Files
MinecraftConsoles/Minecraft.Client/Common/GameRules/GameRuleDefinition.h
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

66 lines
2.2 KiB
C++

#pragma once
using namespace std;
#include <unordered_map>
#include <string>
#include "..\..\..\Minecraft.World\ItemInstance.h"
#include "ConsoleGameRulesConstants.h"
#include "GameRulesInstance.h"
class GameRule;
class LevelRuleset;
class Player;
class WstringLookup;
class GameRuleDefinition
{
private:
// Owner type defines who this rule applies to
GameRulesInstance::EGameRulesInstanceType m_ownerType;
protected:
// These attributes should map to those in the XSD GameRuleType
wstring m_descriptionId;
wstring m_promptId;
int m_4JDataValue;
public:
GameRuleDefinition();
virtual ConsoleGameRules::EGameRuleType getActionType() = 0;
void setOwnerType(GameRulesInstance::EGameRulesInstanceType ownerType) { m_ownerType = ownerType;}
virtual void write(DataOutputStream *);
virtual void writeAttributes(DataOutputStream *dos, UINT numAttributes);
virtual void getChildren(vector<GameRuleDefinition *> *);
virtual GameRuleDefinition *addChild(ConsoleGameRules::EGameRuleType ruleType);
virtual void addAttribute(const wstring &attributeName, const wstring &attributeValue);
virtual void populateGameRule(GameRulesInstance::EGameRulesInstanceType type, GameRule *rule);
bool getComplete(GameRule *rule);
void setComplete(GameRule *rule, bool val);
virtual int getGoal() { return 0; }
virtual int getProgress(GameRule *rule) { return 0; }
virtual int getIcon() { return -1; }
virtual int getAuxValue() { return 0; }
// Here we should have functions for all the hooks, with a GameRule* as the first parameter
virtual bool onUseTile(GameRule *rule, int tileId, int x, int y, int z) { return false; }
virtual bool onCollectItem(GameRule *rule, shared_ptr<ItemInstance> item) { return false; }
virtual void postProcessPlayer(shared_ptr<Player> player) { }
vector<GameRuleDefinition *> *enumerate();
unordered_map<GameRuleDefinition *, int> *enumerateMap();
// Static functions
static GameRulesInstance *generateNewGameRulesInstance(GameRulesInstance::EGameRulesInstanceType type, LevelRuleset *rules, Connection *connection);
static wstring generateDescriptionString(ConsoleGameRules::EGameRuleType defType, const wstring &description, void *data = NULL, int dataLength = 0);
};