Implemented all structured components, renamed them all to a better format

This commit is contained in:
Anon 2024-10-05 13:37:52 +02:00
parent 4dea688ca2
commit 0da4a718cb
67 changed files with 971 additions and 108 deletions

View file

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using System;
using System.Collections.Generic;
using MinecraftClient.Inventory.ItemPalettes;
using MinecraftClient.Protocol.Handlers.StructuredComponents.Components.Subcomponents;
using MinecraftClient.Protocol.Handlers.StructuredComponents.Components.Subcomponents._1_20_6;
using MinecraftClient.Protocol.Handlers.StructuredComponents.Core;
namespace MinecraftClient.Protocol.Handlers.StructuredComponents.Components._1_20_6;
public class FoodComponentComponent(DataTypes dataTypes, ItemPalette itemPalette, SubComponentRegistry subComponentRegistry)
: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
{
public int Nutrition { get; set; }
public bool Saturation { get; set; }
public bool CanAlwaysEat { get; set; }
public float SecondsToEat { get; set; }
public int NumberOfEffects { get; set; }
public List<EffectSubComponent> Effects { get; set; } = new();
public override void Parse(Queue<byte> data)
{
Nutrition = dataTypes.ReadNextVarInt(data);
Saturation = dataTypes.ReadNextBool(data);
CanAlwaysEat = dataTypes.ReadNextBool(data);
SecondsToEat = dataTypes.ReadNextFloat(data);
NumberOfEffects = dataTypes.ReadNextVarInt(data);
for(var i = 0; i < NumberOfEffects; i++)
Effects.Add((EffectSubComponent)subComponentRegistry.ParseSubComponent(SubComponents.Effect, data));
}
public override Queue<byte> Serialize()
{
var data = new List<byte>();
data.AddRange(DataTypes.GetVarInt(Nutrition));
data.AddRange(DataTypes.GetBool(Saturation));
data.AddRange(DataTypes.GetBool(CanAlwaysEat));
data.AddRange(DataTypes.GetFloat(SecondsToEat));
data.AddRange(DataTypes.GetFloat(NumberOfEffects));
if (NumberOfEffects > 0)
{
if(Effects.Count != NumberOfEffects)
throw new ArgumentNullException($"Can not serialize FoodComponent1206 due to NumberOfEffcets being different from the count of elements in the Effects list!");
foreach(var effect in Effects)
data.AddRange(effect.Serialize());
}
return new Queue<byte>(data);
}
}