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package category
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// Category represents the category a custom item will be displayed in, in the creative inventory.
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type Category struct {
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group string
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category uint8
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}
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// Construction is the first tab in the creative inventory and usually contains blocks that are more for decoration and
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// building than actual functionality.
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func Construction() Category {
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return Category{category: 1}
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}
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// Nature is the fourth tab in the creative inventory and usually contains blocks and items that can be found naturally
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// in vanilla-generated world.
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func Nature() Category {
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return Category{category: 2}
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}
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// Equipment is the second tab in the creative inventory and usually contains armour, weapons and tools.
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func Equipment() Category {
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return Category{category: 3}
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}
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// Items is the third tab in the creative inventory and usually contains blocks and items that do not come under any
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// other category, such as minerals, mob drops, containers and redstone etc.
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func Items() Category {
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return Category{category: 4}
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}
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// Uint8 ...
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func (c Category) Uint8() uint8 {
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return c.category
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}
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// WithGroup returns the category with the provided subgroup. This can be used to put an item inside a group such as
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// swords, food or different types of blocks.
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func (c Category) WithGroup(group string) Category {
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c.group = group
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return c
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}
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// String ...
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func (c Category) String() string {
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switch c.category {
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case 1:
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return "construction"
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case 2:
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return "nature"
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case 3:
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return "equipment"
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case 4:
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return "items"
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}
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panic("should never happen")
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}
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// Group ...
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func (c Category) Group() string {
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if len(c.group) > 0 {
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return "itemGroup.name." + c.group
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}
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return ""
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}
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