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mc/server/internal/iteminternal/components.go
T
TarnaWijaya 26ed99fda6
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up3
2026-07-09 08:33:57 +08:00

83 lines
2.5 KiB
Go

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()
}