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#pragma once
class AttributeModifier;
// 4J: This ID is serialised into save data so new attributes must always be added after existing ones
enum eATTRIBUTE_ID
{
// 1.6.4
eAttributeId_GENERIC_MAXHEALTH,
eAttributeId_GENERIC_FOLLOWRANGE,
eAttributeId_GENERIC_KNOCKBACKRESISTANCE,
eAttributeId_GENERIC_MOVEMENTSPEED,
eAttributeId_GENERIC_ATTACKDAMAGE,
eAttributeId_HORSE_JUMPSTRENGTH,
eAttributeId_ZOMBIE_SPAWNREINFORCEMENTS,
// 1.8+
// New attributes go here
eAttributeId_COUNT
};
class Attribute
{
public:
static const int MAX_NAME_LENGTH = 64;
/**
* 4J: Changed this from a string name to an ID
* Gets the ID of this attribute, for serialization.
*
* @return Name of this attribute.
*/
virtual eATTRIBUTE_ID getId() = 0;
/**
* Sanitizes an attribute value, making sure it's not out of range and is an acceptable amount.
*
*
* @param value Value to sanitize.
* @return Sanitized value, safe for use.
*/
virtual double sanitizeValue(double value) = 0;
/**
* Get the default value of this attribute, to be used upon creation.
*
* @return Default value.
*/
virtual double getDefaultValue() = 0;
/**
* Checks if this attribute should be synced to the client.
*
* Attributes should be serverside only unless the client needs to know about it.
*
* @return True if the client should know about this attribute.
*/
virtual bool isClientSyncable() = 0;
// 4J: Added to retrieve string ID for attribute
static int getName(eATTRIBUTE_ID id);
protected:
static const int AttributeNames [];
};
#ifdef __ORBIS__
typedef unordered_map<eATTRIBUTE_ID, AttributeModifier *, std::hash<int>> attrAttrModMap;
#else
typedef unordered_map<eATTRIBUTE_ID, AttributeModifier *> attrAttrModMap;
#endif
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