"use strict"; var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) { if (k2 === undefined) k2 = k; Object.defineProperty(o, k2, { enumerable: true, get: function() { return m[k]; } }); }) : (function(o, m, k, k2) { if (k2 === undefined) k2 = k; o[k2] = m[k]; })); var __setModuleDefault = (this && this.__setModuleDefault) || (Object.create ? (function(o, v) { Object.defineProperty(o, "default", { enumerable: true, value: v }); }) : function(o, v) { o["default"] = v; }); var __importStar = (this && this.__importStar) || function (mod) { if (mod && mod.__esModule) return mod; var result = {}; if (mod != null) for (var k in mod) if (k !== "default" && Object.prototype.hasOwnProperty.call(mod, k)) __createBinding(result, mod, k); __setModuleDefault(result, mod); return result; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.cleanInventories = exports.INVENTORIES = exports.cleanInventory = void 0; const nbt = __importStar(require("prismarine-nbt")); function base64decode(base64) { return Buffer.from(base64, 'base64'); } function cleanItem(rawItem) { var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m; // if the item doesn't have an id, it isn't an item if (rawItem.id === undefined) return null; const vanillaId = rawItem.id; const itemCount = rawItem.Count; const damageValue = rawItem.Damage; const itemTag = rawItem.tag; const extraAttributes = (_a = itemTag === null || itemTag === void 0 ? void 0 : itemTag.ExtraAttributes) !== null && _a !== void 0 ? _a : {}; return { id: (_b = extraAttributes === null || extraAttributes === void 0 ? void 0 : extraAttributes.id) !== null && _b !== void 0 ? _b : null, count: itemCount !== null && itemCount !== void 0 ? itemCount : 1, vanillaId: damageValue ? `${vanillaId}:${damageValue}` : vanillaId.toString(), display: { name: (_d = (_c = itemTag === null || itemTag === void 0 ? void 0 : itemTag.display) === null || _c === void 0 ? void 0 : _c.Name) !== null && _d !== void 0 ? _d : 'null', lore: (_f = (_e = itemTag === null || itemTag === void 0 ? void 0 : itemTag.display) === null || _e === void 0 ? void 0 : _e.Lore) !== null && _f !== void 0 ? _f : [], // if it has an ench value in the tag, then it should have an enchant glint effect glint: ((_g = itemTag === null || itemTag === void 0 ? void 0 : itemTag.ench) !== null && _g !== void 0 ? _g : []).length > 0 }, reforge: extraAttributes === null || extraAttributes === void 0 ? void 0 : extraAttributes.modifier, enchantments: extraAttributes === null || extraAttributes === void 0 ? void 0 : extraAttributes.enchantments, anvil_uses: extraAttributes === null || extraAttributes === void 0 ? void 0 : extraAttributes.anvil_uses, timestamp: extraAttributes === null || extraAttributes === void 0 ? void 0 : extraAttributes.timestamp, skull_owner: (_m = (_l = (_k = (_j = (_h = itemTag === null || itemTag === void 0 ? void 0 : itemTag.SkullOwner) === null || _h === void 0 ? void 0 : _h.Properties) === null || _j === void 0 ? void 0 : _j.textures) === null || _k === void 0 ? void 0 : _k[0]) === null || _l === void 0 ? void 0 : _l.value) !== null && _m !== void 0 ? _m : undefined, }; } function cleanItems(rawItems) { return rawItems.map(cleanItem); } function cleanInventory(encodedNbt) { return new Promise(resolve => { const base64Data = base64decode(encodedNbt); nbt.parse(base64Data, false, (err, value) => { const simplifiedNbt = nbt.simplify(value); // do some basic cleaning on the items and return resolve(cleanItems(simplifiedNbt.i)); }); }); } exports.cleanInventory = cleanInventory; exports.INVENTORIES = { armor: 'inv_armor', inventory: 'inv_contents', ender_chest: 'ender_chest_contents', talisman_bag: 'talisman_bag', potion_bag: 'potion_bag', fishing_bag: 'fishing_bag', quiver: 'quiver', trick_or_treat_bag: 'candy_inventory_contents', wardrobe: 'wardrobe_contents' }; async function cleanInventories(data) { var _a; const cleanInventories = {}; for (const cleanInventoryName in exports.INVENTORIES) { const hypixelInventoryName = exports.INVENTORIES[cleanInventoryName]; const encodedInventoryContents = (_a = data[hypixelInventoryName]) === null || _a === void 0 ? void 0 : _a.data; let inventoryContents; if (encodedInventoryContents) inventoryContents = await cleanInventory(encodedInventoryContents); if (cleanInventoryName === 'armor') // the armor is sent from boots to head, the opposite makes more sense inventoryContents.reverse(); cleanInventories[cleanInventoryName] = inventoryContents; } return cleanInventories; } exports.cleanInventories = cleanInventories;