface IInventory
public void closeInventory()
closeInventory
in interface IInventory
public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack)
isItemValidForSlot
in interface IInventory
public void copyInventory(InventoryPlayer par1InventoryPlayer)