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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159//package net.minecraft.world.item.crafting;
//import net.minecraft.world.item.*;//import net.minecraft.world.level.tile.Tile;#include "stdafx.h"#include "net.minecraft.world.item.h"#include "Tile.h"#include "Recipy.h"#include "Recipes.h"#include "ArmorRecipes.h"
// 4J-PB - adding "" on the end of these so we can detect itwstring ArmorRecipes::shapes[][4] = { {L"XXX", // L"X X",L""},//
{L"X X", // L"XXX",// L"XXX",L""},//
{L"XXX", // L"X X",// L"X X",L""},//
{L"X X",// L"X X",L""},//};
/*ArmorRecipes::map[5] = { {Item::leather, Tile::fire, Item::ironIngot, Item::diamond, Item::goldIngot}, {Item::helmet_cloth, Item::helmet_chain, Item::helmet_iron, Item::helmet_diamond, Item::helmet_gold}, {Item::chestplate_cloth, Item::chestplate_chain, Item::chestplate_iron, Item::chestplate_diamond, Item::chestplate_gold}, {Item::leggings_cloth, Item::leggings_chain, Item::leggings_iron, Item::leggings_diamond, Item::leggings_gold}, {Item::boots_cloth, Item::boots_chain, Item::boots_iron, Item::boots_diamond, Item::boots_gold}, };*/
void ArmorRecipes::_init(){ map = new vector <Object *> [MAX_ARMOUR_RECIPES];
// 4J-PB - removing the chain armour, since we show all possible recipes in the xbox game, and it's not one you can make ADD_OBJECT(map[0],Item::leather);// ADD_OBJECT(map[0],Tile::fire); ADD_OBJECT(map[0],Item::ironIngot); ADD_OBJECT(map[0],Item::diamond); ADD_OBJECT(map[0],Item::goldIngot);
ADD_OBJECT(map[1],Item::helmet_leather);// ADD_OBJECT(map[1],Item::helmet_chain); ADD_OBJECT(map[1],Item::helmet_iron); ADD_OBJECT(map[1],Item::helmet_diamond); ADD_OBJECT(map[1],Item::helmet_gold);
ADD_OBJECT(map[2],Item::chestplate_leather);// ADD_OBJECT(map[2],Item::chestplate_chain); ADD_OBJECT(map[2],Item::chestplate_iron); ADD_OBJECT(map[2],Item::chestplate_diamond); ADD_OBJECT(map[2],Item::chestplate_gold);
ADD_OBJECT(map[3],Item::leggings_leather);// ADD_OBJECT(map[3],Item::leggings_chain); ADD_OBJECT(map[3],Item::leggings_iron); ADD_OBJECT(map[3],Item::leggings_diamond); ADD_OBJECT(map[3],Item::leggings_gold);
ADD_OBJECT(map[4],Item::boots_leather);// ADD_OBJECT(map[4],Item::boots_chain); ADD_OBJECT(map[4],Item::boots_iron); ADD_OBJECT(map[4],Item::boots_diamond); ADD_OBJECT(map[4],Item::boots_gold);}
// 4J-PB added for quick equip in the inventoryArmorRecipes::_eArmorType ArmorRecipes::GetArmorType(int iId) { switch(iId) { case Item::helmet_leather_Id: case Item::helmet_chain_Id: case Item::helmet_iron_Id: case Item::helmet_diamond_Id: case Item::helmet_gold_Id: return eArmorType_Helmet; break;
case Item::chestplate_leather_Id: case Item::chestplate_chain_Id: case Item::chestplate_iron_Id: case Item::chestplate_diamond_Id: case Item::chestplate_gold_Id: return eArmorType_Chestplate; break;
case Item::leggings_leather_Id: case Item::leggings_chain_Id: case Item::leggings_iron_Id: case Item::leggings_diamond_Id: case Item::leggings_gold_Id: return eArmorType_Leggings; break;
case Item::boots_leather_Id: case Item::boots_chain_Id: case Item::boots_iron_Id: case Item::boots_diamond_Id: case Item::boots_gold_Id: return eArmorType_Boots; break; }
return eArmorType_None;}
void ArmorRecipes::addRecipes(Recipes *r) { wchar_t wchTypes[5]; wchTypes[4]=0;
for (unsigned int m = 0; m < map[0].size(); m++) { Object *pObjMaterial = map[0].at(m);
for (int t=0; t<MAX_ARMOUR_RECIPES-1; t++) { Item *target = map[t+1].at(m)->item;
wchTypes[0]=L'w'; wchTypes[1]=L'c'; wchTypes[3]=L'g'; if(pObjMaterial->GetType()==eType_TILE) { wchTypes[2]=L't'; r->addShapedRecipy(new ItemInstance(target), wchTypes, shapes[t],
L'X', pObjMaterial->tile, L'A'); } else { // must be Item wchTypes[2]=L'i'; r->addShapedRecipy(new ItemInstance(target), wchTypes, shapes[t],
L'X', pObjMaterial->item, L'A'); } } }}