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package item
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import (
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"github.com/df-mc/dragonfly/server/world"
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"image/color"
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)
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// Chestplate is a defensive item that may be equipped in the chestplate slot. Generally, chestplates provide
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// the most defence of all armour items.
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type Chestplate struct {
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// Tier is the tier of the chestplate.
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Tier ArmourTier
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// Trim specifies the trim of the armour.
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Trim ArmourTrim
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}
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// Use handles the using of a chestplate to auto-equip it in the designated armour slot.
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func (c Chestplate) Use(_ *world.Tx, _ User, ctx *UseContext) bool {
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ctx.SwapHeldWithArmour(1)
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return false
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}
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// MaxCount always returns 1.
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func (c Chestplate) MaxCount() int {
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return 1
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}
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// DefencePoints ...
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func (c Chestplate) DefencePoints() float64 {
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switch c.Tier.Name() {
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case "leather":
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return 3
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case "copper":
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return 4
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case "golden", "chainmail":
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return 5
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case "iron":
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return 6
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case "diamond", "netherite":
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return 8
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}
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panic("invalid chestplate tier")
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}
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// Toughness ...
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func (c Chestplate) Toughness() float64 {
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return c.Tier.Toughness()
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}
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// KnockBackResistance ...
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func (c Chestplate) KnockBackResistance() float64 {
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return c.Tier.KnockBackResistance()
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}
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// EnchantmentValue ...
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func (c Chestplate) EnchantmentValue() int {
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return c.Tier.EnchantmentValue()
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}
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// DurabilityInfo ...
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func (c Chestplate) DurabilityInfo() DurabilityInfo {
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return DurabilityInfo{
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MaxDurability: int(c.Tier.BaseDurability() + c.Tier.BaseDurability()/2.2),
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BrokenItem: simpleItem(Stack{}),
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}
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}
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// SmeltInfo ...
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func (c Chestplate) SmeltInfo() SmeltInfo {
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switch c.Tier.(type) {
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case ArmourTierIron, ArmourTierChain:
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return newOreSmeltInfo(NewStack(IronNugget{}, 1), 0.1)
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case ArmourTierGold:
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return newOreSmeltInfo(NewStack(GoldNugget{}, 1), 0.1)
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case ArmourTierCopper:
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return newOreSmeltInfo(NewStack(CopperNugget{}, 1), 0.1)
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}
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return SmeltInfo{}
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}
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// RepairableBy ...
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func (c Chestplate) RepairableBy(i Stack) bool {
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return armourTierRepairable(c.Tier)(i)
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}
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// Chestplate ...
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func (c Chestplate) Chestplate() bool {
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return true
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}
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// WithTrim ...
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func (c Chestplate) WithTrim(trim ArmourTrim) world.Item {
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c.Trim = trim
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return c
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}
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// EncodeItem ...
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func (c Chestplate) EncodeItem() (name string, meta int16) {
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return "minecraft:" + c.Tier.Name() + "_chestplate", 0
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}
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// DecodeNBT ...
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func (c Chestplate) DecodeNBT(data map[string]any) any {
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if t, ok := c.Tier.(ArmourTierLeather); ok {
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if v, ok := data["customColor"].(int32); ok {
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t.Colour = rgbaFromInt32(v)
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c.Tier = t
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}
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}
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c.Trim = readTrim(data)
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return c
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}
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// EncodeNBT ...
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func (c Chestplate) EncodeNBT() map[string]any {
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m := map[string]any{}
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if t, ok := c.Tier.(ArmourTierLeather); ok && t.Colour != (color.RGBA{}) {
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m["customColor"] = int32FromRGBA(t.Colour)
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}
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writeTrim(m, c.Trim)
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return m
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}
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