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Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

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Resources

Stars

24 stars

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

24 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

24 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

window

licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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window

licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

24 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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window

licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

24 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

window

licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

About

Barebones inventory wrapper API for Minestom inventories

Topics

Resources

Stars

24 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

window

licensestandard-readme compliant

Useful API for Minestom inventories

Minecraft inventories are interfaced with using slot IDs. However, these IDs are completely arbitrary and don't hold much meaning; this leads to a lot of confusion when dealing with complicated inventories, like brewing stands and player inventories. However, simple inventories and their subsections can still be meaningfully represented as just slots IDs, like chest inventories, as they aren't complicated at all.

This library allows the user to represent each inventory as a tree of separate inventories, each with their own isolated slot IDs, making it much easier to manage: for example, if an operation is applied to a subsection of an inventory, it will only be applied to that subsection.


Essentially, this library manages a tree of inventory views, each knowing nothing about its position in the tree except for a singular parent.

Additionally, all types defined here are fully immutable, and are not inherently tied to any specific inventory (although you may do so if you like), so it shouldn't be overly complicated.

No matter how complicated the actual tree structure is, all views can:

  • return their size
  • be forked into subviews
  • support arbitrary gets/sets
  • collect themselves into a List
  • and more (check the documentation)

Table of Contents

Install

To install, simply add the library via Maven Central. For more info (and details for other build tools), go here.

repositories {
// ...
mavenCentral()
}
dependencies {
// ...
implementation("net.goldenstack:window:1.2")
}

Usage

You can use raw views via the static functions in InventoryView (try checking the documentation).

All of the code in the Views file just uses that internally, and the documentation should be extensive enough for you to get what it means without an excessive amount of example code.

Here's some example code for using Views and some methods of InventoryView:

(the following snippets presume that there is a variable inv with the type PlayerInventory):

Different forms of modifying an inventory:

// Fill crafting input with woolvarinput = Views.player().crafting().input();
input.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Clear only the inputinput.clear(inv);
// Alternative formfor (intslot = 0; slot < input.size(); slot++) {
input.set(inv, slot, ItemStack.of(Material.RED_WOOL, slot + 1));
}
// You can use views that aren't leafs in the tree, like the entire crafting menu (both the input and the result)varentireCrafting = Views.player().crafting();
entireCrafting.fill(inv, slot -> ItemStack.of(Material.GRAY_CONCRETE, slot + 1));

Various ways to use the API to manage the armor of a player:

// Add armor// Uses the interface InventoryView.Singular that allows you to omit the slot ID when getting and setting itemsvararmor = Views.player().armor();
armor.helmet().set(inv, ItemStack.of(Material.DIAMOND_HELMET));
armor.chestplate().set(inv, ItemStack.of(Material.DIAMOND_CHESTPLATE));
armor.leggings().set(inv, ItemStack.of(Material.DIAMOND_LEGGINGS));
armor.boots().set(inv, ItemStack.of(Material.DIAMOND_BOOTS));
// Print out slotsSystem.out.println(armor.helmet().get(inv));
System.out.println(armor.chestplate().get(inv));
System.out.println(armor.leggings().get(inv));
System.out.println(armor.boots().get(inv));
// Alternative:for (inti = 0; i < armor.size(); i++) {
System.out.println(armor.get(inv, i));
}
// Alternative that uses raw slot IDsfor (inti = 0; i < armor.size(); i++) {
varrawSlot = armor.localToExternal(i);
System.out.println(inv.getItemStack(rawSlot));
}

Various types of forking and joining views:

// Create a contiguous sectionvarview1 = InventoryView.contiguous(4, 22);
// Create a child of the contiguous sectionvarview2 = view1.forkRange(3, 11); // Maps to the slots in `view1`// Create a child of the view with only one slotvarview3 = view2.fork(2); // Maps to the third slot in view2view3.set(inv, ItemStack.of(Material.STONE));
// At this point, view3 doesn't know anything about whether or not it has a parent// Dynamically link two inventoriesvarviewA = InventoryView.contiguous(0, 20);
varviewB = InventoryView.contiguous(3, 7);
varviewC = InventoryView.join(viewA, viewB);
// ViewC acts as an intermediate between viewA and viewB, providing an API equivalent to// viewB but additionally treating viewA as a parent. This intermediate doesn't know anything// about the specific implementation of either, so this method should work with any custom implementation.// Thus, the viewC.set(inv, 0) is equivalent to viewA.set(inv, 3)// Reverse an existing viewvarhotbarReverse = InventoryView.contiguous(0, 9).reverse();
hotbarReverse.size(); // Still 9hotbarReverse.localToExternal(0); // Returns 9// Create an arbitrary union, allowing complex inventory sectioningvararbitraryUnion = InventoryView.union(
InventoryView.contiguous(0, 1),
InventoryView.contiguous(4, 8),
InventoryView.contiguous(11, 22),
InventoryView.contiguous(24, 33)
);
arbitraryUnion.fill(inv, slot -> ItemStack.of(Material.RED_WOOL, slot + 1));
// Create an arbitrary fork, the most versatile type:// You can specify the exact slot IDs and it'll map to them in the order specifiedvararbitraryFork = Views.player().contents().fork(1, 3, 7, 2, 21);
arbitraryFork.size(); // Returns 5arbitraryFork.localToExternal(2); // Returns 7

Contributing

Found a bug? Explain it clearly in a new issue.

Fixed a bug? Feel free to open a pull request.

Adding a feature? Make sure to check with a maintainer that it's actually wanted.

All contributions made and submitted are licensed under MIT.

License

All code in this project is licensed under MIT

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Barebones inventory wrapper API for Minestom inventories

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