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package at.hannibal2.skyhanni.events
import at.hannibal2.skyhanni.data.OtherInventoryData
import at.hannibal2.skyhanni.utils.PrimitiveItemStack
import at.hannibal2.skyhanni.utils.PrimitiveItemStack.Companion.toPrimitiveStackOrNull
import net.minecraft.item.ItemStack
open class InventoryOpenEvent(private val inventory: OtherInventoryData.Inventory) : LorenzEvent() {
val inventoryId: Int by lazy { inventory.windowId }
val inventoryName: String by lazy { inventory.title }
val inventorySize: Int by lazy { inventory.slotCount }
val inventoryItems: Map<Int, ItemStack> by lazy { inventory.items }
val inventoryItemsWithNull: Map<Int, ItemStack?> by lazy {
(0 until inventorySize).associateWith { inventoryItems[it] }
}
val inventoryItemsPrimitive: Map<Int, PrimitiveItemStack> by lazy {
val map = mutableMapOf<Int, PrimitiveItemStack>()
for ((slot, item) in inventoryItems) {
item.toPrimitiveStackOrNull()?.let {
map[slot] = it
}
}
map
}
val fullyOpenedOnce: Boolean get() = inventory.fullyOpenedOnce
}
/**
* This event is getting fired after every slot in the newly opened inventory has item data.
*
* New inventory data gets first sent as an empty inventory from the server.
* Item stack slot information is sent afterwards, sometimes with a short delay.
*
* This approach is faster than to wait a fix duration after the inventory open packet is detected.
*
* Since this logic only works via packets, and the player inventory (pressing E) is client side,
* this event does not get fired when opening the invenotory via pressingE.
*/
class InventoryFullyOpenedEvent(inventory: OtherInventoryData.Inventory) : InventoryOpenEvent(inventory)
class InventoryUpdatedEvent(inventory: OtherInventoryData.Inventory) : InventoryOpenEvent(inventory)
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