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leggings.go
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leggings.go
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package item
import (
"github.com/df-mc/dragonfly/server/world"
"image/color"
)
// Leggings are a defensive item that may be equipped in the leggings armour slot. They come in several tiers,
// like leather, gold, chain, iron and diamond.
type Leggings struct {
// Tier is the tier of the leggings.
Tier ArmourTier
}
// Use handles the auto-equipping of leggings in an armour slot by using the item.
func (l Leggings) Use(_ *world.World, _ User, ctx *UseContext) bool {
ctx.SwapHeldWithArmour(2)
return false
}
// MaxCount always returns 1.
func (l Leggings) MaxCount() int {
return 1
}
// DefencePoints ...
func (l Leggings) DefencePoints() float64 {
switch l.Tier.Name() {
case "leather":
return 2
case "golden":
return 3
case "chainmail":
return 4
case "iron":
return 5
case "diamond", "netherite":
return 6
}
panic("invalid leggings tier")
}
// Toughness ...
func (l Leggings) Toughness() float64 {
return l.Tier.Toughness()
}
// KnockBackResistance ...
func (l Leggings) KnockBackResistance() float64 {
return l.Tier.KnockBackResistance()
}
// EnchantmentValue ...
func (l Leggings) EnchantmentValue() int {
return l.Tier.EnchantmentValue()
}
// Leggings ...
func (l Leggings) Leggings() bool {
return true
}
// DurabilityInfo ...
func (l Leggings) DurabilityInfo() DurabilityInfo {
return DurabilityInfo{
MaxDurability: int(l.Tier.BaseDurability() + l.Tier.BaseDurability()/2.5),
BrokenItem: simpleItem(Stack{}),
}
}
// RepairableBy ...
func (l Leggings) RepairableBy(i Stack) bool {
return armourTierRepairable(l.Tier)(i)
}
// SmeltInfo ...
func (l Leggings) SmeltInfo() SmeltInfo {
switch l.Tier.(type) {
case ArmourTierIron, ArmourTierChain:
return newOreSmeltInfo(NewStack(IronNugget{}, 1), 0.1)
case ArmourTierGold:
return newOreSmeltInfo(NewStack(GoldNugget{}, 1), 0.1)
}
return SmeltInfo{}
}
// EncodeItem ...
func (l Leggings) EncodeItem() (name string, meta int16) {
return "minecraft:" + l.Tier.Name() + "_leggings", 0
}
// DecodeNBT ...
func (l Leggings) DecodeNBT(data map[string]any) any {
if t, ok := l.Tier.(ArmourTierLeather); ok {
if v, ok := data["customColor"].(int32); ok {
t.Colour = rgbaFromInt32(v)
l.Tier = t
}
}
return l
}
// EncodeNBT ...
func (l Leggings) EncodeNBT() map[string]any {
if t, ok := l.Tier.(ArmourTierLeather); ok && t.Colour != (color.RGBA{}) {
return map[string]any{"customColor": int32FromRGBA(t.Colour)}
}
return nil
}