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// Enchantments.h
// Declares the cEnchantments class representing a storage for item enchantments and stored-enchantments
# pragma once
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# include "Defines.h"
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# include "WorldStorage/EnchantmentSerializer.h"
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// fwd: "WorldStorage/FastNBT.h"
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class cFastNBTWriter ;
class cParsedNBT ;
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// fwd:
struct cWeightedEnchantment ;
typedef std : : vector < cWeightedEnchantment > cWeightedEnchantments ;
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/** Class that stores item enchantments or stored-enchantments
The enchantments may be serialized to a stringspec and read back from such stringspec .
The format for the stringspec is " id=lvl;id=lvl;id=lvl... " , with an optional semicolon at the end ,
mapping each enchantment ' s id onto its level . ID may be either a number or the enchantment name .
Level value of 0 means no such enchantment , and it will not be stored in the m_Enchantments .
Serialization will never put zero - level enchantments into the stringspec and will always use numeric IDs .
*/
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// tolua_begin
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class cEnchantments
{
public :
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/** Individual enchantment IDs, corresponding to their NBT IDs: https://minecraft.gamepedia.com/Data_values#Enchantment_IDs
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*/
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enum eEnchantment
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{
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// Currently missing: Frost walker, curse of binding, sweeping edge, mending, and curse of vanishing.
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enchProtection = 0 ,
enchFireProtection = 1 ,
enchFeatherFalling = 2 ,
enchBlastProtection = 3 ,
enchProjectileProtection = 4 ,
enchRespiration = 5 ,
enchAquaAffinity = 6 ,
enchThorns = 7 ,
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enchDepthStrider = 8 ,
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enchSharpness = 16 ,
enchSmite = 17 ,
enchBaneOfArthropods = 18 ,
enchKnockback = 19 ,
enchFireAspect = 20 ,
enchLooting = 21 ,
enchEfficiency = 32 ,
enchSilkTouch = 33 ,
enchUnbreaking = 34 ,
enchFortune = 35 ,
enchPower = 48 ,
enchPunch = 49 ,
enchFlame = 50 ,
enchInfinity = 51 ,
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enchLuckOfTheSea = 61 ,
enchLure = 62 ,
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} ;
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/** Creates an empty enchantments container */
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cEnchantments ( void ) ;
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/** Creates an enchantments container filled with enchantments parsed from stringspec */
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cEnchantments ( const AString & a_StringSpec ) ;
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/** Adds the enchantments contained in a_Other into this object.
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Existing enchantments are preserved , unless a_Other specifies a different level , in which case the level is changed to the a_Other ' s one . */
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void Add ( const cEnchantments & a_Other ) ;
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/** Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it */
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void AddFromString ( const AString & a_StringSpec ) ;
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/** Get the count of enchantments */
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size_t Count ( void ) ;
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/** Serializes all the enchantments into a string */
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AString ToString ( void ) const ;
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/** Returns the level for the specified enchantment; 0 if not stored */
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unsigned int GetLevel ( int a_EnchantmentID ) const ;
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/** Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0 */
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void SetLevel ( int a_EnchantmentID , unsigned int a_Level ) ;
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/** Removes all enchantments */
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void Clear ( void ) ;
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/** Returns true if there are no enchantments */
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bool IsEmpty ( void ) const ;
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/** Returns true if the given enchantment could be legally added to this object. Note that adding the enchantment may not actually increase the level. */
bool CanAddEnchantment ( int a_EnchantmentID ) const ;
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/** Converts enchantment name or ID (number in string) to the numeric representation; returns -1 if enchantment name not found; case insensitive */
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static int StringToEnchantmentID ( const AString & a_EnchantmentName ) ;
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/** Returns true if a_Other contains exactly the same enchantments and levels */
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bool operator = = ( const cEnchantments & a_Other ) const ;
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// tolua_end
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/** Get the XP cost multiplier for the enchantment (for anvils).
If FromBook is true , then this function returns the XP multiplier if
the enchantment is coming from a book , otherwise it returns the normal
item multiplier . */
static int GetXPCostMultiplier ( int a_EnchantmentID , bool FromBook ) ;
/** Get the maximum level the enchantment can have */
static unsigned int GetLevelCap ( int a_EnchantmentID ) ;
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/** Add enchantment weights from item to the vector */
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static void AddItemEnchantmentWeights ( cWeightedEnchantments & a_Enchantments , short a_ItemType , int a_EnchantmentLevel ) ;
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/** Add a enchantment with weight to the vector */
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static void AddEnchantmentWeightToVector ( cWeightedEnchantments & a_Enchantments , int a_Weight , int a_EnchantmentID , unsigned int a_EnchantmentLevel ) ;
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/** Remove the entire enchantment (with weight) from the vector */
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static void RemoveEnchantmentWeightFromVector ( cWeightedEnchantments & a_Enchantments , int a_EnchantmentID ) ;
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/** Remove the entire enchantment (with weight) from the vector */
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static void RemoveEnchantmentWeightFromVector ( cWeightedEnchantments & a_Enchantments , const cEnchantments & a_Enchantment ) ;
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/** Check enchantment conflicts from enchantments from the vector */
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static void CheckEnchantmentConflictsFromVector ( cWeightedEnchantments & a_Enchantments , const cEnchantments & a_FirstEnchantment ) ;
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/** Gets random enchantment from Vector and returns it */
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static cEnchantments GetRandomEnchantmentFromVector ( cWeightedEnchantments & a_Enchantments ) ;
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/** Selects one enchantment from a Vector using cNoise. Mostly used for generators.
Uses the enchantments ' weights for the random distribution .
If a_Enchantments is empty , returns an empty enchantment . */
static cEnchantments SelectEnchantmentFromVector ( const cWeightedEnchantments & a_Enchantments , int a_Seed ) ;
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/** Returns true if a_Other doesn't contain exactly the same enchantments and levels */
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bool operator ! = ( const cEnchantments & a_Other ) const ;
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/** Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments") */
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friend void EnchantmentSerializer : : WriteToNBTCompound ( const cEnchantments & a_Enchantments , cFastNBTWriter & a_Writer , const AString & a_ListTagName ) ;
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/** Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments) */
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friend void EnchantmentSerializer : : ParseFromNBT ( cEnchantments & a_Enchantments , const cParsedNBT & a_NBT , int a_EnchListTagIdx ) ;
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protected :
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/** Maps enchantment ID -> enchantment level */
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typedef std : : map < int , unsigned int > cMap ;
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/** Currently stored enchantments */
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cMap m_Enchantments ;
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public :
/** Make this class iterable */
cMap : : const_iterator begin ( ) const { return m_Enchantments . begin ( ) ; }
cMap : : const_iterator end ( ) const { return m_Enchantments . end ( ) ; }
} ; // tolua_export
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// Define the cWeightedEnchantment struct for the Enchanting System to store the EnchantmentWeights:
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struct cWeightedEnchantment
{
int m_Weight ;
cEnchantments m_Enchantments ;
} ;
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