using System.Runtime.InteropServices;
namespace WeaveLoader.API.Item;
///
/// Base class for managed custom items.
/// Mods can inherit and override callbacks for item behavior.
///
public abstract class Item
{
/// The namespaced ID used during registration.
public Identifier? Id { get; internal set; }
/// The numeric runtime ID allocated by the game.
public int NumericId { get; internal set; } = -1;
///
/// Called when this item is used to mine a block.
/// Return to run vanilla logic (equivalent to calling super),
/// or to skip vanilla handling.
///
public virtual MineBlockResult OnMineBlock(MineBlockContext context) => MineBlockResult.ContinueVanilla;
}
///
/// Result of managed mine-block callback.
///
public enum MineBlockResult
{
ContinueVanilla = 0,
CancelVanilla = 1
}
///
/// Tool tier used by native tool constructors.
///
public enum ToolTier
{
Wood = 0,
Stone = 1,
Iron = 2,
Diamond = 3,
Gold = 4
}
///
/// Managed pickaxe base class.
/// Override callbacks to customize behavior.
///
public class PickaxeItem : Item
{
public ToolTier Tier { get; init; } = ToolTier.Diamond;
}
///
/// Runtime context for item mine-block callback.
///
public readonly struct MineBlockContext
{
public int ItemId { get; }
public int TileId { get; }
public int X { get; }
public int Y { get; }
public int Z { get; }
internal MineBlockContext(int itemId, int tileId, int x, int y, int z)
{
ItemId = itemId;
TileId = tileId;
X = x;
Y = y;
Z = z;
}
}
[StructLayout(LayoutKind.Sequential)]
internal struct MineBlockNativeArgs
{
public int ItemId;
public int TileId;
public int X;
public int Y;
public int Z;
}
internal static class ManagedItemDispatcher
{
private static readonly object s_lock = new();
private static readonly Dictionary s_items = new();
internal static void RegisterItem(Identifier id, int numericId, Item item)
{
item.Id = id;
item.NumericId = numericId;
lock (s_lock)
{
s_items[numericId] = item;
}
}
internal static int HandleMineBlock(IntPtr args, int sizeBytes)
{
if (args == IntPtr.Zero || sizeBytes < Marshal.SizeOf())
return 0;
MineBlockNativeArgs nativeArgs = Marshal.PtrToStructure(args);
Item? item;
lock (s_lock)
{
s_items.TryGetValue(nativeArgs.ItemId, out item);
}
if (item == null)
return 0;
var result = item.OnMineBlock(new MineBlockContext(
nativeArgs.ItemId,
nativeArgs.TileId,
nativeArgs.X,
nativeArgs.Y,
nativeArgs.Z));
// 0 = no managed item, 1 = continue vanilla, 2 = cancel vanilla.
return result == MineBlockResult.CancelVanilla ? 2 : 1;
}
}