the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#include "stdafx.h"
2#include "..\..\WstringLookup.h"
3#include "..\..\..\Minecraft.World\StringHelpers.h"
4#include "CollectItemRuleDefinition.h"
5#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"
6#include "..\..\..\Minecraft.World\Connection.h"
7#include "..\..\..\Minecraft.World\net.minecraft.network.packet.h"
8
9CollectItemRuleDefinition::CollectItemRuleDefinition()
10{
11 m_itemId = 0;
12 m_auxValue = 0;
13 m_quantity = 0;
14}
15
16CollectItemRuleDefinition::~CollectItemRuleDefinition()
17{
18}
19
20void CollectItemRuleDefinition::writeAttributes(DataOutputStream *dos, UINT numAttributes)
21{
22 GameRuleDefinition::writeAttributes(dos, numAttributes + 3);
23
24 ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_itemId);
25 dos->writeUTF( _toString( m_itemId ) );
26
27 ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_auxValue);
28 dos->writeUTF( _toString( m_auxValue ) );
29
30 ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_quantity);
31 dos->writeUTF( _toString( m_quantity ) );
32}
33
34void CollectItemRuleDefinition::addAttribute(const wstring &attributeName, const wstring &attributeValue)
35{
36 if(attributeName.compare(L"itemId") == 0)
37 {
38 m_itemId = _fromString<int>(attributeValue);
39 app.DebugPrintf("CollectItemRule: Adding parameter itemId=%d\n",m_itemId);
40 }
41 else if(attributeName.compare(L"auxValue") == 0)
42 {
43 m_auxValue = _fromString<int>(attributeValue);
44 app.DebugPrintf("CollectItemRule: Adding parameter m_auxValue=%d\n",m_auxValue);
45 }
46 else if(attributeName.compare(L"quantity") == 0)
47 {
48 m_quantity = _fromString<int>(attributeValue);
49 app.DebugPrintf("CollectItemRule: Adding parameter m_quantity=%d\n",m_quantity);
50 }
51 else
52 {
53 GameRuleDefinition::addAttribute(attributeName, attributeValue);
54 }
55}
56
57int CollectItemRuleDefinition::getGoal()
58{
59 return m_quantity;
60}
61
62int CollectItemRuleDefinition::getProgress(GameRule *rule)
63{
64 GameRule::ValueType value = rule->getParameter(L"iQuantity");
65 return value.i;
66}
67
68void CollectItemRuleDefinition::populateGameRule(GameRulesInstance::EGameRulesInstanceType type, GameRule *rule)
69{
70 GameRule::ValueType value;
71 value.i = 0;
72 rule->setParameter(L"iQuantity",value);
73
74 GameRuleDefinition::populateGameRule(type, rule);
75}
76
77bool CollectItemRuleDefinition::onCollectItem(GameRule *rule, shared_ptr<ItemInstance> item)
78{
79 bool statusChanged = false;
80 if(item != NULL && item->id == m_itemId && item->getAuxValue() == m_auxValue && item->get4JData() == m_4JDataValue)
81 {
82 if(!getComplete(rule))
83 {
84 GameRule::ValueType value = rule->getParameter(L"iQuantity");
85 int quantityCollected = (value.i += item->count);
86 rule->setParameter(L"iQuantity",value);
87
88 statusChanged = true;
89
90 if(quantityCollected >= m_quantity)
91 {
92 setComplete(rule, true);
93 app.DebugPrintf("Completed CollectItemRule with info - itemId:%d, auxValue:%d, quantity:%d, dataTag:%d\n", m_itemId,m_auxValue,m_quantity,m_4JDataValue);
94
95 if(rule->getConnection() != NULL)
96 {
97 rule->getConnection()->send( shared_ptr<UpdateGameRuleProgressPacket>( new UpdateGameRuleProgressPacket(getActionType(), this->m_descriptionId, m_itemId, m_auxValue, this->m_4JDataValue,NULL,0)));
98 }
99 }
100 }
101 }
102 return statusChanged;
103}
104
105wstring CollectItemRuleDefinition::generateXml(shared_ptr<ItemInstance> item)
106{
107 // 4J Stu - This should be kept in sync with the GameRulesDefinition.xsd
108 wstring xml = L"";
109 if(item != NULL)
110 {
111 xml = L"<CollectItemRule itemId=\"" + _toString<int>(item->id) + L"\" quantity=\"SET\" descriptionName=\"OPTIONAL\" promptName=\"OPTIONAL\"";
112 if(item->getAuxValue() != 0) xml += L" auxValue=\"" + _toString<int>(item->getAuxValue()) + L"\"";
113 if(item->get4JData() != 0) xml += L" dataTag=\"" + _toString<int>(item->get4JData()) + L"\"";
114 xml += L"/>\n";
115 }
116 return xml;
117}