Files
MinecraftConsoles/Minecraft.Client/Common/GameRules/GameRule.h
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

62 lines
1.4 KiB
C++

#pragma once
using namespace std;
#include <unordered_map>
class CompoundTag;
class GameRuleDefinition;
class Connection;
// A game rule maintains the state for one particular definition
class GameRule
{
public:
typedef struct _ValueType
{
union{
int64_t i64;
int i;
char c;
bool b;
float f;
double d;
GameRule *gr;
};
bool isPointer;
_ValueType()
{
i64 = 0;
isPointer = false;
}
} ValueType;
private:
GameRuleDefinition *m_definition;
Connection *m_connection;
public:
typedef unordered_map<wstring,ValueType> stringValueMapType;
stringValueMapType m_parameters; // These are the members of this rule that maintain it's state
public:
GameRule(GameRuleDefinition *definition, Connection *connection = nullptr);
virtual ~GameRule();
Connection *getConnection() { return m_connection; }
ValueType getParameter(const wstring &parameterName);
void setParameter(const wstring &parameterName,ValueType value);
GameRuleDefinition *getGameRuleDefinition();
// All the hooks go here
void onUseTile(int tileId, int x, int y, int z);
void onCollectItem(shared_ptr<ItemInstance> item);
// 4J-JEV: For saving.
//CompoundTag *toTags(unordered_map<GameRuleDefinition *, int> *map);
//static GameRule *fromTags(Connection *c, CompoundTag *cTag, vector<GameRuleDefinition *> *grds);
void write(DataOutputStream *dos);
void read(DataInputStream *dos);
};