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https://github.com/MCCTeam/Minecraft-Console-Client
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Implemented all structured components, renamed them all to a better format
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4dea688ca2
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67 changed files with 971 additions and 108 deletions
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using System;
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using System.Collections.Generic;
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using MinecraftClient.Inventory.ItemPalettes;
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using MinecraftClient.Protocol.Handlers.StructuredComponents.Components.Subcomponents;
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using MinecraftClient.Protocol.Handlers.StructuredComponents.Components.Subcomponents._1_20_6;
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using MinecraftClient.Protocol.Handlers.StructuredComponents.Core;
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namespace MinecraftClient.Protocol.Handlers.StructuredComponents.Components._1_20_6;
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public class FoodComponentComponent(DataTypes dataTypes, ItemPalette itemPalette, SubComponentRegistry subComponentRegistry)
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: StructuredComponent(dataTypes, itemPalette, subComponentRegistry)
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{
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public int Nutrition { get; set; }
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public bool Saturation { get; set; }
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public bool CanAlwaysEat { get; set; }
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public float SecondsToEat { get; set; }
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public int NumberOfEffects { get; set; }
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public List<EffectSubComponent> Effects { get; set; } = new();
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public override void Parse(Queue<byte> data)
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{
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Nutrition = dataTypes.ReadNextVarInt(data);
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Saturation = dataTypes.ReadNextBool(data);
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CanAlwaysEat = dataTypes.ReadNextBool(data);
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SecondsToEat = dataTypes.ReadNextFloat(data);
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NumberOfEffects = dataTypes.ReadNextVarInt(data);
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for(var i = 0; i < NumberOfEffects; i++)
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Effects.Add((EffectSubComponent)subComponentRegistry.ParseSubComponent(SubComponents.Effect, data));
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}
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public override Queue<byte> Serialize()
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{
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var data = new List<byte>();
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data.AddRange(DataTypes.GetVarInt(Nutrition));
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data.AddRange(DataTypes.GetBool(Saturation));
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data.AddRange(DataTypes.GetBool(CanAlwaysEat));
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data.AddRange(DataTypes.GetFloat(SecondsToEat));
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data.AddRange(DataTypes.GetFloat(NumberOfEffects));
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if (NumberOfEffects > 0)
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{
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if(Effects.Count != NumberOfEffects)
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throw new ArgumentNullException($"Can not serialize FoodComponent1206 due to NumberOfEffcets being different from the count of elements in the Effects list!");
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foreach(var effect in Effects)
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data.AddRange(effect.Serialize());
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}
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return new Queue<byte>(data);
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}
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}
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