// Enchantments.h
// Declares the cEnchantments class representing a storage for item enchantments and stored-enchantments
#pragma once
#include "WorldStorage/EnchantmentSerializer.h"
// fwd: WorldStorage/FastNBT.h
class cFastNBTWriter;
class cParsedNBT;
/** Class that stores item enchantments or stored-enchantments
The enchantments may be serialized to a stringspec and read back from such stringspec.
The format for the stringspec is "id=lvl;id=lvl;id=lvl...", with an optional semicolon at the end,
mapping each enchantment's id onto its level. ID may be either a number or the enchantment name.
Level value of 0 means no such enchantment, and it will not be stored in the m_Enchantments.
Serialization will never put zero-level enchantments into the stringspec and will always use numeric IDs.
*/
typedef std::vector<cEnchantments> cEnchantmentsArray;
// tolua_begin
class cEnchantments
{
public:
/// Individual enchantment IDs, corresponding to their NBT IDs ( http://www.minecraftwiki.net/wiki/Data_Values#Enchantment_IDs )
enum
{
enchProtection = 0,
enchFireProtection = 1,
enchFeatherFalling = 2,
enchBlastProtection = 3,
enchProjectileProtection = 4,
enchRespiration = 5,
enchAquaAffinity = 6,
enchThorns = 7,
enchSharpness = 16,
enchSmite = 17,
enchBaneOfArthropods = 18,
enchKnockback = 19,
enchFireAspect = 20,
enchLooting = 21,
enchEfficiency = 32,
enchSilkTouch = 33,
enchUnbreaking = 34,
enchFortune = 35,
enchPower = 48,
enchPunch = 49,
enchFlame = 50,
enchInfinity = 51,
enchLuckOfTheSea = 61,
enchLure = 62,
} ;
/// Creates an empty enchantments container
cEnchantments(void);
/// Creates an enchantments container filled with enchantments parsed from stringspec
cEnchantments(const AString & a_StringSpec);
/// Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it
void AddFromString(const AString & a_StringSpec);
/// Serializes all the enchantments into a string
AString ToString(void) const;
/// Returns the level for the specified enchantment; 0 if not stored
int GetLevel(int a_EnchantmentID) const;
/// Sets the level for the specified enchantment, adding it if not stored before or removing it if level <= 0
void SetLevel(int a_EnchantmentID, int a_Level);
/// Removes all enchantments
void Clear(void);
/// Returns true if there are no enchantments
bool IsEmpty(void) const;
/// Converts enchantment name to the numeric representation; returns -1 if enchantment name not found; case insensitive
static int StringToEnchantmentID(const AString & a_EnchantmentName);
/// Returns true if a_Other contains exactly the same enchantments and levels
bool operator ==(const cEnchantments & a_Other) const;
// tolua_end
/// Returns true if a_Other doesn't contain exactly the same enchantments and levels
bool operator !=(const cEnchantments & a_Other) const;
/// Writes the enchantments into the specified NBT writer; begins with the LIST tag of the specified name ("ench" or "StoredEnchantments")
friend void EnchantmentSerializer::WriteToNBTCompound(cEnchantments const& a_Enchantments, cFastNBTWriter & a_Writer, const AString & a_ListTagName);
/// Reads the enchantments from the specified NBT list tag (ench or StoredEnchantments)
friend void EnchantmentSerializer::ParseFromNBT(cEnchantments& a_Enchantments, const cParsedNBT & a_NBT, int a_EnchListTagIdx);
protected:
/// Maps enchantment ID -> enchantment level
typedef std::map<int, int> cMap;
/// Currently stored enchantments
cMap m_Enchantments;
} ; // tolua_export