优化自动补充空白样板代码结构与可维护性
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@ -8,7 +8,6 @@ import appeng.api.storage.MEStorage;
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import appeng.api.storage.StorageHelper;
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import appeng.core.definitions.AEItems;
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import appeng.helpers.IPatternTerminalMenuHost;
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import appeng.menu.me.common.MEStorageMenu;
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import appeng.menu.me.items.PatternEncodingTermMenu;
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import appeng.menu.slot.RestrictedInputSlot;
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import com.extendedae_plus.mixin.ae2.accessor.MEStorageMenuAccessor;
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@ -22,136 +21,119 @@ import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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/**
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* 对 AE2 的 PatternEncodingTermMenu 添加自动补充空白样板功能。
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* 当玩家打开样板终端时,如果槽位为空且网络中存在空白样板,则会自动从网络提取若干放入槽中。
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* 若初始化时网络尚未激活,则会在第一次同步(broadcastChanges)时重试一次。
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*/
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@Mixin(PatternEncodingTermMenu.class)
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public abstract class PatternEncodingTermMenuMixin {
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// 防止重复执行
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@Unique
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private boolean eap$blankAutoFilled = false;
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/** 空白样板槽位(AE2原字段) */
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@Final
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@Shadow(remap = false)
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private RestrictedInputSlot blankPatternSlot;
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/** 防止重复自动填充的标记位 */
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@Unique
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private void eap$tryFill(IPatternTerminalMenuHost host, Inventory ip) {
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try {
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var self = (PatternEncodingTermMenu) (Object) this;
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var player = ip.player;
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// 仅在服务器端执行
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if (ip.player.level().isClientSide()) {
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return;
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}
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// 必须可与网络交互
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var acc = (MEStorageMenuAccessor) (Object) ((MEStorageMenu) self);
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MEStorage storage = acc.getStorage();
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IEnergySource power = acc.getPowerSource();
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boolean hasPower = acc.getHasPower();
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boolean canInteract = storage != null && power != null && hasPower; // 等价于 canInteractWithGrid()
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if (!canInteract) {
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return;
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}
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if (storage == null || power == null) {
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return;
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}
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InternalInventory blankInv = host.getLogic().getBlankPatternInv();
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var current = blankInv.getStackInSlot(0);
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int limit = blankInv.getSlotLimit(0);
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int space = Math.max(0, limit - current.getCount());
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space = Math.min(space, AEItems.BLANK_PATTERN.asItem().getMaxStackSize());
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if (space <= 0) {
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return; // 已满,无需填充
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}
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AEKey blankKey = AEItemKey.of(AEItems.BLANK_PATTERN.asItem());
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long extracted = StorageHelper.poweredExtraction(power, storage, blankKey, space,
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self.getActionSource());
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if (extracted <= 0) {
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return; // 网络无可用空白样板
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}
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int toInsert = (int) Math.min(extracted, space);
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var stackInSlot = this.blankPatternSlot.getItem();
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if (stackInSlot.isEmpty()) {
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this.blankPatternSlot.set(AEItems.BLANK_PATTERN.stack(toInsert));
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} else {
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stackInSlot.grow(toInsert);
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this.blankPatternSlot.set(stackInSlot);
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}
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long leftover = extracted - toInsert;
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if (leftover > 0) {
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StorageHelper.poweredInsert(power, storage, blankKey, leftover, self.getActionSource());
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}
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} catch (Throwable t) {
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// swallow errors to avoid noisy logs in production
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}
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}
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private boolean eap$blankAutoFilled = false;
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@Inject(method = "<init>(Lnet/minecraft/world/inventory/MenuType;ILnet/minecraft/world/entity/player/Inventory;Lappeng/helpers/IPatternTerminalMenuHost;Z)V",
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at = @At("TAIL"), remap = false)
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private void eap$autoFillBlankPattern(MenuType<?> menuType, int id, Inventory ip,
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IPatternTerminalMenuHost host, boolean bindInventory,
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CallbackInfo ci) {
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eap$tryFill(host, ip);
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private void eap$onCtor1(MenuType<?> menuType, int id, Inventory ip, IPatternTerminalMenuHost host,
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boolean bindInventory, CallbackInfo ci) {
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eap$tryAutoFill(ip, host, false);
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}
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@Inject(method = "<init>(ILnet/minecraft/world/entity/player/Inventory;Lappeng/helpers/IPatternTerminalMenuHost;)V",
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at = @At("TAIL"), remap = false)
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private void eap$autoFillCtor3(int id, Inventory ip, IPatternTerminalMenuHost host, CallbackInfo ci) {
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eap$tryFill(host, ip);
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private void eap$onCtor2(int id, Inventory ip, IPatternTerminalMenuHost host, CallbackInfo ci) {
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eap$tryAutoFill(ip, host, false);
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}
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// 在首次 broadcastChanges 后再尝试一次,避免构造时网络未激活
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/**
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* 当容器同步(broadcastChanges)时再尝试一次自动填充。
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* 某些情况下,构造时网络尚未激活(storage/power 为空),
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* 因此需要延迟到第一次同步后执行补偿填充。
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*/
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@Inject(method = "broadcastChanges", at = @At("TAIL"))
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private void eap$retryFillAfterPower(CallbackInfo ci) {
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if (this.eap$blankAutoFilled) {
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return;
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}
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// 仅在服务器端执行
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var self = (PatternEncodingTermMenu) (Object) this;
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var player = self.getPlayerInventory().player;
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var acc = (MEStorageMenuAccessor) (Object) ((MEStorageMenu) self);
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MEStorage storage = acc.getStorage();
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IEnergySource power = acc.getPowerSource();
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boolean hasPower = acc.getHasPower();
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if (player.level().isClientSide()) {
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return;
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}
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boolean canInteract = storage != null && power != null && hasPower;
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if (!canInteract) {
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return;
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}
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// 通过 host 获取 blankPatternInv
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var host = ((IPatternTerminalMenuHost) self.getTarget());
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InternalInventory blankInv = host.getLogic().getBlankPatternInv();
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var current = blankInv.getStackInSlot(0);
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int limit = blankInv.getSlotLimit(0);
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int space = Math.max(0, limit - current.getCount());
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space = Math.min(space, AEItems.BLANK_PATTERN.asItem().getMaxStackSize());
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if (space <= 0) {
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this.eap$blankAutoFilled = true;
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return;
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}
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private void eap$onBroadcastChanges(CallbackInfo ci) {
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if (!eap$blankAutoFilled) {
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var self = (PatternEncodingTermMenu) (Object) this;
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var player = self.getPlayerInventory().player;
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AEKey blankKey = AEItemKey.of(AEItems.BLANK_PATTERN.asItem());
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long extracted = StorageHelper.poweredExtraction(power, storage, blankKey, space,
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self.getActionSource());
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if (extracted <= 0) {
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return;
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// 仅在服务端执行逻辑
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if (!player.level().isClientSide()) {
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eap$tryAutoFill(self.getPlayerInventory(), (IPatternTerminalMenuHost) self.getTarget(), true);
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}
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}
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int toInsert = (int) Math.min(extracted, space);
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var stackInSlot = this.blankPatternSlot.getItem();
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if (stackInSlot.isEmpty()) {
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this.blankPatternSlot.set(AEItems.BLANK_PATTERN.stack(toInsert));
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} else {
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stackInSlot.grow(toInsert);
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this.blankPatternSlot.set(stackInSlot);
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}
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/**
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* 尝试自动从网络提取空白样板并填入终端槽位。
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*
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* @param ip 玩家背包对象(用于获取 Player 实例)
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* @param host 菜单宿主(提供 blankPatternInv 等逻辑访问)
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* @param markFilled 是否在执行后标记为“已填充过”(用于 broadcastChanges 重试逻辑)
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*/
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@Unique
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private void eap$tryAutoFill(Inventory ip, IPatternTerminalMenuHost host, boolean markFilled) {
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try {
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var self = (PatternEncodingTermMenu) (Object) this;
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var player = ip.player;
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// 跳过客户端执行(避免无效提取)
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if (player.level().isClientSide()) return;
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// 获取 AE2 存储访问接口
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var accessor = (MEStorageMenuAccessor) self;
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MEStorage storage = accessor.getStorage();
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IEnergySource power = accessor.getPowerSource();
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// 无法交互(例如网络未激活或无电力)则跳过
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if (storage == null || power == null || !accessor.getHasPower()) return;
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// 获取空白样板的专用内部槽
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InternalInventory blankInv = host.getLogic().getBlankPatternInv();
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var current = blankInv.getStackInSlot(0);
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int limit = blankInv.getSlotLimit(0);
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// 计算当前剩余可放入数量(不超过物品最大堆叠)
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int space = Math.min(Math.max(0, limit - current.getCount()),
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AEItems.BLANK_PATTERN.asItem().getMaxStackSize());
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// 槽位已满时直接跳过
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if (space <= 0) {
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if (markFilled) eap$blankAutoFilled = true;
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return;
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}
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// 从网络中提取空白样板
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AEKey blankKey = AEItemKey.of(AEItems.BLANK_PATTERN.asItem());
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long extracted = StorageHelper.poweredExtraction(power, storage, blankKey, space, self.getActionSource());
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if (extracted <= 0) return;
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// 插入到空白样板槽中
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int toInsert = (int) Math.min(extracted, space);
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var slotStack = blankPatternSlot.getItem();
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if (slotStack.isEmpty()) {
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blankPatternSlot.set(AEItems.BLANK_PATTERN.stack(toInsert));
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} else {
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slotStack.grow(toInsert);
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blankPatternSlot.set(slotStack);
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}
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// 若存在提取但未放入完的剩余物品,退还到网络中
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long leftover = extracted - toInsert;
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if (leftover > 0) {
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StorageHelper.poweredInsert(power, storage, blankKey, leftover, self.getActionSource());
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}
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// 成功或确定无剩余后标记为已填充,防止重复执行
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if (markFilled) eap$blankAutoFilled = true;
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} catch (Exception ignored) {
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// 安全兜底,防止 AE2 网络状态异常或空指针导致的崩溃
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}
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long leftover = extracted - toInsert;
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if (leftover > 0) {
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StorageHelper.poweredInsert(power, storage, blankKey, leftover, self.getActionSource());
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}
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this.eap$blankAutoFilled = true;
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}
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}
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