339 lines
11 KiB
Java
339 lines
11 KiB
Java
package de.jeff_media.ChestSort;
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import org.bukkit.Material;
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import org.bukkit.Tag;
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import org.bukkit.block.Block;
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import org.bukkit.event.EventHandler;
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import org.bukkit.event.Listener;
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import org.bukkit.event.block.Action;
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import org.bukkit.event.player.PlayerInteractEvent;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.PlayerInventory;
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import org.bukkit.inventory.meta.Damageable;
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import org.bukkit.inventory.meta.ItemMeta;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Objects;
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import java.util.Set;
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public class ToolUtils implements Listener {
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// Configurable
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boolean hotbarOnly = false;
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static int hotbarSize = 9;
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static int inventorySize = 36;
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static int favoriteSlot = hotbarSize-1;
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HashMap<Material,Tool> toolMap = new HashMap<>();
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ArrayList<Tag> usedTags = new ArrayList<>();
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final Material[] pickaxes = {
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Material.NETHERITE_PICKAXE,
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Material.DIAMOND_PICKAXE,
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Material.IRON_PICKAXE,
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Material.STONE_PICKAXE,
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Material.WOODEN_PICKAXE};
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final Material[] axes = {
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Material.NETHERITE_AXE,
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Material.DIAMOND_AXE,
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Material.IRON_AXE,
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Material.STONE_AXE,
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Material.WOODEN_AXE};
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final Material[] shovels = {
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Material.NETHERITE_SHOVEL,
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Material.DIAMOND_SHOVEL,
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Material.IRON_SHOVEL,
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Material.STONE_SHOVEL,
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Material.WOODEN_SHOVEL};
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final Material[] hoes = {
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Material.NETHERITE_HOE,
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Material.DIAMOND_HOE,
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Material.IRON_HOE,
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Material.STONE_HOE,
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Material.WOODEN_HOE};
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ToolUtils() {
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initMap();
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}
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enum Tool {
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PICKAXE,
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SHOVEL,
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SHEARS,
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AXE,
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HOE,
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NONE
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}
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private void initMap() {
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long startTime = System.nanoTime();
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tagToMap(Tag.ANVIL,Tool.PICKAXE);
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tagToMap(Tag.BEEHIVES,Tool.AXE);
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tagToMap(Tag.CRIMSON_STEMS,Tool.AXE);
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tagToMap(Tag.BAMBOO_PLANTABLE_ON,Tool.SHOVEL);
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tagToMap(Tag.ICE,Tool.PICKAXE);
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tagToMap(Tag.LOGS,Tool.AXE);
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tagToMap(Tag.PLANKS,Tool.AXE);
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tagToMap(Tag.RAILS,Tool.PICKAXE);
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tagToMap(Tag.SIGNS,Tool.AXE);
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tagToMap(Tag.WALLS,Tool.PICKAXE);
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tagToMap(Tag.WOOL,Tool.SHEARS);
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tagToMap(Tag.CROPS,Tool.NONE);
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tagToMap(Tag.FENCE_GATES,Tool.AXE);
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tagToMap(Tag.FENCES,Tool.AXE);
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tagToMap(Tag.FLOWERS,Tool.NONE);
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tagToMap(Tag.LEAVES,Tool.SHEARS);
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// Order is important
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tagToMap(Tag.PRESSURE_PLATES, Tool.PICKAXE);
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tagToMap(Tag.WOODEN_PRESSURE_PLATES,Tool.AXE);
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tagToMap(Tag.DOORS,Tool.AXE);
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tagToMap(Tag.DOORS,Tool.PICKAXE,"IRON");
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tagToMap(Tag.TRAPDOORS,Tool.AXE);
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tagToMap(Tag.TRAPDOORS,Tool.PICKAXE,"IRON");
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tagToMap(Tag.BUTTONS,Tool.AXE);
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tagToMap(Tag.BUTTONS,Tool.PICKAXE,"STONE");
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tagToMap(Tag.SAND,Tool.SHOVEL);
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tagToMap(Tag.SHULKER_BOXES,Tool.PICKAXE);
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tagToMap(Tag.STONE_BRICKS,Tool.PICKAXE);
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addToMap(Material.VINE,Tool.SHEARS);
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long endTime = System.nanoTime();
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printMap();
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System.out.println(String.format("Building the map took %d ms",(endTime-startTime)/1000000));
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}
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private void printMap() {
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toolMap.forEach((mat, tool) -> System.out.println(String.format("%0$30s -> %s", mat.name(), tool.name())));
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}
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private void addToMap(Material mat, Tool tool) {
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toolMap.put(mat, tool);
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}
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private void tagToMap(Tag<Material> tag, Tool tool) {
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/*for(Material mat : tag.getValues() ) {
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addToMap(mat,tool);
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}*/
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tagToMap(tag,tool,null);
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}
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private void tagToMap(Tag<Material> tag, Tool tool, @Nullable String match) {
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for(Material mat : tag.getValues()) {
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if(match==null) {
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addToMap(mat,tool);
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} else {
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if (mat.name().contains(match)) {
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addToMap(mat,tool);
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}
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}
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}
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usedTags.add(tag);
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}
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/**
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* Gets the best tool type for a material
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* @param mat The block's material
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* @return Best tool type for that material
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*/
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@NotNull
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Tool getBestToolType(Material mat) {
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Tool bestTool = toolMap.get(mat);
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if(bestTool == null) bestTool = Tool.NONE;
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System.out.println("Best ToolType for "+mat+" is "+bestTool.name());
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return bestTool;
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}
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/**
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* Searches through and array and returns the ItemStack that matches this material
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* @param mat Material to look for
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* @param items Player's items (whole inventory or hotbar)
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* @return Matching ItemStack
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*/
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@Nullable
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ItemStack getItemStackFromArray(Material mat, ItemStack[] items) {
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for(ItemStack item : items) {
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if(item==null) continue;
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if(item.getType()==mat) return item;
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}
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return null;
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}
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/**
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* Searches the player's inventory for the best matching tool and returns its ItemStack
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* @param type Tool type
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* @param items Player's items (whole inventory or hotbar)
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* @return
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*/
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@Nullable
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ItemStack typeToItem(Tool type, ItemStack[] items) {
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Objects.requireNonNull(type,"type cannot be null.");
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switch(type) {
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case PICKAXE:
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for(Material pickaxe : pickaxes) {
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ItemStack itemStack = getItemStackFromArray(pickaxe, items);
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if(itemStack != null) return itemStack;
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}
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return null;
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case AXE:
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for(Material axe : axes) {
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ItemStack itemStack = getItemStackFromArray(axe, items);
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if(itemStack != null) return itemStack;
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}
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return null;
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case SHOVEL:
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for(Material shovel : shovels) {
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ItemStack itemStack = getItemStackFromArray(shovel, items);
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if(itemStack != null) return itemStack;
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}
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System.out.println("typeToItem -> shovel -> null");
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return null;
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case HOE:
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for(Material hoe : hoes) {
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ItemStack itemStack = getItemStackFromArray(hoe, items);
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if(itemStack != null) return itemStack;
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}
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return null;
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case SHEARS:
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return getItemStackFromArray(Material.SHEARS, items);
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default:
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return null;
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}
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}
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/**
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* Tries to get the ItemStack that is the best for this block
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* @param mat The block's material
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* @param inv Player's inventory
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* @return
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*/
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@Nullable
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ItemStack getBestToolFromInventory(Material mat, PlayerInventory inv) {
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ItemStack[] hotbar = new ItemStack[(hotbarOnly ? hotbarSize : inventorySize)];
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Tool bestType = getBestToolType(mat);
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for(int i = 0; i < (hotbarOnly ? hotbarSize : inventorySize); i++) {
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hotbar[i] = inv.getItem(i);
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}
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ItemStack debug = typeToItem(bestType,hotbar);
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if(debug == null) System.out.println("debug == null");
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return debug;
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}
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@EventHandler
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public void onPlayerInteract(PlayerInteractEvent event) {
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if (event.getAction() != Action.LEFT_CLICK_BLOCK) return;
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/*if (event.getHand() != EquipmentSlot.HAND)
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return;*/
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PlayerInventory inv = event.getPlayer().getInventory();
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Block block = event.getClickedBlock();
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if (block == null) return;
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ItemStack bestTool = getBestToolFromInventory(block.getType(), inv);
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if(bestTool == null) {
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freeSlot(favoriteSlot,inv);
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//System.out.println("Could not find any appropiate tool");
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return;
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}
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int positionInInventory = getPositionInInventory(bestTool,inv) ;
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if(positionInInventory != 0) {
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moveToolToSlot(positionInInventory,favoriteSlot,inv);
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} else {
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freeSlot(favoriteSlot,inv);
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}
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}
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/**
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* Gets the slot number of a given ItemStack
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* @param item ItemStack that we need the slot number of
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* @param inv Player's inventory
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* @return
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*/
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int getPositionInInventory(ItemStack item, PlayerInventory inv) {
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for(int i = 0; i < inv.getSize(); i++) {
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ItemStack currentItem = inv.getItem(i);
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if(currentItem==null) continue;
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if(currentItem.equals(item)) {
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System.out.println(String.format("Found perfect tool %s at slot %d",currentItem.getType().name(),i));
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return i;
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}
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}
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return 0;
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}
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/**
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* Moves a tool to the given slot
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* @param source Slot where the tool is
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* @param dest Slot where the tool should be
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* @param inv Player's inventory
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*/
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private void moveToolToSlot(int source, int dest, PlayerInventory inv) {
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System.out.println(String.format("Moving item from slot %d to %d",source,dest));
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inv.setHeldItemSlot(dest);
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if(source==dest) return;
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ItemStack sourceItem = inv.getItem(source);
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ItemStack destItem = inv.getItem(dest);
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if(source < hotbarSize) {
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inv.setHeldItemSlot(source);
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return;
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}
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if(destItem == null) {
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inv.setItem(dest,sourceItem);
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inv.setItem(source,null);
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} else {
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inv.setItem(source, destItem);
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inv.setItem(dest, sourceItem);
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}
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}
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/**
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* Tries to free the slot if it is occupied with a damageable item
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* @param source Slot to free
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* @param inv Player's inventory
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*/
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private void freeSlot(int source, PlayerInventory inv) {
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System.out.println(String.format("Trying to free slot %d",source));
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ItemStack item = inv.getItem(source);
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// If current slot is empty, we don't have to change it
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if(item == null) return;
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// If the item is not damageable, we don't have to move it
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ItemMeta meta = item.getItemMeta();
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if(!(meta instanceof Damageable)) return;
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// Try to combine the item with existing stacks
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inv.setItem(source, null);
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inv.addItem(item);
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// If the item was moved to the same slot, we have to move it somewhere else
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if(inv.getItem(source)==null) return;
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for(int i = source; i < inventorySize; i++) {
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if(inv.getItem(i)==null) {
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inv.setItem(i,item);
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inv.setItem(source,null);
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return;
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}
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}
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// TODO: If all of that didn't work, change to some block that is not damageable
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}
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}
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