package com.flansmod.common;
import java.io.File;
import java.lang.reflect.Method;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.regex.Pattern;
import net.minecraft.block.Block;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import com.flansmod.common.driveables.ContainerDriveableInventory;
import com.flansmod.common.driveables.ContainerDriveableMenu;
import com.flansmod.common.driveables.DriveablePart;
import com.flansmod.common.driveables.DriveableType;
import com.flansmod.common.driveables.EntityDriveable;
import com.flansmod.common.driveables.EntitySeat;
import com.flansmod.common.driveables.EnumDriveablePart;
import com.flansmod.common.driveables.mechas.ContainerMechaInventory;
import com.flansmod.common.driveables.mechas.EntityMecha;
import com.flansmod.common.guns.ContainerGunModTable;
import com.flansmod.common.guns.boxes.GunBoxType;
import com.flansmod.common.network.PacketBreakSound;
import com.flansmod.common.parts.ItemPart;
import com.flansmod.common.parts.PartType;
import com.flansmod.common.teams.ArmourBoxType;
import com.flansmod.common.types.EnumType;
public class CommonProxy
{
protected static Pattern zipJar = Pattern.compile("(.+).(zip|jar)$");
/** Returns the list of content pack files, and on the client, adds the content pack resources and models to the classpath */
public List<File> getContentList(Method method, ClassLoader classloader)
{
List<File> contentPacks = new ArrayList<File>();
for (File file : FlansMod.flanDir.listFiles())
{
//Load folders and valid zip files
if (file.isDirectory() || zipJar.matcher(file.getName()).matches())
{
//Add the directory to the content pack list
FlansMod.log("Loaded content pack : " + file.getName());
contentPacks.add(file);
}
}
FlansMod.log("Loaded content pack list server side.");
return contentPacks;
}
/** A ton of client only methods follow */
public void load()
{
}
public void forceReload()
{
}
public void registerRenderers()
{
}
public void doTutorialStuff(EntityPlayer player, EntityDriveable entityType)
{
}
public void changeControlMode(EntityPlayer player)
{
}
public boolean mouseControlEnabled()
{
return false;
}
public void openDriveableMenu(EntityPlayer player, World world, EntityDriveable driveable)
{
}
public <T> T loadModel(String s, String shortName, Class<T> typeClass)
{
return null;
}
public void loadSound(String contentPack, String type, String sound)
{
}
public boolean isThePlayer(EntityPlayer player)
{
return false;
}
public void buyGun(GunBoxType type, int gun)
{
}
public void buyAmmo(GunBoxType box, int ammo, int type)
{
}
/** Gets the client GUI element from ClientProxy */
public Object getClientGui(int ID, EntityPlayer player, World world, int x, int y, int z)
{
return null;
}
/** Gets the container for the specified GUI */
public Container getServerGui(int ID, EntityPlayer player, World world, int x, int y, int z)
{
switch(ID)
{
case 0 : return null; //Driveable crafting. No server side
case 1 : return null; //Driveable repair. No server side
case 2: return new ContainerGunModTable(player.inventory, world);
case 3: return new ContainerDriveableMenu(player.inventory, world);
case 4: return new ContainerDriveableMenu(player.inventory, world, true, ((EntitySeat)player.ridingEntity).driveable);
case 5 : return null; //Gun box. No server side
//Plane inventory screens
case 6: return new ContainerDriveableInventory(player.inventory, world, ((EntitySeat)player.ridingEntity).driveable, 0);
case 7: return new ContainerDriveableInventory(player.inventory, world, ((EntitySeat)player.ridingEntity).driveable, 1);
case 8: return new ContainerDriveableMenu(player.inventory, world, true, ((EntitySeat)player.ridingEntity).driveable);
case 9: return new ContainerDriveableInventory(player.inventory, world, ((EntitySeat)player.ridingEntity).driveable, 2);
case 10: return new ContainerMechaInventory(player.inventory, world, (EntityMecha)((EntitySeat)player.ridingEntity).driveable);
case 11 : return null; //Armour box. No server side
case 12 : return new ContainerDriveableInventory(player.inventory, world, ((EntitySeat)player.ridingEntity).driveable, 3);
}
return null;
}
/** Play a block break sound here */
public void playBlockBreakSound(int x, int y, int z, Block blockHit)
{
FlansMod.packetHandler.sendToAll(new PacketBreakSound(x, y, z, blockHit));
}
public void craftDriveable(EntityPlayer player, DriveableType type)
{
//Create a temporary copy of the player inventory for backup purposes
InventoryPlayer temporaryInventory = new InventoryPlayer(null);
temporaryInventory.copyInventory(player.inventory);
//This becomes false if some recipe element is not found on the player
boolean canCraft = true;
//Iterate over rows then columns
for(ItemStack recipeStack : type.recipe)
{
//The total amount of items found that match this recipe stack
int totalAmountFound = 0;
//Iterate over the player's inventory
for(int n = 0; n < player.inventory.getSizeInventory(); n++)
{
//Get the stack in each slot
ItemStack stackInSlot = player.inventory.getStackInSlot(n);
//If the stack is what we want
if(stackInSlot != null && stackInSlot.getItem() == recipeStack.getItem() && stackInSlot.getItemDamage() == recipeStack.getItemDamage())
{
//Work out the amount to take from the stack
int amountFound = Math.min(stackInSlot.stackSize, recipeStack.stackSize - totalAmountFound);
//Take it
stackInSlot.stackSize -= amountFound;
//Check for empty stacks
if(stackInSlot.stackSize <= 0)
stackInSlot = null;
//Put the modified stack back in the inventory
player.inventory.setInventorySlotContents(n, stackInSlot);
//Increase the amount found counter
totalAmountFound += amountFound;
//If we have enough, stop looking
if(totalAmountFound == recipeStack.stackSize)
break;
}
}
//If we didn't find enough, give the stack a red outline
if(totalAmountFound < recipeStack.stackSize)
{
//For some reason, the player sent a craft packet, despite being unable to
canCraft = false;
break;
}
}
//Some item was missing. Restore inventory and return
if(!canCraft)
{
player.inventory.copyInventory(temporaryInventory);
return;
}
//Now we no longer need the temporary inventory backup, so we will use it to find the best stack of engines
//Collect up all the engines into neat and tidy stacks so we can find if any of them are big enough and which of those stacks are best
HashMap<PartType, ItemStack> engines = new HashMap<PartType, ItemStack>();
//Find some suitable engines
for(int n = 0; n < temporaryInventory.getSizeInventory(); n++)
{
//Get the stack in each slot
ItemStack stackInSlot = temporaryInventory.getStackInSlot(n);
//Check to see if its a part
if(stackInSlot != null && stackInSlot.getItem() instanceof ItemPart)
{
PartType partType = ((ItemPart)stackInSlot.getItem()).type;
//Check its an engine
if(partType.category == 2 && partType.worksWith.contains(EnumType.getFromObject(type)))
{
//If we already have engines of this type, add these ones to the stack
if(engines.containsKey(partType))
{
engines.get(partType).stackSize += stackInSlot.stackSize;
}
//Else, make this the first stack
else engines.put(partType, stackInSlot);
}
}
}
//Find the stack of engines that is fastest but which also has enough for this driveable
float bestEngineSpeed = -1F;
ItemStack bestEngineStack = null;
for(PartType part : engines.keySet())
{
//If this engine outperforms the currently selected best one and there are enough of them, swap
if(part.engineSpeed > bestEngineSpeed && engines.get(part).stackSize >= type.numEngines())
{
bestEngineSpeed = part.engineSpeed;
bestEngineStack = engines.get(part);
}
}
//If the player doesn't have any suitable engines, return
if(bestEngineStack == null)
{
player.inventory.copyInventory(temporaryInventory);
return;
}
//Remove the engines from the inventory
int numEnginesAcquired = 0;
for(int n = 0; n < player.inventory.getSizeInventory(); n++)
{
//Get the stack in each slot
ItemStack stackInSlot = player.inventory.getStackInSlot(n);
//Check to see if its the engine we want
if(stackInSlot != null && stackInSlot.getItem() == bestEngineStack.getItem())
{
//Work out the amount to take from the stack
int amountFound = Math.min(stackInSlot.stackSize, type.numEngines() - numEnginesAcquired);
//Take it
stackInSlot.stackSize -= amountFound;
//Check for empty stacks
if(stackInSlot.stackSize <= 0)
stackInSlot = null;
//Put the modified stack back in the inventory
player.inventory.setInventorySlotContents(n, stackInSlot);
//Increase the amount found counter
numEnginesAcquired += amountFound;
//If we have enough, stop looking
if(numEnginesAcquired == type.numEngines())
break;
}
}
//Give them their brand new shiny driveable item :D
ItemStack driveableStack = new ItemStack(type.item);
NBTTagCompound tags = new NBTTagCompound();
tags.setString("Engine", ((ItemPart)bestEngineStack.getItem()).type.shortName);
tags.setString("Type", type.shortName);
for(EnumDriveablePart part : EnumDriveablePart.values())
{
tags.setInteger(part.getShortName() + "_Health", type.health.get(part) == null ? 0 : type.health.get(part).health);
tags.setBoolean(part.getShortName() + "_Fire", false);
}
driveableStack.stackTagCompound = tags;
if(!player.inventory.addItemStackToInventory(driveableStack))
player.dropPlayerItemWithRandomChoice(driveableStack, false);
}
public void repairDriveable(EntityPlayer driver, EntityDriveable driving, DriveablePart part)
{
//If any of this parts parent parts are broken, then it cannot be repaired
for(EnumDriveablePart parent : part.type.getParents())
{
if(!driving.isPartIntact(parent))
return;
}
//Create a temporary copy of the player inventory for backup purposes
InventoryPlayer temporaryInventory = new InventoryPlayer(null);
temporaryInventory.copyInventory(driver.inventory);
//This becomes false if some recipe element is not found on the player
boolean canRepair = true;
//Get the array of stacks needed
ArrayList<ItemStack> stacksNeeded = driving.getDriveableType().getItemsRequired(part, driving.getDriveableData().engine);
//Draw the stacks that should be in each slot
for(ItemStack stackNeeded : stacksNeeded)
{
//The total amount of items found that match this recipe stack
int totalAmountFound = 0;
//Iterate over the temporary inventory
for(int m = 0; m < temporaryInventory.getSizeInventory(); m++)
{
//Get the stack in each slot
ItemStack stackInSlot = temporaryInventory.getStackInSlot(m);
//If the stack is what we want
if(stackInSlot != null && stackInSlot.getItem() == stackNeeded.getItem() && stackInSlot.getItemDamage() == stackNeeded.getItemDamage())
{
//Work out the amount to take from the stack
int amountFound = Math.min(stackInSlot.stackSize, stackNeeded.stackSize - totalAmountFound);
//Take it
stackInSlot.stackSize -= amountFound;
//Check for empty stacks
if(stackInSlot.stackSize <= 0)
stackInSlot = null;
//Put the modified stack back in the inventory
temporaryInventory.setInventorySlotContents(m, stackInSlot);
//Increase the amount found counter
totalAmountFound += amountFound;
//If we have enough, stop looking
if(totalAmountFound == stackNeeded.stackSize)
break;
}
}
if(totalAmountFound < stackNeeded.stackSize)
canRepair = false;
}
if(canRepair)
{
driver.inventory.copyInventory(temporaryInventory);
part.health = Math.max(1, part.maxHealth / 10);
part.onFire = false;
part.dead = false;
driving.checkParts();
}
}
public boolean isScreenOpen()
{
return false;
}
public boolean isKeyDown(int key)
{
return false;
}
public boolean keyDown(int keycode)
{
return false;
}
public void buyArmour(String shortName, int piece, ArmourBoxType type)
{
}
}