make window property abstractions
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use num_derive::ToPrimitive;
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pub mod player;
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pub mod window_property;
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/// https://wiki.vg/Inventory
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#[derive(Debug, ToPrimitive, Clone)]
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111
pumpkin-inventory/src/window_property.rs
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111
pumpkin-inventory/src/window_property.rs
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@ -0,0 +1,111 @@
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pub trait WindowPropertyTrait: Sized {
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fn to_id(self) -> i16 {
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0
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}
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}
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pub struct WindowProperty<T: WindowPropertyTrait> {
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window_property: T,
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value: i16
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}
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impl<T: WindowPropertyTrait> WindowProperty<T> {
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pub fn new(window_property: T,value: i16) -> Self {
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Self {
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window_property,
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value
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}
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}
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pub fn into_packet(self) -> (i16,i16) {
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(self.window_property.to_id(), self.value)
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}
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}
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pub enum Furnace {
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FireIcon,
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MaximumFuelBurnTime,
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ProgressArrow,
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MaximumProgress
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}
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impl WindowPropertyTrait for Furnace {
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fn to_id(self) -> i16 {
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self as i16
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}
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}
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pub enum EnchantmentTable {
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LevelRequirement{
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slot:u8
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},
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EnchantmentSeed,
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EnchantmentId{
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slot:u8
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},
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EnchantmentLevel{slot:u8},
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}
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impl WindowPropertyTrait for EnchantmentTable {
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fn to_id(self) -> i16 {
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use EnchantmentTable::*;
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(match self {
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LevelRequirement{slot} => slot,
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EnchantmentSeed => 3,
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EnchantmentId{slot} => 4+slot,
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EnchantmentLevel{slot} => 7+slot,
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}) as i16
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}
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}
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pub enum Beacon {
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PowerLevel,
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FirstPotionEffect,
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SecondPotionEffect
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}
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impl WindowPropertyTrait for Beacon {
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fn to_id(self) -> i16 {
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self as i16
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}
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}
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pub enum Anvil {
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RepairCost
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}
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impl WindowPropertyTrait for Anvil {}
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pub enum BrewingStand{
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BrewTime,
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FuelTime
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}
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impl WindowPropertyTrait for BrewingStand {
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fn to_id(self) -> i16 {
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self as i16
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}
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}
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pub enum Stonecutter {
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SelectedRecipe
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}
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impl WindowPropertyTrait for Stonecutter {}
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pub enum Loom {
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SelectedPattern
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}
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impl WindowPropertyTrait for Loom {}
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pub enum Lectern {
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PageNumber
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}
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impl WindowPropertyTrait for Lectern {}
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