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// maybe todo?: create a fast replacement for prismarine-nbt
import * as nbt from 'prismarine-nbt';
function base64decode(base64) {
return Buffer.from(base64, 'base64');
}
function cleanItem(rawItem) {
// 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 = itemTag?.ExtraAttributes ?? {};
let headId;
if (vanillaId === 397) {
const headDataBase64 = itemTag?.SkullOwner?.Properties?.textures?.[0]?.Value;
if (headDataBase64) {
const headData = JSON.parse(base64decode(headDataBase64).toString());
const headDataUrl = headData?.textures?.SKIN?.url;
if (headDataUrl) {
const splitUrl = headDataUrl.split('/');
headId = splitUrl[splitUrl.length - 1];
}
}
}
return {
id: extraAttributes?.id ?? null,
count: itemCount ?? 1,
vanillaId: damageValue ? `${vanillaId}:${damageValue}` : vanillaId.toString(),
display: {
name: itemTag?.display?.Name ?? 'null',
lore: itemTag?.display?.Lore ?? [],
// if it has an ench value in the tag, then it should have an enchant glint effect
glint: (itemTag?.ench ?? []).length > 0
},
reforge: extraAttributes?.modifier,
enchantments: extraAttributes?.enchantments,
anvil_uses: extraAttributes?.anvil_uses,
timestamp: extraAttributes?.timestamp,
head_texture: headId,
};
}
function cleanItems(rawItems) {
return rawItems.map(cleanItem);
}
export 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));
});
});
}
export const 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'
};
export async function cleanInventories(data) {
const cleanInventories = {};
for (const cleanInventoryName in INVENTORIES) {
const hypixelInventoryName = INVENTORIES[cleanInventoryName];
const encodedInventoryContents = data[hypixelInventoryName]?.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;
}
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