package net.minecraft.inventory;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ChatComponentText;
import net.minecraft.util.ChatComponentTranslation;
import net.minecraft.util.IChatComponent;

public class InventoryCraftResult implements IInventory {
    /**
     * A list of one item containing the result of the crafting formula
     */
    private ItemStack[] stackResult = new ItemStack[1];
    // private static final String __OBFID = "CL_00001760";

    /**
     * Returns the number of slots in the inventory.
     */
    public int getSizeInventory() {
        return 1;
    }

    /**
     * Returns the stack in slot i
     */
    public ItemStack getStackInSlot(int slotIn) {
        return this.stackResult[0];
    }

    /**
     * Gets the name of this command sender (usually username, but possibly "Rcon")
     */
    public String getName() {
        return "Result";
    }

    /**
     * Returns true if this thing is named
     */
    public boolean hasCustomName() {
        return false;
    }

    public IChatComponent getDisplayName() {
        return (IChatComponent) (this.hasCustomName() ? new ChatComponentText(this.getName()) : new ChatComponentTranslation(this.getName(), new Object[0]));
    }

    /**
     * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
     * new stack.
     */
    public ItemStack decrStackSize(int index, int count) {
        if (this.stackResult[0] != null) {
            ItemStack var3 = this.stackResult[0];
            this.stackResult[0] = null;
            return var3;
        } else {
            return null;
        }
    }

    /**
     * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
     * like when you close a workbench GUI.
     */
    public ItemStack getStackInSlotOnClosing(int index) {
        if (this.stackResult[0] != null) {
            ItemStack var2 = this.stackResult[0];
            this.stackResult[0] = null;
            return var2;
        } else {
            return null;
        }
    }

    /**
     * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
     */
    public void setInventorySlotContents(int index, ItemStack stack) {
        this.stackResult[0] = stack;
    }

    /**
     * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
     * this more of a set than a get?*
     */
    public int getInventoryStackLimit() {
        return 64;
    }

    /**
     * For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it
     * hasn't changed and skip it.
     */
    public void markDirty() {
    }

    /**
     * Do not make give this method the name canInteractWith because it clashes with Container
     */
    public boolean isUseableByPlayer(EntityPlayer playerIn) {
        return true;
    }

    public void openInventory(EntityPlayer playerIn) {
    }

    public void closeInventory(EntityPlayer playerIn) {
    }

    /**
     * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
     */
    public boolean isItemValidForSlot(int index, ItemStack stack) {
        return true;
    }

    public int getField(int id) {
        return 0;
    }

    public void setField(int id, int value) {
    }

    public int getFieldCount() {
        return 0;
    }

    public void clearInventory() {
        for (int var1 = 0; var1 < this.stackResult.length; ++var1) {
            this.stackResult[var1] = null;
        }
    }
}
