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2026-07-09 08:33:57 +08:00
commit 26ed99fda6
845 changed files with 75419 additions and 0 deletions
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package iteminternal
import (
"github.com/df-mc/dragonfly/server/item/category"
"maps"
)
// ComponentBuilder represents a builder that can be used to construct an item components map to be sent to a client.
type ComponentBuilder struct {
name string
identifier string
category category.Category
properties map[string]any
components map[string]any
}
// NewComponentBuilder returns a new component builder with the provided item data.
func NewComponentBuilder(name, identifier string, category category.Category) *ComponentBuilder {
return &ComponentBuilder{
name: name,
identifier: identifier,
category: category,
properties: make(map[string]any),
components: make(map[string]any),
}
}
// AddProperty adds the provided property to the builder.
func (builder *ComponentBuilder) AddProperty(name string, value any) {
builder.properties[name] = value
}
// AddComponent adds the provided component to the builder.
func (builder *ComponentBuilder) AddComponent(name string, value any) {
builder.components[name] = value
}
// Construct constructs the final item components map and returns it. It also applies the default properties required
// for the item to work without modifying the original maps in the builder.
func (builder *ComponentBuilder) Construct() map[string]any {
properties := maps.Clone(builder.properties)
components := maps.Clone(builder.components)
builder.applyDefaultProperties(properties)
builder.applyDefaultComponents(components, properties)
return map[string]any{"components": components}
}
// applyDefaultProperties applies the default properties to the provided map. It is important that this method does
// not modify the builder's properties map directly otherwise Empty() will return false in future use of the builder.
func (builder *ComponentBuilder) applyDefaultProperties(x map[string]any) {
x["minecraft:icon"] = map[string]any{
"textures": map[string]any{
"default": builder.identifier,
},
}
x["creative_group"] = builder.category.Group()
x["creative_category"] = int32(builder.category.Uint8())
if _, ok := x["max_stack_size"]; !ok {
x["max_stack_size"] = int32(64)
}
}
// applyDefaultComponents applies the default components to the provided map. It is important that this method does not
// modify the builder's components map directly otherwise Empty() will return false in future use of the builder.
func (builder *ComponentBuilder) applyDefaultComponents(x, properties map[string]any) {
x["item_properties"] = properties
x["minecraft:display_name"] = map[string]any{
"value": builder.name,
}
}
@@ -0,0 +1,82 @@
package iteminternal
import (
"github.com/df-mc/dragonfly/server/item"
"github.com/df-mc/dragonfly/server/world"
"strings"
)
// Components returns all the components of the given custom item. If the item has no components, a nil map and false
// are returned.
func Components(it world.CustomItem) map[string]any {
category := it.Category()
identifier, _ := it.EncodeItem()
name := strings.Split(identifier, ":")[1]
builder := NewComponentBuilder(it.Name(), identifier, category)
if x, ok := it.(item.Armour); ok {
builder.AddComponent("minecraft:armor", map[string]any{
"protection": int32(x.DefencePoints()),
})
var slot string
switch it.(type) {
case item.HelmetType:
slot = "slot.armor.head"
case item.ChestplateType:
slot = "slot.armor.chest"
case item.LeggingsType:
slot = "slot.armor.legs"
case item.BootsType:
slot = "slot.armor.feet"
}
builder.AddComponent("minecraft:wearable", map[string]any{
"slot": slot,
})
}
if x, ok := it.(item.Consumable); ok {
builder.AddProperty("use_duration", int32(x.ConsumeDuration().Seconds()*20))
builder.AddComponent("minecraft:food", map[string]any{
"can_always_eat": x.AlwaysConsumable(),
})
if y, ok := it.(item.Drinkable); ok && y.Drinkable() {
builder.AddProperty("use_animation", int32(2))
} else {
builder.AddProperty("use_animation", int32(1))
}
}
if x, ok := it.(item.Cooldown); ok {
builder.AddComponent("minecraft:cooldown", map[string]any{
"category": name,
"duration": float32(x.Cooldown().Seconds()),
})
}
if x, ok := it.(item.Durable); ok {
builder.AddComponent("minecraft:durability", map[string]any{
"max_durability": int32(x.DurabilityInfo().MaxDurability),
})
}
if x, ok := it.(item.MaxCounter); ok {
builder.AddProperty("max_stack_size", int32(x.MaxCount()))
}
if x, ok := it.(item.OffHand); ok {
builder.AddProperty("allow_off_hand", x.OffHand())
}
if x, ok := it.(item.Throwable); ok {
// The data in minecraft:projectile is only used by vanilla server-side, but we must send at least an empty map
// so the client will play the throwing animation.
builder.AddComponent("minecraft:projectile", map[string]any{})
builder.AddComponent("minecraft:throwable", map[string]any{
"do_swing_animation": x.SwingAnimation(),
})
}
if x, ok := it.(item.Glinted); ok {
builder.AddProperty("foil", x.Glinted())
}
if x, ok := it.(item.HandEquipped); ok {
builder.AddProperty("hand_equipped", x.HandEquipped())
}
return builder.Construct()
}