minecraft-data
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Complete the data of windows.json
see https://github.com/PrismarineJS/minecraft-data/issues/37
and https://github.com/PrismarineJS/minecraft-data/pull/41
Once the windows file is more complete, add a line in the extractors table in the readme
Missing data:
- [x] beacon properties
- [x] anvil, horse, and villager slots (done in #62)
- [ ] persistence flag
- [ ] most
openedWithinfo - [ ] accepted item(type)s for each slot (range) (think: crafting result, enchanting with lapis)
- [ ] buttons?
maybe also do:
- [ ] complete the data on wiki.vg
- [ ] write an extractor script to get the data (and changes) from somewhere (e.g. mcwiki, wiki.vg, mc source)
- http://wiki.vg/Protocol#Window_Property
- http://wiki.vg/Inventory
I think we don't really need the buttons of a window.
- enchanting has its own packet
- villagers and beacons use the plugin channel
I decided to remove them in my PR.
Well maybe that means you can't automatically use the button data, but that doesn't mean that it isn't useful.
Its main use would be what packet you can send to simulate a button press. This however should not be modeled by a simple string.
The button-related info is also not very uniform. Something like in protocol.json would be needed, but I'm not sure if I like this option.
If you have a good idea how to properly format that data, I'm ok with putting it in.
Sidenote: we could also look at other servers and see what window related data they use. For example Cuberite: http://api-docs.cuberite.org/cWindow.html and http://api-docs.cuberite.org/cInventory.html
@Fenhl added openedWith info to http://wiki.vg/index.php?title=Inventory
Diff: http://wiki.vg/index.php?title=Inventory&diff=6832&oldid=6828
EDIT: and also removed the ids :P
EDIT 2: and fixed it again.
ah indeed, nice
windows.json added in readme
Since 1.9, the persistent 3*9 slots and the hotbar are no longer at the end. This means that the schema needs to be changed to always include the position of the persistent slots and hotbar.
~~always include the position of the persistent slots and hotbar.~~
We could make that implicit: if it's not given, calculate maximum slot index and put inventory+hotbar after it; if it's given, use those indices.
I will implement it this way for SpockBot and see how it works out.
Edit: done
- [ ] accepted item(type)s for each slot (range) (think: crafting result, enchanting with lapis)
this would be very helpful for https://github.com/PrismarineJS/prismarine-windows/issues/100
what's the state of this?