Refactor methods

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Strokkur24 2024-12-25 00:28:01 +01:00
parent 2d9e357a45
commit 02afac7fea
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2 changed files with 58 additions and 51 deletions

View file

@ -703,48 +703,54 @@ public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder
* This will force the entity to drop the item they are holding with * This will force the entity to drop the item they are holding with
* an option to drop the entire {@link ItemStack} or just 1 of the items. * an option to drop the entire {@link ItemStack} or just 1 of the items.
* *
* @deprecated You should instead use {@link #dropItem(EquipmentSlot, int)} with a {@link EquipmentSlot#HAND} parameter.
* @param dropAll True to drop entire stack, false to drop 1 of the stack * @param dropAll True to drop entire stack, false to drop 1 of the stack
* @return True if item was dropped successfully * @return True if item was dropped successfully
*/ */
@Deprecated
public boolean dropItem(boolean dropAll); public boolean dropItem(boolean dropAll);
/**
* Makes the entity drop an item from their inventory based on the specified ItemStack.
* <br>
* This method calls {@link HumanEntity#dropItem(int slot, boolean throwRandomly)}
* with the first {@link ItemStack} occurrence in the inventory
*
* @param itemStack The ItemStack to drop
* @param throwRandomly Whether the item should disperse randomly.
* This means that instead of the item being dropped where the player is currently looking,
* it instead throws it in any direction, similar to how items drop after a player's death.
* @return The dropped item, or null if the action was unsuccessful
*/
public @Nullable Item dropItem(final @NotNull ItemStack itemStack, final boolean throwRandomly);
/** /**
* Makes the entity drop an item from their inventory based on the slot. * Makes the entity drop an item from their inventory based on the slot.
* *
* @param slot The slot to drop * @param slot The slot to drop
* @param throwRandomly Whether the item should disperse randomly. * @param amount The number of items to drop from this slot. Values below 1 don't drop an Item
* This means that instead of the item being dropped where the player is currently looking,
* it instead throws it in any direction, similar to how items drop after a player's death.
* @return The dropped item entity, or null if the action was unsuccessful * @return The dropped item entity, or null if the action was unsuccessful
* @throws IndexOutOfBoundsException If the slot is negative or bigger than the player's inventory * @throws IndexOutOfBoundsException If the slot is negative or bigger than the player's inventory
*/ */
public @Nullable Item dropItem(final int slot, final boolean throwRandomly); public @Nullable Item dropItem(int slot, int amount);
/** /**
* Makes the player drop an item from their inventory based on the equipment slot. * Makes the player drop an item from their inventory based on the equipment slot.
* *
* @param slot The equipment slot to drop * @param slot The equipment slot to drop
* @param throwRandomly Whether the item should disperse randomly. * @param amount The amount of items to drop from this equipment slot. Values below 1 don't drop an Item
* This means that instead of the item being dropped where the player is currently looking,
* it instead throws it in any direction, similar to how items drop after a player's death.
* @return The dropped item entity, or null if the action was unsuccessful * @return The dropped item entity, or null if the action was unsuccessful
*/ */
public @Nullable Item dropItem(final @NotNull EquipmentSlot slot, final boolean throwRandomly); public @Nullable Item dropItem(@NotNull EquipmentSlot slot, int amount);
/**
* Makes the entity drop an item from their inventory based on the slot.
* Instead of the item being dropped where the player is currently looking, this method makes it drop in
* a random direction, similar to how items are dropped after a player's death.
*
* @param slot The slot to drop
* @param amount The number of items to drop from this slot. Values below 1 don't drop an Item
* @return The dropped item entity, or null if the action was unsuccessful
* @throws IndexOutOfBoundsException If the slot is negative or bigger than the player's inventory
*/
public @Nullable Item dropItemRandomly(int slot, int amount);
/**
* Makes the player drop an item from their inventory based on the equipment slot.
* Instead of the item being dropped where the player is currently looking, this method makes it drop in
* a random direction, similar to how items are dropped after a player's death.
*
* @param slot The equipment slot to drop
* @param amount The amount of items to drop from this equipment slot. Values below 1 don't drop an Item
* @return The dropped item entity, or null if the action was unsuccessful
*/
public @Nullable Item dropItemRandomly(@NotNull EquipmentSlot slot, int amount);
/** /**
* Gets the players current exhaustion level. * Gets the players current exhaustion level.

View file

@ -807,52 +807,53 @@ public class CraftHumanEntity extends CraftLivingEntity implements HumanEntity {
} }
@Override @Override
public @Nullable Item dropItem(final @NotNull ItemStack itemStack, final boolean throwRandomly) { public @Nullable Item dropItem(final int slot, final int amount) {
final int slot = this.inventory.first(itemStack);
if (slot == -1) {
return null;
}
return this.dropItem(slot, throwRandomly);
}
@Override
public @Nullable Item dropItem(final int slot, final boolean throwRandomly) {
// Make sure the slot is in bounds // Make sure the slot is in bounds
if (slot < 0 || slot >= this.inventory.getSize()) { if (slot < 0 || slot >= this.inventory.getSize()) {
throw new IndexOutOfBoundsException("Slot " + slot + " out of range for inventory of size " + this.inventory.getSize()); throw new IndexOutOfBoundsException("Slot " + slot + " out of range for inventory of size " + this.inventory.getSize());
} }
final ItemStack stack = this.inventory.getItem(slot); return dropItemRaw(this.inventory.getItem(slot), amount, false);
final Item itemEntity = dropItemRaw(stack, throwRandomly);
this.inventory.setItem(slot, null);
return itemEntity;
} }
@Override @Override
public @Nullable Item dropItem(final @NotNull EquipmentSlot slot, final boolean throwRandomly) { public @Nullable Item dropItem(final @NotNull EquipmentSlot slot, final int amount) {
final ItemStack stack = this.inventory.getItem(slot); return dropItemRaw(this.inventory.getItem(slot), amount, false);
final Item itemEntity = dropItemRaw(stack, throwRandomly);
this.inventory.setItem(slot, null);
return itemEntity;
} }
private Item dropItemRaw(final ItemStack itemStack, final boolean throwRandomly) { @Override
if (itemStack == null || itemStack.isEmpty()) { public @Nullable Item dropItemRandomly(final int slot, final int amount) {
// Make sure the slot is in bounds
if (slot < 0 || slot >= this.inventory.getSize()) {
throw new IndexOutOfBoundsException("Slot " + slot + " out of range for inventory of size " + this.inventory.getSize());
}
return dropItemRaw(this.inventory.getItem(slot), amount, true);
}
@Override
public @Nullable Item dropItemRandomly(final @NotNull EquipmentSlot slot, final int amount) {
return dropItemRaw(this.inventory.getItem(slot), amount, true);
}
private @Nullable Item dropItemRaw(final ItemStack originalItemStack, final int amount, final boolean throwRandomly) {
if (originalItemStack == null || originalItemStack.isEmpty() || amount <= 0) {
return null; return null;
} }
final ItemEntity droppedEntity = this.getHandle().drop(CraftItemStack.asNMSCopy(itemStack), throwRandomly, true); final ItemStack clonedItemStack = originalItemStack.clone();
final int droppedAmount = Math.min(clonedItemStack.getAmount(), amount);
clonedItemStack.setAmount(droppedAmount);
final ItemEntity droppedEntity = this.getHandle().drop(CraftItemStack.asNMSCopy(clonedItemStack), throwRandomly, true);
if (droppedEntity == null) { if (droppedEntity == null) {
return null; return null;
} }
return (Item) droppedEntity.getBukkitEntity(); originalItemStack.setAmount(originalItemStack.getAmount() - droppedAmount);
return new CraftItem(this.server, droppedEntity);
} }
@Override @Override
public float getExhaustion() { public float getExhaustion() {
return this.getHandle().getFoodData().exhaustionLevel; return this.getHandle().getFoodData().exhaustionLevel;