QcEquipment Struct
What a player or an armour stand wears in the four armour slots (QcEquipmentSlot, decisions E-232, E-234): one stack each. More...
| Header: | #include <common/gameplay/QcEquipment.h> |
Public Functions
| QcItemStack & | at(QcEquipmentSlot slot) |
| const QcItemStack & | at(QcEquipmentSlot slot) const |
| bool | isEmpty() const |
| QcEquipment | knownTo(const QcContentRegistry &content) const |
| QList<QcEquipmentSlot> | wear(const QcContentRegistry &content, double damage, const std::function<bool (const QcItemStack &)> &keeps = {}) |
Public Variables
| std::array<QcItemStack, slotCount> | stacks |
Static Public Members
| const std::size_t | slotCount |
Detailed Description
The protocol carries it for the own player in InventoryState and for players and stands others see in EntitySpawn.
Member Function Documentation
QcItemStack &QcEquipment::at(QcEquipmentSlot slot)
Returns the stack in slot to change it.
const QcItemStack &QcEquipment::at(QcEquipmentSlot slot) const
Returns the stack in slot.
bool QcEquipment::isEmpty() const
Returns whether every slot is empty.
QcEquipment QcEquipment::knownTo(const QcContentRegistry &content) const
Returns only the stacks of items content knows; the others empty. The client checks what the server sends before anything is drawn from it.
QList<QcEquipmentSlot> QcEquipment::wear(const QcContentRegistry &content, double damage, const std::function<bool (const QcItemStack &)> &keeps = {})
Wears every worn piece with durability (as content defines it) by a hit of damage (QcArmour::wearOf); broken pieces are removed. Returns their slots. keeps tells for a piece whether it does not wear this time (unbreaking, decision E-864).
Member Variable Documentation
const std::size_t QcEquipment::slotCount
The number of armour slots.
std::array<QcItemStack, slotCount> QcEquipment::stacks
The stack of each slot, in the order of QcEquipmentSlot.