Make backwards enchantment code more readable

This commit is contained in:
Nassim Jahnke 2024-04-23 23:44:12 +02:00
parent 3aed7cb949
commit ebbe1b6da2
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2 changed files with 11 additions and 86 deletions

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@ -1,74 +0,0 @@
/*
* This file is part of ViaVersion - https://github.com/ViaVersion/ViaVersion
* Copyright (C) 2016-2024 ViaVersion and contributors
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data;
import com.viaversion.viaversion.util.KeyMappings;
import org.checkerframework.checker.nullness.qual.Nullable;
public final class Enchantments1_20_3 {
public static final KeyMappings ENCHANTMENTS = new KeyMappings(
"protection",
"fire_protection",
"feather_falling",
"blast_protection",
"projectile_protection",
"respiration",
"aqua_affinity",
"thorns",
"depth_strider",
"frost_walker",
"binding_curse",
"soul_speed",
"swift_sneak",
"sharpness",
"smite",
"bane_of_arthropods",
"knockback",
"fire_aspect",
"looting",
"sweeping",
"efficiency",
"silk_touch",
"unbreaking",
"fortune",
"power",
"punch",
"flame",
"infinity",
"luck_of_the_sea",
"lure",
"loyalty",
"impaling",
"riptide",
"channeling",
"multishot",
"quick_charge",
"piercing",
"mending",
"vanishing_curse"
);
public static @Nullable String idToKey(final int id) {
return ENCHANTMENTS.idToKey(id);
}
public static int keyToId(final String enchantment) {
return ENCHANTMENTS.keyToId(enchantment);
}
}

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@ -53,7 +53,7 @@ import com.viaversion.viaversion.api.minecraft.item.data.ToolRule;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.Protocol1_20_5To1_20_3;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.Attributes1_20_5;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.BannerPatterns1_20_5;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.Enchantments1_20_3;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.Enchantments1_20_5;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.EquipmentSlots1_20_5;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.Instruments1_20_3;
import com.viaversion.viaversion.protocols.protocol1_20_5to1_20_3.data.MapDecorations1_20_5;
@ -773,21 +773,20 @@ public final class StructuredDataConverter {
private void convertEnchantments(final Enchantments data, final CompoundTag tag, final boolean storedEnchantments) {
final ListTag<CompoundTag> enchantments = new ListTag<>(CompoundTag.class);
final int piercingId = Enchantments1_20_3.keyToId("piercing");
for (final Int2IntMap.Entry entry : data.enchantments().int2IntEntrySet()) {
int id = entry.getIntKey();
if (id > piercingId) {
if (id <= piercingId + 3) {
// Density, breach, wind burst - Already backed up by VB
continue;
}
id -= 3;
}
final String identifier = Enchantments1_20_3.idToKey(id);
final int enchantmentId = entry.getIntKey();
String identifier = Enchantments1_20_5.idToKey(enchantmentId);
if (identifier == null) {
continue;
}
if (identifier.equals("density") || identifier.equals("breach") || identifier.equals("wind_burst")) {
// New ones, backed up by VB
continue;
}
if (identifier.equals("sweeping_edge")) {
identifier = "sweeping";
}
final CompoundTag enchantment = new CompoundTag();
enchantment.putString("id", identifier);