mirror of
https://github.com/pmmp/PocketMine-MP.git
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209 lines
5.7 KiB
PHP
209 lines
5.7 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\item\enchantment;
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/**
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* Manages enchantment type data.
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*/
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class Enchantment{
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public const PROTECTION = 0;
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public const FIRE_PROTECTION = 1;
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public const FEATHER_FALLING = 2;
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public const BLAST_PROTECTION = 3;
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public const PROJECTILE_PROTECTION = 4;
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public const THORNS = 5;
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public const RESPIRATION = 6;
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public const DEPTH_STRIDER = 7;
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public const AQUA_AFFINITY = 8;
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public const SHARPNESS = 9;
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public const SMITE = 10;
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public const BANE_OF_ARTHROPODS = 11;
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public const KNOCKBACK = 12;
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public const FIRE_ASPECT = 13;
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public const LOOTING = 14;
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public const EFFICIENCY = 15;
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public const SILK_TOUCH = 16;
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public const UNBREAKING = 17;
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public const FORTUNE = 18;
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public const POWER = 19;
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public const PUNCH = 20;
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public const FLAME = 21;
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public const INFINITY = 22;
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public const LUCK_OF_THE_SEA = 23;
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public const LURE = 24;
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public const FROST_WALKER = 25;
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public const MENDING = 26;
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public const RARITY_COMMON = 10;
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public const RARITY_UNCOMMON = 5;
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public const RARITY_RARE = 2;
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public const RARITY_MYTHIC = 1;
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public const SLOT_NONE = 0x0;
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public const SLOT_ALL = 0x7fff;
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public const SLOT_ARMOR = self::SLOT_HEAD | self::SLOT_TORSO | self::SLOT_LEGS | self::SLOT_FEET;
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public const SLOT_HEAD = 0x1;
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public const SLOT_TORSO = 0x2;
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public const SLOT_LEGS = 0x4;
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public const SLOT_FEET = 0x8;
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public const SLOT_SWORD = 0x10;
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public const SLOT_BOW = 0x20;
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public const SLOT_TOOL = self::SLOT_HOE | self::SLOT_SHEARS | self::SLOT_FLINT_AND_STEEL;
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public const SLOT_HOE = 0x40;
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public const SLOT_SHEARS = 0x80;
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public const SLOT_FLINT_AND_STEEL = 0x100;
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public const SLOT_DIG = self::SLOT_AXE | self::SLOT_PICKAXE | self::SLOT_SHOVEL;
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public const SLOT_AXE = 0x200;
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public const SLOT_PICKAXE = 0x400;
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public const SLOT_SHOVEL = 0x800;
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public const SLOT_FISHING_ROD = 0x1000;
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public const SLOT_CARROT_STICK = 0x2000;
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public const SLOT_ELYTRA = 0x4000;
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/** @var Enchantment[] */
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protected static $enchantments;
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public static function init(){
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self::$enchantments = new \SplFixedArray(256);
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self::registerEnchantment(new Enchantment(self::PROTECTION, "%enchantment.protect.all", self::RARITY_COMMON, self::SLOT_ARMOR, 4));
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self::registerEnchantment(new Enchantment(self::FIRE_PROTECTION, "%enchantment.protect.fire", self::RARITY_UNCOMMON, self::SLOT_ARMOR, 4));
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self::registerEnchantment(new Enchantment(self::FEATHER_FALLING, "%enchantment.protect.fall", self::RARITY_UNCOMMON, self::SLOT_FEET, 4));
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self::registerEnchantment(new Enchantment(self::RESPIRATION, "%enchantment.oxygen", self::RARITY_RARE, self::SLOT_HEAD, 3));
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self::registerEnchantment(new Enchantment(self::EFFICIENCY, "%enchantment.digging", self::RARITY_COMMON, self::SLOT_DIG | self::SLOT_SHEARS, 5));
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}
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/**
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* Registers an enchantment type.
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*
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* @param Enchantment $enchantment
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*/
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public static function registerEnchantment(Enchantment $enchantment) : void{
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self::$enchantments[$enchantment->getId()] = clone $enchantment;
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}
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/**
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* @param int $id
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*
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* @return Enchantment|null
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*/
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public static function getEnchantment(int $id){
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return self::$enchantments[$id] ?? null;
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}
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/**
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* @param string $name
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*
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* @return Enchantment|null
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*/
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public static function getEnchantmentByName(string $name){
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$const = Enchantment::class . "::" . strtoupper($name);
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if(defined($const)){
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return self::getEnchantment(constant($const));
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}
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return null;
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}
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/** @var int */
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private $id;
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/** @var string */
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private $name;
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/** @var int */
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private $rarity;
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/** @var int */
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private $slot;
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/** @var int */
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private $maxLevel;
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/**
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* @param int $id
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* @param string $name
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* @param int $rarity
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* @param int $slot
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* @param int $maxLevel
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*/
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public function __construct(int $id, string $name, int $rarity, int $slot, int $maxLevel){
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$this->id = $id;
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$this->name = $name;
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$this->rarity = $rarity;
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$this->slot = $slot;
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$this->maxLevel = $maxLevel;
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}
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/**
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* Returns the ID of this enchantment as per Minecraft PE
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* @return int
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*/
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public function getId() : int{
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return $this->id;
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}
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/**
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* Returns a translation key for this enchantment's name.
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* @return string
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*/
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public function getName() : string{
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return $this->name;
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}
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/**
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* Returns an int constant indicating how rare this enchantment type is.
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* @return int
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*/
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public function getRarity() : int{
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return $this->rarity;
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}
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/**
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* Returns an int with bitflags set to indicate what item types this enchantment can apply to.
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* @return int
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*/
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public function getSlot() : int{
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return $this->slot;
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}
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/**
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* Returns whether this enchantment can apply to the specified item type.
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* @param int $slot
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*
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* @return bool
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*/
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public function hasSlot(int $slot) : bool{
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return ($this->slot & $slot) > 0;
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}
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/**
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* Returns the maximum level of this enchantment that can be found on an enchantment table.
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* @return int
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*/
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public function getMaxLevel() : int{
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return $this->maxLevel;
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}
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//TODO: methods for min/max XP cost bounds based on enchantment level (not needed yet - enchanting is client-side)
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}
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