1
0
Fork 0
cuberite-2a/src/Protocol/Protocol_1_12.h

93 lines
2.2 KiB
C
Raw Normal View History

// Protocol_1_12.h
/*
Declares the 1.12 protocol classes:
- cProtocol_1_12
- release 1.12 protocol (#335)
2017-08-17 14:25:53 +00:00
- cProtocol_1_12_1
- release 1.12.1 protocol (#338)
2017-09-21 13:12:43 +00:00
- cProtocol_1_12_2
- release 1.12.2 protocol (#340)
(others may be added later in the future for the 1.12 release series)
*/
#pragma once
#include "Protocol_1_11.h"
Introduce recipe book functionality (#4493) * Introduce recipe book functionality The recipe book helps especially new players. Missing it gives the impression that cuberite is not as advanced as it is. The handling of the recipe book uses the following functions: - Unlock Recipes (https://wiki.vg/index.php?title=Protocol&oldid=14204#Unlock_Recipes) to make recipes available and show the notification for new recipes. Initialization is done on player login for known ones, the update is done when new items are discovered. - Craft Recipe Request (https://wiki.vg/index.php?title=Protocol&oldid=14204#Craft_Recipe_Request) when the user selects a recipe from the recipe book to fill the slots. Known recipes are initialized on player login via `Unlock Recipes` with `Action` 0. As soon as a new recipe is discovered this is added via `Unlock Recipes` with `Action` 1. To be able to know and recognize new recipes the player class is extended with `KnownItems` and `KnownRecipes`. As soon as a player touches an item this is compared to the list of `KnownItems`, if the item is unknown the recipes are checked for this item and the other ingredients are checked with the list of `KnownItems`. If a full match is discovered the recipe is unlocked with the client and stored in the `KnownRecipes`. To unlock recipes the recipe ID is sent to the client. A mapping file (for protocol 1.12.2) translated the minecraft recipe names to ids. The crafting.txt is extended with and minecraft recipe names is possible. Limitations: Only a single recipe is added to the crafting area. Multiple clicks or shift click does not increase the number of builds. Co-authored-by: peterbell10 <peterbell10@live.co.uk> * Address first issues mentioned by @peterbell10 - Some linting - Extract loading of recipe specific protocol mapping into a function - Build `RecipeNameMap` only once - Use `std::optional` - Extract `LoadRecipe` from `Window` * Start to implement new suggestions * Update with suggestions from @peterbell10 * Some minor cleanup * Update protocol packet IDs * Remove unused include * Include header in cmake * Change a vector to integer counter * Change dromedaryCase method names to PascalCase * Address suggestions from @madmaxoft * Read Protocol subdirectories to load recipe books To load all recipebooks iterate over the `Protocol` subdirectories to find mapping files. Co-authored-by: peterbell10 <peterbell10@live.co.uk>
2020-07-14 16:56:42 +00:00
#include "RecipeMapper.h"
2020-04-13 16:38:06 +00:00
class cProtocol_1_12:
public cProtocol_1_11_1
{
2020-04-13 16:38:06 +00:00
using Super = cProtocol_1_11_1;
public:
2020-04-13 16:38:06 +00:00
cProtocol_1_12(cClientHandle * a_Client, const AString &a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State);
protected:
virtual bool HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketType) override;
virtual void HandlePacketAdvancementTab(cByteBuffer & a_ByteBuffer);
Introduce recipe book functionality (#4493) * Introduce recipe book functionality The recipe book helps especially new players. Missing it gives the impression that cuberite is not as advanced as it is. The handling of the recipe book uses the following functions: - Unlock Recipes (https://wiki.vg/index.php?title=Protocol&oldid=14204#Unlock_Recipes) to make recipes available and show the notification for new recipes. Initialization is done on player login for known ones, the update is done when new items are discovered. - Craft Recipe Request (https://wiki.vg/index.php?title=Protocol&oldid=14204#Craft_Recipe_Request) when the user selects a recipe from the recipe book to fill the slots. Known recipes are initialized on player login via `Unlock Recipes` with `Action` 0. As soon as a new recipe is discovered this is added via `Unlock Recipes` with `Action` 1. To be able to know and recognize new recipes the player class is extended with `KnownItems` and `KnownRecipes`. As soon as a player touches an item this is compared to the list of `KnownItems`, if the item is unknown the recipes are checked for this item and the other ingredients are checked with the list of `KnownItems`. If a full match is discovered the recipe is unlocked with the client and stored in the `KnownRecipes`. To unlock recipes the recipe ID is sent to the client. A mapping file (for protocol 1.12.2) translated the minecraft recipe names to ids. The crafting.txt is extended with and minecraft recipe names is possible. Limitations: Only a single recipe is added to the crafting area. Multiple clicks or shift click does not increase the number of builds. Co-authored-by: peterbell10 <peterbell10@live.co.uk> * Address first issues mentioned by @peterbell10 - Some linting - Extract loading of recipe specific protocol mapping into a function - Build `RecipeNameMap` only once - Use `std::optional` - Extract `LoadRecipe` from `Window` * Start to implement new suggestions * Update with suggestions from @peterbell10 * Some minor cleanup * Update protocol packet IDs * Remove unused include * Include header in cmake * Change a vector to integer counter * Change dromedaryCase method names to PascalCase * Address suggestions from @madmaxoft * Read Protocol subdirectories to load recipe books To load all recipebooks iterate over the `Protocol` subdirectories to find mapping files. Co-authored-by: peterbell10 <peterbell10@live.co.uk>
2020-07-14 16:56:42 +00:00
virtual void HandleCraftRecipe(cByteBuffer & a_ByteBuffer);
virtual void HandlePacketCraftingBookData(cByteBuffer & a_ByteBuffer);
virtual void HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer) override;
virtual void WriteEntityMetadata(cPacketizer & a_Pkt, const cEntity & a_Entity) override;
virtual void WriteMobMetadata(cPacketizer & a_Pkt, const cMonster & a_Mob) override;
protected:
virtual UInt32 GetPacketID(ePacketType a_Packet) override;
};
2017-08-17 14:25:53 +00:00
2020-04-13 16:38:06 +00:00
class cProtocol_1_12_1:
2017-08-17 14:25:53 +00:00
public cProtocol_1_12
{
2020-04-13 16:38:06 +00:00
using Super = cProtocol_1_12;
2017-08-17 14:25:53 +00:00
public:
2020-04-13 16:38:06 +00:00
2017-08-17 14:25:53 +00:00
cProtocol_1_12_1(cClientHandle * a_Client, const AString &a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State);
protected:
virtual UInt32 GetPacketID(ePacketType a_Packet) override;
2017-08-17 14:25:53 +00:00
virtual bool HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketType) override;
virtual void HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer) override;
};
2017-09-21 13:12:43 +00:00
class cProtocol_1_12_2:
public cProtocol_1_12_1
{
2020-04-13 16:38:06 +00:00
using Super = cProtocol_1_12_1;
2017-09-21 13:12:43 +00:00
public:
2020-04-13 16:38:06 +00:00
2017-09-21 13:12:43 +00:00
cProtocol_1_12_2(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State):
Super(a_Client, a_ServerAddress, a_ServerPort, a_State)
{
}
protected:
virtual void HandlePacketKeepAlive(cByteBuffer & a_ByteBuffer) override;
virtual void HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer) override;
virtual void SendKeepAlive(UInt32 a_PingID) override;
Introduce recipe book functionality (#4493) * Introduce recipe book functionality The recipe book helps especially new players. Missing it gives the impression that cuberite is not as advanced as it is. The handling of the recipe book uses the following functions: - Unlock Recipes (https://wiki.vg/index.php?title=Protocol&oldid=14204#Unlock_Recipes) to make recipes available and show the notification for new recipes. Initialization is done on player login for known ones, the update is done when new items are discovered. - Craft Recipe Request (https://wiki.vg/index.php?title=Protocol&oldid=14204#Craft_Recipe_Request) when the user selects a recipe from the recipe book to fill the slots. Known recipes are initialized on player login via `Unlock Recipes` with `Action` 0. As soon as a new recipe is discovered this is added via `Unlock Recipes` with `Action` 1. To be able to know and recognize new recipes the player class is extended with `KnownItems` and `KnownRecipes`. As soon as a player touches an item this is compared to the list of `KnownItems`, if the item is unknown the recipes are checked for this item and the other ingredients are checked with the list of `KnownItems`. If a full match is discovered the recipe is unlocked with the client and stored in the `KnownRecipes`. To unlock recipes the recipe ID is sent to the client. A mapping file (for protocol 1.12.2) translated the minecraft recipe names to ids. The crafting.txt is extended with and minecraft recipe names is possible. Limitations: Only a single recipe is added to the crafting area. Multiple clicks or shift click does not increase the number of builds. Co-authored-by: peterbell10 <peterbell10@live.co.uk> * Address first issues mentioned by @peterbell10 - Some linting - Extract loading of recipe specific protocol mapping into a function - Build `RecipeNameMap` only once - Use `std::optional` - Extract `LoadRecipe` from `Window` * Start to implement new suggestions * Update with suggestions from @peterbell10 * Some minor cleanup * Update protocol packet IDs * Remove unused include * Include header in cmake * Change a vector to integer counter * Change dromedaryCase method names to PascalCase * Address suggestions from @madmaxoft * Read Protocol subdirectories to load recipe books To load all recipebooks iterate over the `Protocol` subdirectories to find mapping files. Co-authored-by: peterbell10 <peterbell10@live.co.uk>
2020-07-14 16:56:42 +00:00
virtual void SendUnlockRecipe(UInt32 a_RecipeID) override;
virtual void SendInitRecipes(UInt32 a_RecipeID) override;
2017-09-21 13:12:43 +00:00
};