/*
 *   This file is a part of the SteamWar software.
 *
 *   Copyright (C) 2025 SteamWar.de-Serverteam
 *
 *   This program is free software: you can redistribute it and/or modify
 *   it under the terms of the GNU Affero General Public License as published by
 *   the Free Software Foundation, either version 3 of the License, or
 *   (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 *   GNU Affero General Public License for more details.
 *
 *   You should have received a copy of the GNU Affero General Public License
 *   along with this program.  If not, see <https://www.gnu.org/licenses/>.
 */

package de.steamwar.data;

// Custom Model Data Constants
public interface CMDs {

    // Material.ARROW
    int BACK = 1;

    // Material.DYE (Color 10/8)
    int PREVIOUS_PAGE = 1;

    // Material.DYE (Color 10/8)
    int NEXT_PAGE = 2;

    // BauSystem Simulator
    interface Simulator {

        // Material.BARRIER
        int DELETE = 1;

        // Material.REPEATER
        int SETTINGS = 1;

        // Material.ENDER_PEARL and Material.ENDER_EYE
        int ENABLED_OR_DISABLED = 1;

        // Material.DYE (Color 10/8)
        int INCREMENT_OR_DISABLED = 3;

        // Material.DYE (Color 1/8)
        int DECREMENT_OR_DISABLED = 3;

        // Material.LEAD
        int JOIN_GROUP = 1;

        // Material.ANVIL
        int EDIT_ACTIVATION = 1;

        // Material.QUARTZ, Material.REDSTONE, Material.GUNPOWDER
        int NEW_PHASE = 1;

        // Material.CALIBRATED_SCULK_SENSOR
        int CREATE_STAB = 1;

        // Material.CHEST
        int MAKE_GROUP = 1;
    }

    // Schematic System
    interface Schematic {

        // Material.LEAD
        int BACK = 2;

        // Material.BUCKET
        int OWN_SCHEMS = 1;

        // Material.GLASS
        int PUBLIC_SCHEMS = 1;

        // Material.CHEST
        int NEW_DIR = 2;

        // Material.NAME_TAG
        int FILTER = 3;

        // Material.PAPER, Material.CAULDRON, Material.CLOCK
        int SORT_ASCENDING = 3;

        // Material.PAPER, Material.CAULDRON, Material.CLOCK
        int SORT_DESCENDING = 4;
    }
}
