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