133 lines
4.8 KiB
JavaScript
133 lines
4.8 KiB
JavaScript
import { BuilderOption } from '../classes/Builder/BuilderOption';
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import { EntityComponentTypes, ItemStack, Player, world, system } from '@minecraft/server';
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import { MaterialsForm } from '../classes/Materials/MaterialsForm';
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import { Builders } from '../classes/Builder/Builders';
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import { structureCollection } from '../classes/Structure/StructureCollection';
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const builderOption = new BuilderOption({
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identifier: 'materialGrabber',
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displayName: 'Material Grabber',
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description: 'Pulls structure items from inventories.',
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howToUse: "Interact with inventories using a paper named 'Material Grabber' to pull structure items from them.",
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});
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world.beforeEvents.itemUse.subscribe(onItemUse);
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world.beforeEvents.playerInteractWithBlock.subscribe(onPlayerInteract);
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world.beforeEvents.playerInteractWithEntity.subscribe(onPlayerInteract);
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function onItemUse(event) {
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if (!isActionItem(event.itemStack) || !builderOption.isEnabled(event.source.id))
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return;
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event.cancel = true;
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new MaterialsForm(event.source);
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}
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function onPlayerInteract(event) {
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if (!isActionItem(event.itemStack) || !builderOption.isEnabled(event.player.id))
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return;
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const player = event.player;
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const target = event.block || event.target;
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if (target instanceof Player)
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return;
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const materials = getActiveMaterials(player);
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const targetContainer = target.getComponent(EntityComponentTypes.Inventory)?.container;
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const playerContainer = player.getComponent(EntityComponentTypes.Inventory)?.container;
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if (!targetContainer || !playerContainer)
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return;
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event.cancel = true;
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system.run(() => {
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transferMaterialsToPlayer(targetContainer, playerContainer, materials);
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});
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}
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function isActionItem(itemStack) {
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return itemStack?.typeId === 'minecraft:paper' && itemStack?.nameTag === 'Material Grabber';
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}
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function getActiveMaterials(player) {
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const focusedInstanceName = Builders.get(player.id).materialInstanceName;
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const structure = structureCollection.get(focusedInstanceName);
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if (!structure)
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return [];
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return structure.getActiveMaterials();
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}
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function transferMaterialsToPlayer(targetContainer, playerContainer, materials) {
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for (let slotIndex = 0; slotIndex < targetContainer.size; slotIndex++) {
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const slot = targetContainer.getSlot(slotIndex);
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tryTransferToPlayer(slot, playerContainer, materials);
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}
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}
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function tryTransferToPlayer(slot, playerContainer, materials) {
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if (slot.hasItem() && materials[slot.typeId]) {
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const grabAmount = Math.min(slot.amount, materials[slot.typeId].count);
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if (grabAmount > 0)
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tryTransferAmountToPlayer(slot, playerContainer, materials, grabAmount);
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}
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}
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function tryTransferAmountToPlayer(slot, playerContainer, materials, grabAmount) {
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const itemStack = slot.getItem();
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if (canAddItem(playerContainer, itemStack)) {
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addItem(playerContainer, itemStack);
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materials[slot.typeId].count -= grabAmount;
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removeAmount(slot, grabAmount);
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}
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}
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function removeAmount(slot, amount) {
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if (amount === slot.amount) {
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slot.setItem(void 0);
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} else {
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slot.amount -= amount;
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slot.setItem(slot.getItem());
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}
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}
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function canAddItem(inventory, itemStack) {
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if (inventory.emptySlotsCount !== 0) return true;
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for (let i = 0; i < inventory.size; i++) {
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const slot = inventory.getSlot(i);
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if (itemFitsInPartiallyFilledSlot(slot, itemStack)) return true;
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}
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return false;
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}
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function itemFitsInPartiallyFilledSlot(slot, itemStack) {
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return slot.hasItem() && slot.isStackableWith(itemStack) && slot.amount + itemStack.amount <= slot.maxAmount;
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}
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function addItem(inventory, itemStack) {
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const isItemDeposited = partiallyFilledSlotPass(inventory, itemStack);
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if (!isItemDeposited)
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emptySlotPass(inventory, itemStack);
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}
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function partiallyFilledSlotPass(inventory, itemStack) {
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for (let slotNum = 0; slotNum < inventory.size; slotNum++) {
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const slot = inventory.getSlot(slotNum);
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if (isSlotAvailableForStacking(slot, itemStack)) {
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const remainderAmount = Math.max(0, (slot.amount + itemStack.amount) - slot.maxAmount);
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slot.amount += itemStack.amount - remainderAmount;
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if (remainderAmount > 0) {
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const remainderStack = new ItemStack(itemStack.typeId, remainderAmount);
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addItem(inventory, remainderStack);
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}
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return true;
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}
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}
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return false;
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}
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function emptySlotPass(inventory, itemStack) {
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for (let slotNum = 0; slotNum < inventory.size; slotNum++) {
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const slot = inventory.getSlot(slotNum);
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if (!slot.hasItem()) {
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slot.setItem(itemStack);
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return true;
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}
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}
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return false;
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} |