Changed inventory system to use real core inventory
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@@ -1,33 +1,27 @@
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package io.anuke.mindustry.game;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.ObjectSet;
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import io.anuke.mindustry.content.Items;
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import io.anuke.mindustry.game.TeamInfo.TeamData;
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import io.anuke.mindustry.resource.Item;
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import io.anuke.mindustry.resource.ItemStack;
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import io.anuke.mindustry.world.Tile;
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import java.util.Arrays;
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import static io.anuke.mindustry.Vars.debug;
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import static io.anuke.mindustry.Vars.state;
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public class Inventory {
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private final int[] items = new int[Item.getAllItems().size];
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private boolean updated;
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public boolean isUpdated(){
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return updated;
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}
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public void setUpdated(boolean updated){
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this.updated = updated;
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}
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private final int[] empty = new int[Item.getAllItems().size];
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public void clearItems(){
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updated = true;
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Arrays.fill(items, 0);
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Arrays.fill(items(), 0);
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if(debug){
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for(Item item : Item.getAllItems()){
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if(item.material) items[item.id] = 99999;
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if(item.material) items()[item.id] = 99999;
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}
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}else{
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addItem(Items.iron, 40);
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@@ -35,16 +29,15 @@ public class Inventory {
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}
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public void fill(){
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Arrays.fill(items, 999999999);
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Arrays.fill(items(), 999999999);
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}
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public int getAmount(Item item){
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return items[item.id];
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return items()[item.id];
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}
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public void addItem(Item item, int amount){
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updated = true;
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items[item.id] += amount;
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items()[item.id] += amount;
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}
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public boolean hasItems(ItemStack[] items){
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@@ -62,29 +55,42 @@ public class Inventory {
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}
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public boolean hasItem(ItemStack req){
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updated = true;
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return items[req.item.id] >= req.amount;
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return items()[req.item.id] >= req.amount;
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}
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public boolean hasItem(Item item, int amount){
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updated = true;
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return items[item.id] >= amount;
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return items()[item.id] >= amount;
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}
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public void removeItem(ItemStack req){
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updated = true;
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items[req.item.id] -= req.amount;
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if(items[req.item.id] < 0) items[req.item.id] = 0; //prevents negative item glitches in multiplayer
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items()[req.item.id] -= req.amount;
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if(items()[req.item.id] < 0) items()[req.item.id] = 0; //prevents negative item glitches in multiplayer
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}
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public void removeItems(ItemStack... reqs){
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updated = true;
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for(ItemStack req : reqs)
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removeItem(req);
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}
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public int[] writeItems(){
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return items();
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}
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public int[] readItems(){
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return items();
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}
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/*
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public int[] getItems(){
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updated = true;
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return items;
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return items();
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}*/
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private int[] items(){
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ObjectSet<TeamData> set = state.teams.getTeams(true);
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if(set.size == 0) return empty;
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Array<Tile> tiles = set.first().cores;
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if(tiles.size == 0) return empty;
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return tiles.first().entity.inventory.items;
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}
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}
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