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ItemSkullskin.java
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ItemSkullskin.java
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package com.denizenscript.denizen.objects.properties.item;
import com.denizenscript.denizen.nms.NMSHandler;
import com.denizenscript.denizen.nms.util.PlayerProfile;
import com.denizenscript.denizen.objects.ItemTag;
import com.denizenscript.denizencore.objects.core.ElementTag;
import com.denizenscript.denizencore.objects.Mechanism;
import com.denizenscript.denizencore.objects.core.ListTag;
import com.denizenscript.denizencore.objects.ObjectTag;
import com.denizenscript.denizencore.objects.properties.Property;
import com.denizenscript.denizencore.tags.Attribute;
import com.denizenscript.denizencore.utilities.CoreUtilities;
import com.denizenscript.denizen.utilities.BukkitImplDeprecations;
import org.bukkit.inventory.meta.SkullMeta;
import java.util.UUID;
public class ItemSkullskin implements Property {
public static boolean describes(ObjectTag item) {
return item instanceof ItemTag
&& ((ItemTag) item).getItemMeta() instanceof SkullMeta;
}
public static ItemSkullskin getFrom(ObjectTag _item) {
if (!describes(_item)) {
return null;
}
else {
return new ItemSkullskin((ItemTag) _item);
}
}
public static final String[] handledTags = new String[] {
"skin", "has_skin", "skull_skin"
};
public static final String[] handledMechs = new String[] {
"skull_skin"
};
private ItemSkullskin(ItemTag _item) {
item = _item;
}
ItemTag item;
@Override
public ObjectTag getObjectAttribute(Attribute attribute) {
if (attribute == null) {
return null;
}
// <--[tag]
// @attribute <ItemTag.skull_skin>
// @returns ElementTag
// @mechanism ItemTag.skull_skin
// @group properties
// @description
// Returns the UUID of the player whose skin a skull item uses.
// Note: Item must be a 'player_head' with a skin.
// In format: UUID|Texture|Name.
// See also <@link language Player Entity Skins (Skin Blobs)>.
// -->
if (attribute.startsWith("skull_skin")) {
String skin = getPropertyString();
if (skin == null) {
return null;
}
return new ElementTag(skin).getObjectAttribute(attribute.fulfill(1));
}
// <--[tag]
// @attribute <ItemTag.skin>
// @returns ElementTag
// @mechanism ItemTag.skull_skin
// @group properties
// @description
// Returns the UUID of the player whose skin a skull item uses.
// Note: Item must be a 'player_head' with a skin.
// In format: UUID|Texture|Name.
// See also <@link language Player Entity Skins (Skin Blobs)>.
// -->
if (attribute.startsWith("skin")) {
String skin = getPropertyString();
if (skin != null) {
attribute = attribute.fulfill(1);
if (attribute.startsWith("full")) {
BukkitImplDeprecations.itemSkinFullTag.warn(attribute.context);
return new ElementTag(skin).getObjectAttribute(attribute.fulfill(1));
}
return new ElementTag(CoreUtilities.split(skin, '|').get(0)).getObjectAttribute(attribute);
}
else {
attribute.echoError("This skull item does not have a skin set!");
}
}
// <--[tag]
// @attribute <ItemTag.has_skin>
// @returns ElementTag(Boolean)
// @mechanism ItemTag.skull_skin
// @group properties
// @description
// Returns whether the item has a custom skin set.
// (Only for 'player_head's)
// -->
if (attribute.startsWith("has_skin")) {
return new ElementTag(getPropertyString() != null)
.getObjectAttribute(attribute.fulfill(1));
}
return null;
}
@Override
public String getPropertyString() {
PlayerProfile playerProfile = NMSHandler.itemHelper.getSkullSkin(item.getItemStack());
if (playerProfile != null) {
String name = playerProfile.getName();
UUID uuid = playerProfile.getUniqueId();
return (uuid != null ? uuid : name)
+ (playerProfile.hasTexture() ? "|" + playerProfile.getTexture() +
(uuid != null && name != null ? "|" + name : "") : "");
}
return null;
}
@Override
public String getPropertyId() {
return "skull_skin";
}
@Override
public void adjust(Mechanism mechanism) {
// <--[mechanism]
// @object ItemTag
// @name skull_skin
// @input ElementTag(|ElementTag(|ElementTag))
// @description
// Sets the player skin on a player_head.
// A head should have a Texture blob, the player's UUID, and the player's Name.
// The most-correct input is UUID|Texture|Name.
// You can alternately input Name|Texture|UUID and the order will be automatically corrected.
// You can alternately input just a UUID, or just a Name, or just UUID|Texture, or just Name|Texture, and the missing data will be downloaded.
// You can alternately input just a Texture and the remaining data will be filled as name "null" and UUID "000-000". Doing this may cause side effects with Minecraft internals or external plugins, use with caution.
// See also <@link language Player Entity Skins (Skin Blobs)>.
// @tags
// <ItemTag.skull_skin>
// <ItemTag.skin>
// <ItemTag.has_skin>
// -->
if (mechanism.matches("skull_skin")) {
ListTag list = mechanism.valueAsType(ListTag.class);
String idString = list.get(0);
String texture = null;
if (list.size() == 1 && idString.length() > 64) {
texture = idString;
idString = null;
}
if (list.size() > 1) {
texture = list.get(1);
}
PlayerProfile profile;
if (idString == null) {
profile = new PlayerProfile("null", new UUID(0, 0), texture);
}
else if (idString.length() < 3 && list.size() == 2) {
profile = new PlayerProfile(idString, new UUID(0, 0), texture);
}
else {
if (CoreUtilities.contains(idString, '-')) {
UUID uuid = UUID.fromString(idString);
String name = null;
if (list.size() > 2) {
name = list.get(2);
}
profile = new PlayerProfile(name, uuid, texture);
}
else {
profile = new PlayerProfile(idString, null, texture);
}
}
if (texture == null || profile.getUniqueId() == null) { // Load if needed
profile = NMSHandler.instance.fillPlayerProfile(profile);
}
if (texture != null) {
profile.setTexture(texture);
}
if (profile.getTexture() == null) {
return; // Can't set a skull skin to nothing.
}
item.setItemStack(NMSHandler.itemHelper.setSkullSkin(item.getItemStack(), profile));
}
}
}