func (inv *Inventory) MarshalNbt(tag *nbt.Compound) (err error) { occupiedSlots := 0 for i := range inv.slots { if inv.slots[i].Count > 0 { occupiedSlots++ } } itemList := &nbt.List{nbt.TagCompound, make([]nbt.ITag, 0, occupiedSlots)} for i := range inv.slots { slot := &inv.slots[i] if slot.Count > 0 { slotTag := nbt.NewCompound() slotTag.Set("Slot", &nbt.Byte{int8(i)}) if err = slot.MarshalNbt(slotTag); err != nil { return } itemList.Value = append(itemList.Value, slotTag) } } tag.Set("Items", itemList) return nil }
func (music *musicTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) { if err = music.tileEntity.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{"Music"}) tag.Set("note", &nbt.Byte{int8(music.note)}) return nil }
func (recordPlayer *recordPlayerTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) { if err = recordPlayer.tileEntity.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{"RecordPlayer"}) tag.Set("Record", &nbt.Int{recordPlayer.record}) return nil }
func (object *Object) MarshalNbt(tag nbt.Compound) (err error) { objTypeName, ok := ObjNameByType[object.ObjTypeId] if !ok { return errors.New("unknown object type") } if err = object.PointObject.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{objTypeName}) // TODO unknown fields return }
func (item *Item) MarshalNbt(tag *nbt.Compound) (err os.Error) { if err = item.PointObject.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{"Item"}) tag.Set("Item", &nbt.Compound{map[string]nbt.ITag{ "id": &nbt.Short{int16(item.ItemTypeId)}, "Count": &nbt.Byte{int8(item.Count)}, "Damage": &nbt.Short{int16(item.Data)}, }}) return nil }
func (w *PlayerInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) { slots := make([]nbt.ITag, 0, 0) // Add the holding inventory for i := 0; i < int(w.holding.NumSlots()); i++ { slot := w.holding.Slot(SlotId(i)) if !slot.IsEmpty() { slotTag := nbt.NewCompound() slotTag.Set("Slot", &nbt.Byte{int8(i)}) if err = slot.MarshalNbt(slotTag); err != nil { return } slots = append(slots, slotTag) } } // Add the main inventory for i := 0; i < int(w.main.NumSlots()); i++ { slot := w.main.Slot(SlotId(i)) if !slot.IsEmpty() { slotTag := nbt.NewCompound() slotTag.Set("Slot", &nbt.Byte{int8(i + playerInvHoldingNum)}) if err = slot.MarshalNbt(slotTag); err != nil { return } slots = append(slots, slotTag) } } // Add the armor inventory for i := 0; i < int(w.armor.NumSlots()); i++ { slot := w.armor.Slot(SlotId(i)) if !slot.IsEmpty() { slotTag := nbt.NewCompound() slotTag.Set("Slot", &nbt.Byte{int8(i + 100)}) if err = slot.MarshalNbt(slotTag); err != nil { return } slots = append(slots, slotTag) } } tag.Set("Inventory", &nbt.List{nbt.TagCompound, slots}) return nil }
func (mobSpawner *mobSpawnerTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) { if err = mobSpawner.tileEntity.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{"MobSpawner"}) tag.Set("EntityId", &nbt.String{mobSpawner.entityMobType}) tag.Set("Delay", &nbt.Short{int16(mobSpawner.delay)}) return nil }
func (sign *signTileEntity) MarshalNbt(tag *nbt.Compound) (err error) { if err = sign.tileEntity.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{"Sign"}) tag.Set("Text1", &nbt.String{sign.text[0]}) tag.Set("Text2", &nbt.String{sign.text[1]}) tag.Set("Text3", &nbt.String{sign.text[2]}) tag.Set("Text4", &nbt.String{sign.text[3]}) return nil }
func (inv *DispenserInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) { tag.Set("id", &nbt.String{"Trap"}) return inv.Inventory.MarshalNbt(tag) }
func (inv *FurnaceInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) { tag.Set("id", &nbt.String{"Furnace"}) tag.Set("BurnTime", &nbt.Short{int16(inv.burnTime)}) tag.Set("CookTime", &nbt.Short{int16(inv.cookTime)}) return inv.Inventory.MarshalNbt(tag) }
func (s *Slot) MarshalNbt(tag nbt.Compound) (err error) { tag.Set("id", &nbt.Short{int16(s.ItemTypeId)}) tag.Set("Count", &nbt.Byte{int8(s.Count)}) tag.Set("Damage", &nbt.Short{int16(s.Data)}) return nil }
func (mob *Mob) MarshalNbt(tag nbt.Compound) (err error) { mobTypeName, ok := MobNameByType[mob.mobType] if !ok { return errors.New("unknown mob type") } if err = mob.PointObject.MarshalNbt(tag); err != nil { return } tag.Set("id", &nbt.String{mobTypeName}) tag.Set("Rotation", &nbt.List{nbt.TagFloat, []nbt.ITag{ &nbt.Float{float32(mob.look.Yaw)}, &nbt.Float{float32(mob.look.Pitch)}, }}) // TODO tag.Set("Air", &nbt.Short{0}) tag.Set("AttackTime", &nbt.Short{0}) tag.Set("DeathTime", &nbt.Short{0}) tag.Set("FallDistance", &nbt.Float{0}) tag.Set("Fire", &nbt.Short{0}) tag.Set("Health", &nbt.Short{0}) tag.Set("HurtTime", &nbt.Short{0}) return nil }
// MarshalNbt packs the player data into a nbt.Compound so it can be written to // persistant storage. func (player *Player) MarshalNbt(tag *nbt.Compound) (err error) { if err = player.inventory.MarshalNbt(tag); err != nil { return } tag.Set("OnGround", &nbt.Byte{player.onGround}) tag.Set("Dimension", &nbt.Int{player.dimension}) tag.Set("Sleeping", &nbt.Byte{player.sleeping}) tag.Set("FallDistance", &nbt.Float{player.fallDistance}) tag.Set("SleepTimer", &nbt.Short{player.sleepTimer}) tag.Set("AttackTime", &nbt.Short{player.attackTime}) tag.Set("DeathTime", &nbt.Short{player.deathTime}) tag.Set("Motion", &nbt.List{nbt.TagDouble, []nbt.ITag{ &nbt.Double{float64(player.motion.X)}, &nbt.Double{float64(player.motion.Y)}, &nbt.Double{float64(player.motion.Z)}, }}) tag.Set("HurtTime", &nbt.Short{player.hurtTime}) tag.Set("Air", &nbt.Short{player.air}) tag.Set("Rotation", &nbt.List{nbt.TagFloat, []nbt.ITag{ &nbt.Float{float32(player.look.Yaw)}, &nbt.Float{float32(player.look.Pitch)}, }}) tag.Set("Pos", &nbt.List{nbt.TagDouble, []nbt.ITag{ &nbt.Double{float64(player.position.X)}, &nbt.Double{float64(player.position.Y)}, &nbt.Double{float64(player.position.Z)}, }}) tag.Set("Fire", &nbt.Short{player.fire}) tag.Set("Health", &nbt.Short{int16(player.health)}) return nil }
func (inv *ChestInventory) MarshalNbt(tag *nbt.Compound) (err error) { tag.Set("id", &nbt.String{"Furnace"}) return inv.Inventory.MarshalNbt(tag) }
func (inv *CraftingInventory) MarshalNbt(tag nbt.Compound) (err error) { tag.Set("id", &nbt.String{"Workbench"}) return inv.Inventory.MarshalNbt(tag) }