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#pragma once
#include "StarJson.hpp"
#include "StarBiMap.hpp"
#include "StarStrongTypedef.hpp"
namespace Star {
enum class EquipmentSlot : uint8_t {
Head = 0,
Chest = 1,
Legs = 2,
Back = 3,
HeadCosmetic = 4,
ChestCosmetic = 5,
LegsCosmetic = 6,
BackCosmetic = 7
};
extern EnumMap<EquipmentSlot> const EquipmentSlotNames;
typedef pair<String, uint8_t> BagSlot;
strong_typedef(Empty, SwapSlot);
strong_typedef(Empty, TrashSlot);
// Any manageable location in the player inventory can be pointed to by an
// InventorySlot
typedef Variant<EquipmentSlot, BagSlot, SwapSlot, TrashSlot> InventorySlot;
InventorySlot jsonToInventorySlot(Json const& json);
Json jsonFromInventorySlot(InventorySlot const& slot);
std::ostream& operator<<(std::ostream& ostream, InventorySlot const& slot);
// Special items in the player inventory that are not generally manageable
enum class EssentialItem : uint8_t {
BeamAxe = 0,
WireTool = 1,
PaintTool = 2,
InspectionTool = 3
};
extern EnumMap<EssentialItem> const EssentialItemNames;
// A player's action bar is a collection of custom item shortcuts, and special
// hard coded shortcuts to the essential items. There is one location selected
// at a time, which is either an entry on the custom bar, or one of the
// essential items, or nothing.
typedef uint8_t CustomBarIndex;
typedef MVariant<CustomBarIndex, EssentialItem> SelectedActionBarLocation;
SelectedActionBarLocation jsonToSelectedActionBarLocation(Json const& json);
Json jsonFromSelectedActionBarLocation(SelectedActionBarLocation const& location);
static uint8_t const EquipmentSize = 8;
static uint8_t const EssentialItemCount = 4;
}
template <> struct fmt::formatter<Star::InventorySlot> : ostream_formatter {};
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