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* adding enchantments added enchantments, changed minor apis to ensure c# stays synced with the c++ server * add missing enchant apis, oops * add proper docs, and fix namings for stuff in itemmeta --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
175 lines
6.2 KiB
C#
175 lines
6.2 KiB
C#
namespace Minecraft.Server.FourKit.Inventory.Meta;
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using Minecraft.Server.FourKit.Enchantments;
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/// <summary>
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/// Represents the metadata of an <see cref="ItemStack"/>, including display name and lore.
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/// </summary>
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public class ItemMeta
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{
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private string? _displayName;
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private Dictionary<EnchantmentType, int>? _enchants;
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private List<string>? _lore;
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/// <summary>
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/// Checks for existence of a display name.
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/// </summary>
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/// <returns>true if this has a display name.</returns>
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public bool hasDisplayName() => _displayName != null;
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/// <summary>
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/// Gets the display name that is set.
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/// Plugins should check that hasDisplayName() returns true before calling this method.
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/// </summary>
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/// <returns>The display name that is set.</returns>
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public string getDisplayName() => _displayName ?? string.Empty;
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/// <summary>
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/// Sets the display name.
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/// </summary>
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/// <param name="name">The name to set.</param>
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public void setDisplayName(string? name) => _displayName = name;
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/// <summary>
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/// Checks for existence of lore.
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/// </summary>
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/// <returns>true if this has lore.</returns>
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public bool hasLore() => _lore != null && _lore.Count > 0;
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/// <summary>
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/// Gets the lore that is set.
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/// Plugins should check if hasLore() returns true before calling this method.
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/// </summary>
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/// <returns>A list of lore that is set.</returns>
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public List<string> getLore() => _lore != null ? new List<string>(_lore) : new List<string>();
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/// <summary>
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/// Sets the lore for this item. Removes lore when given null.
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/// </summary>
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/// <param name="lore">The lore that will be set.</param>
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public void setLore(List<string>? lore)
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{
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_lore = lore != null ? new List<string>(lore) : null;
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}
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/// <summary>
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/// Adds the specified enchantment to this item meta.
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/// </summary>
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/// <param name="enchantment">Enchantment to add</param>
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/// <param name="level">Level for the enchantment</param>
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/// <param name="ignoreLevelRestriction">Indicates the enchantment should be applied, ignoring the level limit</param>
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/// <returns>true if the item meta changed as a result of this call, false otherwise</returns>
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public bool addEnchant(EnchantmentType enchantment, int level, bool ignoreLevelRestriction)
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{
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if (_enchants == null)
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_enchants = new Dictionary<EnchantmentType, int>();
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if (!ignoreLevelRestriction)
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{
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Enchantment enchant = Enchantment.getByType(enchantment);
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if (enchant.getMaxLevel() < level) return false;
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}
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try
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{
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_enchants.Add(enchantment, level);
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return true;
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} catch { }
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return false;
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}
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/// <summary>
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/// Removes the specified enchantment from this item meta.
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/// </summary>
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/// <param name="enchantment">Enchantment to remove</param>
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/// <returns>true if the item meta changed as a result of this call, false otherwise</returns>
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public bool removeEnchant(EnchantmentType enchantment)
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{
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if (!hasEnchant(enchantment)) return false;
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return _enchants.Remove(enchantment);
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}
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/// <summary>
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/// Returns a copy of the enchantments in this ItemMeta. Returns an empty map if none.
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/// </summary>
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/// <returns>An immutable copy of the enchantments</returns>
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public Dictionary<EnchantmentType, int> getEnchants() => _enchants != null ? new Dictionary<EnchantmentType, int>(_enchants) { } : new Dictionary<EnchantmentType, int>();
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/// <summary>
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/// Checks for the level of the specified enchantment.
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/// </summary>
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/// <param name="enchantment">Enchantment to check</param>
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/// <returns>The level that the specified enchantment has, or 0 if none</returns>
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public int getEnchantLevel(EnchantmentType enchantment)
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{
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if (!hasEnchant(enchantment)) return 0;
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return _enchants[enchantment]; //this cant be invalid, we check above
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}
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/// <summary>
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/// Checks if the specified enchantment conflicts with any enchantments in this ItemMeta.
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/// </summary>
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/// <param name="enchantment">Enchantment to test</param>
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/// <returns>true if the enchantment conflicts, false otherwise</returns>
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public bool hasConflictingEnchant(EnchantmentType enchantment)
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{
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Enchantment enchantmentClass = Enchantment.getByType(enchantment);
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if (enchantmentClass == null) return false; //this should never happen
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foreach (KeyValuePair<EnchantmentType, int> ench in _enchants)
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{
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Enchantment enchClass = Enchantment.getByType(ench.Key);
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if (enchClass == null) continue; //this should never happen
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if (enchClass.conflictsWith(enchantmentClass))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks for existence of the specified enchantment.
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/// </summary>
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/// <param name="enchantment">Enchantment to check</param>
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/// <returns>true if this enchantment exists for this meta</returns>
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public bool hasEnchant(EnchantmentType enchantment) => hasEnchants() && _enchants.ContainsKey(enchantment);
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/// <summary>
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/// Checks for the existence of any enchantments.
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/// </summary>
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/// <returns>true if an enchantment exists on this meta</returns>
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public bool hasEnchants() => _enchants != null && _enchants.Count > 0;
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/// <summary>
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/// Sets the enchantments for this item meta.
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/// </summary>
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/// <param name="enchants">The enchantments to set.</param>
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public void setEnchants(Dictionary<EnchantmentType, int>? enchants)
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{
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enchants = enchants != null ? new Dictionary<EnchantmentType, int>(enchants) : null;
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}
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public ItemMeta clone()
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{
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var copy = new ItemMeta();
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copy._displayName = _displayName;
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copy._enchants = _enchants != null ? new Dictionary<EnchantmentType, int>(_enchants) : null;
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copy._lore = _lore != null ? new List<string>(_lore) : null;
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return copy;
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}
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internal bool isEmpty()
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{
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return _displayName == null && (_lore == null || _lore.Count == 0) && (_enchants == null || _enchants.Count == 0);
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}
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}
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