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boots.go
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boots.go
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package item
import (
"github.com/df-mc/dragonfly/server/world"
"image/color"
)
// Boots are a defensive item that may be equipped in the boots armour slot. They come in several tiers, like
// leather, gold, chain, iron and diamond.
type Boots struct {
// Tier is the tier of the boots.
Tier ArmourTier
}
// Use handles the auto-equipping of boots in the armour slot when using it.
func (b Boots) Use(_ *world.World, _ User, ctx *UseContext) bool {
ctx.SwapHeldWithArmour(3)
return false
}
// MaxCount always returns 1.
func (b Boots) MaxCount() int {
return 1
}
// DurabilityInfo ...
func (b Boots) DurabilityInfo() DurabilityInfo {
return DurabilityInfo{
MaxDurability: int(b.Tier.BaseDurability() + b.Tier.BaseDurability()/5.5),
BrokenItem: simpleItem(Stack{}),
}
}
// SmeltInfo ...
func (b Boots) SmeltInfo() SmeltInfo {
switch b.Tier.(type) {
case ArmourTierIron, ArmourTierChain:
return newOreSmeltInfo(NewStack(IronNugget{}, 1), 0.1)
case ArmourTierGold:
return newOreSmeltInfo(NewStack(GoldNugget{}, 1), 0.1)
}
return SmeltInfo{}
}
// RepairableBy ...
func (b Boots) RepairableBy(i Stack) bool {
return armourTierRepairable(b.Tier)(i)
}
// DefencePoints ...
func (b Boots) DefencePoints() float64 {
switch b.Tier.Name() {
case "leather", "golden", "chainmail":
return 1
case "iron":
return 2
case "diamond", "netherite":
return 3
}
panic("invalid boots tier")
}
// Toughness ...
func (b Boots) Toughness() float64 {
return b.Tier.Toughness()
}
// KnockBackResistance ...
func (b Boots) KnockBackResistance() float64 {
return b.Tier.KnockBackResistance()
}
// EnchantmentValue ...
func (b Boots) EnchantmentValue() int {
return b.Tier.EnchantmentValue()
}
// Boots ...
func (b Boots) Boots() bool {
return true
}
// EncodeItem ...
func (b Boots) EncodeItem() (name string, meta int16) {
return "minecraft:" + b.Tier.Name() + "_boots", 0
}
// DecodeNBT ...
func (b Boots) DecodeNBT(data map[string]any) any {
if t, ok := b.Tier.(ArmourTierLeather); ok {
if v, ok := data["customColor"].(int32); ok {
t.Colour = rgbaFromInt32(v)
b.Tier = t
}
}
return b
}
// EncodeNBT ...
func (b Boots) EncodeNBT() map[string]any {
if t, ok := b.Tier.(ArmourTierLeather); ok && t.Colour != (color.RGBA{}) {
return map[string]any{"customColor": int32FromRGBA(t.Colour)}
}
return nil
}