#pragma once #include "ItemHandler.h" #include "../World.h" class cItemArmorHandler final : public cItemHandler { using Super = cItemHandler; public: using Super::Super; /** Move the armor to the armor slot of the player's inventory */ virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ) const override { int SlotNum; if (ItemCategory::IsHelmet(a_HeldItem.m_ItemType)) { SlotNum = 0; } else if (ItemCategory::IsChestPlate(a_HeldItem.m_ItemType)) { SlotNum = 1; } else if (ItemCategory::IsLeggings(a_HeldItem.m_ItemType)) { SlotNum = 2; } else if (ItemCategory::IsBoots(a_HeldItem.m_ItemType)) { SlotNum = 3; } else { LOGWARNING("Used unknown armor: %i", a_HeldItem.m_ItemType); return false; } if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty()) { return false; } a_Player->GetInventory().SetArmorSlot(SlotNum, a_HeldItem.CopyOne()); a_Player->GetInventory().RemoveOneEquippedItem(); return true; } virtual bool CanRepairWithRawMaterial(short a_ItemType) const override { switch (m_ItemType) { case E_ITEM_CHAIN_BOOTS: case E_ITEM_CHAIN_CHESTPLATE: case E_ITEM_CHAIN_HELMET: case E_ITEM_CHAIN_LEGGINGS: { return (a_ItemType == E_ITEM_IRON); } case E_ITEM_DIAMOND_BOOTS: case E_ITEM_DIAMOND_CHESTPLATE: case E_ITEM_DIAMOND_HELMET: case E_ITEM_DIAMOND_LEGGINGS: { return (a_ItemType == E_ITEM_DIAMOND); } case E_ITEM_IRON_BOOTS: case E_ITEM_IRON_CHESTPLATE: case E_ITEM_IRON_HELMET: case E_ITEM_IRON_LEGGINGS: { return (a_ItemType == E_ITEM_IRON); } case E_ITEM_GOLD_BOOTS: case E_ITEM_GOLD_CHESTPLATE: case E_ITEM_GOLD_HELMET: case E_ITEM_GOLD_LEGGINGS: { return (a_ItemType == E_ITEM_GOLD); } case E_ITEM_ELYTRA: // TODO: require Phantom Membrane instead of leather starting from protocol version 369 or 1.13 release case E_ITEM_LEATHER_BOOTS: case E_ITEM_LEATHER_CAP: case E_ITEM_LEATHER_PANTS: case E_ITEM_LEATHER_TUNIC: { return (a_ItemType == E_ITEM_LEATHER); } } return false; } } ;