using System.Collections.Generic;
namespace MinecraftClient.Inventory
{
///
/// Represents a Minecraft inventory (player inventory, chest, etc.)
///
public class Container
{
///
/// ID of the container on the server
///
public int ID;
///
/// Type of container
///
public ContainerType Type;
///
/// title of container
///
public string? Title;
///
/// state of container
///
public int StateID;
///
/// Container Items
///
public Dictionary Items;
///
/// Create an empty container with ID, Type and Title
///
/// Container ID
/// Container Type
/// Container Title
public Container(int id, ContainerType type, string title)
{
ID = id;
Type = type;
Title = title;
Items = new Dictionary();
}
///
/// Create a container with ID, Type, Title and Items
///
/// Container ID
/// Container Type
/// Container Title
/// Container Items (key: slot ID, value: item info)
public Container(int id, ContainerType type, string? title, Dictionary items)
{
ID = id;
Type = type;
Title = title;
Items = items;
}
///
/// Create an empty container with ID, Type and Title
///
/// Container ID
/// Container Type
/// Container title
public Container(int id, ContainerTypeOld type, string title)
{
ID = id;
Title = title;
Type = ConvertType.ToNew(type);
Items = new Dictionary();
}
///
/// Create an empty container with ID, Type and Title
///
/// Container ID
/// Container Type
/// Container Title
public Container(int id, int typeID, string title)
{
ID = id;
Type = GetContainerType(typeID);
Title = title;
Items = new Dictionary();
}
///
/// Create an empty container with Type
///
/// Container Type
public Container(ContainerType type)
{
ID = -1;
Type = type;
Title = null;
Items = new Dictionary();
}
///
/// Create an empty container with T^ype and Items
///
/// Container Type
/// Container Items (key: slot ID, value: item info)
public Container(ContainerType type, Dictionary items)
{
ID = -1;
Type = type;
Title = null;
Items = items;
}
///
/// Get container type from Type ID
///
/// Container Type ID
/// Container Type
public static ContainerType GetContainerType(int typeID)
{
// https://wiki.vg/Inventory didn't state the inventory ID, assume that list start with 0
return typeID switch
{
0 => ContainerType.Generic_9x1,
1 => ContainerType.Generic_9x2,
2 => ContainerType.Generic_9x3,
3 => ContainerType.Generic_9x4,
4 => ContainerType.Generic_9x5,
5 => ContainerType.Generic_9x6,
6 => ContainerType.Generic_3x3,
7 => ContainerType.Anvil,
8 => ContainerType.Beacon,
9 => ContainerType.BlastFurnace,
10 => ContainerType.BrewingStand,
11 => ContainerType.Crafting,
12 => ContainerType.Enchantment,
13 => ContainerType.Furnace,
14 => ContainerType.Grindstone,
15 => ContainerType.Hopper,
16 => ContainerType.Lectern,
17 => ContainerType.Loom,
18 => ContainerType.Merchant,
19 => ContainerType.ShulkerBox,
20 => ContainerType.Smoker,
21 => ContainerType.Cartography,
22 => ContainerType.Stonecutter,
_ => ContainerType.Unknown,
};
}
///
/// Search an item in the container
///
/// The item to search
/// An array of slot ID
public int[] SearchItem(ItemType itemType)
{
List result = new();
if (Items != null)
{
foreach (var item in Items)
{
if (item.Value.Type == itemType)
result.Add(item.Key);
}
}
return result.ToArray();
}
///
/// List empty slots in the container
///
/// An array of slot ID
/// Also depending on the container type, some empty slots cannot be used e.g. armor slots. This might cause issues.
public int[] GetEmpytSlots()
{
List result = new();
for (int i = 0; i < Type.SlotCount(); i++)
{
result.Add(i);
}
foreach (var item in Items)
{
result.Remove(item.Key);
}
return result.ToArray();
}
///
/// Check the given slot ID is a hotbar slot and give the hotbar number
///
/// The slot ID to check
/// Zero-based, 0-8. -1 if not a hotbar
/// True if given slot ID is a hotbar slot
public bool IsHotbar(int slotId, out int hotbar)
{
int hotbarStart = Type.SlotCount() - 9;
// Remove offhand slot
if (Type == ContainerType.PlayerInventory)
hotbarStart--;
if ((slotId >= hotbarStart) && (slotId <= hotbarStart + 9))
{
hotbar = slotId - hotbarStart;
return true;
}
else
{
hotbar = -1;
return false;
}
}
}
}