mhandler

package
v0.0.0-...-6a87410 Latest Latest
Warning

This package is not in the latest version of its module.

Go to latest
Published: Oct 16, 2022 License: MIT Imports: 15 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type AttackEntityHandler

type AttackEntityHandler interface {
	// HandleAttackEntity handles the player attacking an entity using the item held in its hand. ctx.Cancel()
	// may be called to cancel the attack, which will cancel damage dealt to the target and will stop the
	// entity from being knocked back.
	// The entity attacked may not be alive (implements entity.Living), in which case no damage will be dealt
	// and the target won't be knocked back.
	// The entity attacked may also be immune when this method is called, in which case no damage and knock-
	// back will be dealt.
	// The knock back force and height is also provided which can be modified.
	// The attack can be a critical attack, which would increase damage by a factor of 1.5 and
	// spawn critical hit particles around the target entity. These particles will not be displayed
	// if no damage is dealt.
	HandleAttackEntity(ctx *event.Context, e world.Entity, force, height *float64, critical *bool)
}

type BlockBreakHandler

type BlockBreakHandler interface {
	// HandleBlockBreak handles a block that is being broken by a player. ctx.Cancel() may be called to cancel
	// the block being broken. A pointer to a slice of the block's drops is passed, and may be altered
	// to change what items will actually be dropped.
	HandleBlockBreak(ctx *event.Context, pos cube.Pos, drops *[]item.Stack)
}

type BlockPickHandler

type BlockPickHandler interface {
	// HandleBlockPick handles the player picking a specific block at a position in its world. ctx.Cancel()
	// may be called to cancel the block being picked.
	HandleBlockPick(ctx *event.Context, pos cube.Pos, b world.Block)
}

type BlockPlaceHandler

type BlockPlaceHandler interface {
	// HandleBlockPlace handles the player placing a specific block at a position in its world. ctx.Cancel()
	// may be called to cancel the block being placed.
	HandleBlockPlace(ctx *event.Context, pos cube.Pos, b world.Block)
}

type ChangeWorldHandler

type ChangeWorldHandler interface {
	// HandleChangeWorld handles when the player is added to a new world. before may be nil.
	HandleChangeWorld(before, after *world.World)
}

type ChatHandler

type ChatHandler interface {
	// HandleChat handles a message sent in the chat by a player. ctx.Cancel() may be called to cancel the
	// message being sent in chat.
	// The message may be changed by assigning to *message.
	HandleChat(ctx *event.Context, message *string)
}

type CommandExecutionHandler

type CommandExecutionHandler interface {
	// HandleCommandExecution handles the command execution of a player, who wrote a command in the chat.
	// ctx.Cancel() may be called to cancel the command execution.
	HandleCommandExecution(ctx *event.Context, command cmd.Command, args []string)
}

type DeathHandler

type DeathHandler interface {
	// HandleDeath handles the player dying to a particular damage cause.
	HandleDeath(src damage.Source)
}

type ExperienceGainHandler

type ExperienceGainHandler interface {
	// HandleExperienceGain handles the player gaining experience. ctx.Cancel() may be called to cancel
	// the gain.
	// The amount is also provided which can be modified.
	HandleExperienceGain(ctx *event.Context, amount *int)
}

type FoodLossHandler

type FoodLossHandler interface {
	// HandleFoodLoss handles the food bar of a player depleting naturally, for example because the player was
	// sprinting and jumping. ctx.Cancel() may be called to cancel the food points being lost.
	HandleFoodLoss(ctx *event.Context, from, to int)
}

type HealHandler

type HealHandler interface {
	// HandleHeal handles the player being healed by a healing source. ctx.Cancel() may be called to cancel
	// the healing.
	// The health added may be changed by assigning to *health.
	HandleHeal(ctx *event.Context, health *float64, src healing.Source)
}

type HurtHandler

type HurtHandler interface {
	// HandleHurt handles the player being hurt by any damage source. ctx.Cancel() may be called to cancel the
	// damage being dealt to the player.
	// The damage dealt to the player may be changed by assigning to *damage.
	HandleHurt(ctx *event.Context, damage *float64, attackImmunity *time.Duration, src damage.Source)
}

type ItemConsumeHandler

type ItemConsumeHandler interface {
	// HandleItemConsume handles the player consuming an item. This is called whenever a consumable such as
	// food is consumed.
	HandleItemConsume(ctx *event.Context, item item.Stack)
}

type ItemDamageHandler

type ItemDamageHandler interface {
	// HandleItemDamage handles the event wherein the item either held by the player or as armour takes
	// damage through usage.
	// The type of the item may be checked to determine whether it was armour or a tool used. The damage to
	// the item is passed.
	HandleItemDamage(ctx *event.Context, i item.Stack, damage int)
}

type ItemDropHandler

type ItemDropHandler interface {
	// HandleItemDrop handles the player dropping an item on the ground. The dropped item entity is passed.
	// ctx.Cancel() may be called to prevent the player from dropping the entity.Item passed on the ground.
	// e.Item() may be called to obtain the item stack dropped.
	HandleItemDrop(ctx *event.Context, e *entity.Item)
}

type ItemPickupHandler

type ItemPickupHandler interface {
	// HandleItemPickup handles the player picking up an item from the ground. The item stack laying on the
	// ground is passed. ctx.Cancel() may be called to prevent the player from picking up the item.
	HandleItemPickup(ctx *event.Context, i item.Stack)
}

type ItemUseHandler

type ItemUseHandler interface {
	// HandleItemUse handles the player using an item in the air. It is called for each item, although most
	// will not actually do anything. Items such as snowballs may be thrown if HandleItemUse does not cancel
	// the context using ctx.Cancel(). It is not called if the player is holding no item.
	HandleItemUse(ctx *event.Context)
}

type ItemUseOnBlockHandler

type ItemUseOnBlockHandler interface {
	// HandleItemUseOnBlock handles the player using the item held in its main hand on a block at the block
	// position passed. The face of the block clicked is also passed, along with the relative click position.
	// The click position has X, Y and Z values which are all in the range 0.0-1.0. It is also called if the
	// player is holding no item.
	HandleItemUseOnBlock(ctx *event.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
}

type ItemUseOnEntityHandler

type ItemUseOnEntityHandler interface {
	// HandleItemUseOnEntity handles the player using the item held in its main hand on an entity passed to
	// the method.
	// HandleItemUseOnEntity is always called when a player uses an item on an entity, regardless of whether
	// the item actually does anything when used on an entity. It is also called if the player is holding no
	// item.
	HandleItemUseOnEntity(ctx *event.Context, e world.Entity)
}

type JumpHandler

type JumpHandler interface {
	// HandleJump handles the player jumping.
	HandleJump()
}

type MoveHandler

type MoveHandler interface {
	// HandleMove handles the movement of a player. ctx.Cancel() may be called to cancel the movement event.
	// The new position, yaw and pitch are passed.
	HandleMove(ctx *event.Context, newPos mgl64.Vec3, newYaw, newPitch float64)
}

type MultipleHandler

type MultipleHandler struct {
	// contains filtered or unexported fields
}

func New

func New() *MultipleHandler

func (*MultipleHandler) Clear

func (h *MultipleHandler) Clear()

func (*MultipleHandler) HandleAttackEntity

func (h *MultipleHandler) HandleAttackEntity(ctx *event.Context, e world.Entity, force, height *float64, critical *bool)

func (*MultipleHandler) HandleBlockBreak

func (h *MultipleHandler) HandleBlockBreak(ctx *event.Context, pos cube.Pos, drops *[]item.Stack)

func (*MultipleHandler) HandleBlockPick

func (h *MultipleHandler) HandleBlockPick(ctx *event.Context, pos cube.Pos, b world.Block)

func (*MultipleHandler) HandleBlockPlace

func (h *MultipleHandler) HandleBlockPlace(ctx *event.Context, pos cube.Pos, b world.Block)

func (*MultipleHandler) HandleChangeWorld

func (h *MultipleHandler) HandleChangeWorld(before, after *world.World)

func (*MultipleHandler) HandleChat

func (h *MultipleHandler) HandleChat(ctx *event.Context, message *string)

func (*MultipleHandler) HandleCommandExecution

func (h *MultipleHandler) HandleCommandExecution(ctx *event.Context, command cmd.Command, args []string)

func (*MultipleHandler) HandleDeath

func (h *MultipleHandler) HandleDeath(src damage.Source)

func (*MultipleHandler) HandleExperienceGain

func (h *MultipleHandler) HandleExperienceGain(ctx *event.Context, amount *int)

func (*MultipleHandler) HandleFoodLoss

func (h *MultipleHandler) HandleFoodLoss(ctx *event.Context, from, to int)

func (*MultipleHandler) HandleHeal

func (h *MultipleHandler) HandleHeal(ctx *event.Context, health *float64, src healing.Source)

func (*MultipleHandler) HandleHurt

func (h *MultipleHandler) HandleHurt(ctx *event.Context, damage *float64, attackImmunity *time.Duration, src damage.Source)

func (*MultipleHandler) HandleItemConsume

func (h *MultipleHandler) HandleItemConsume(ctx *event.Context, item item.Stack)

func (*MultipleHandler) HandleItemDamage

func (h *MultipleHandler) HandleItemDamage(ctx *event.Context, i item.Stack, damage int)

func (*MultipleHandler) HandleItemDrop

func (h *MultipleHandler) HandleItemDrop(ctx *event.Context, e *entity.Item)

func (*MultipleHandler) HandleItemPickup

func (h *MultipleHandler) HandleItemPickup(ctx *event.Context, i item.Stack)

func (*MultipleHandler) HandleItemUse

func (h *MultipleHandler) HandleItemUse(ctx *event.Context)

func (*MultipleHandler) HandleItemUseOnBlock

func (h *MultipleHandler) HandleItemUseOnBlock(ctx *event.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)

func (*MultipleHandler) HandleItemUseOnEntity

func (h *MultipleHandler) HandleItemUseOnEntity(ctx *event.Context, e world.Entity)

func (*MultipleHandler) HandleJump

func (h *MultipleHandler) HandleJump()

func (*MultipleHandler) HandleMove

func (h *MultipleHandler) HandleMove(ctx *event.Context, newPos mgl64.Vec3, newYaw, newPitch float64)

func (*MultipleHandler) HandlePunchAir

func (h *MultipleHandler) HandlePunchAir(ctx *event.Context)

func (*MultipleHandler) HandleQuit

func (h *MultipleHandler) HandleQuit()

func (*MultipleHandler) HandleRespawn

func (h *MultipleHandler) HandleRespawn(pos *mgl64.Vec3, w **world.World)

func (*MultipleHandler) HandleSignEdit

func (h *MultipleHandler) HandleSignEdit(ctx *event.Context, oldText, newText string)

func (*MultipleHandler) HandleSkinChange

func (h *MultipleHandler) HandleSkinChange(ctx *event.Context, skin *skin.Skin)

func (*MultipleHandler) HandleStartBreak

func (h *MultipleHandler) HandleStartBreak(ctx *event.Context, pos cube.Pos)

func (*MultipleHandler) HandleTeleport

func (h *MultipleHandler) HandleTeleport(ctx *event.Context, pos mgl64.Vec3)

func (*MultipleHandler) HandleToggleSneak

func (h *MultipleHandler) HandleToggleSneak(ctx *event.Context, after bool)

func (*MultipleHandler) HandleToggleSprint

func (h *MultipleHandler) HandleToggleSprint(ctx *event.Context, after bool)

func (*MultipleHandler) HandleTransfer

func (h *MultipleHandler) HandleTransfer(ctx *event.Context, addr *net.UDPAddr)

func (*MultipleHandler) Register

func (h *MultipleHandler) Register(hdr interface{}) (unregister func())

func (*MultipleHandler) Unregister

func (h *MultipleHandler) Unregister(hdr interface{})

type PunchAirHandler

type PunchAirHandler interface {
	// HandlePunchAir handles the player punching air.
	HandlePunchAir(ctx *event.Context)
}

type QuitHandler

type QuitHandler interface {
	// HandleQuit handles the closing of a player. It is always called when the player is disconnected,
	// regardless of the reason.
	HandleQuit()
}

type RespawnHandler

type RespawnHandler interface {
	// HandleRespawn handles the respawning of the player in the world. The spawn position passed may be
	// changed by assigning to *pos. The world.World in which the Player is respawned may be modifying by assigning to
	// *w. This world may be the world the Player died in, but it might also point to a different world (the overworld)
	// if the Player died in the nether or end.
	HandleRespawn(pos *mgl64.Vec3, w **world.World)
}

type SignEditHandler

type SignEditHandler interface {
	// HandleSignEdit handles the player editing a sign. It is called for every keystroke while editing a sign and
	// has both the old text passed and the text after the edit. This typically only has a change of one character.
	HandleSignEdit(ctx *event.Context, oldText, newText string)
}

type SkinChangeHandler

type SkinChangeHandler interface {
	// HandleSkinChange handles the player changing their skin. ctx.Cancel() may be called to cancel the skin
	// change.
	HandleSkinChange(ctx *event.Context, skin *skin.Skin)
}

type StartBreakHandler

type StartBreakHandler interface {
	// HandleStartBreak handles the player starting to break a block at the position passed. ctx.Cancel() may
	// be called to stop the player from breaking the block completely.
	HandleStartBreak(ctx *event.Context, pos cube.Pos)
}

type TeleportHandler

type TeleportHandler interface {
	// HandleTeleport handles the teleportation of a player. ctx.Cancel() may be called to cancel it.
	HandleTeleport(ctx *event.Context, pos mgl64.Vec3)
}

type ToggleSneakHandler

type ToggleSneakHandler interface {
	// HandleToggleSneak handles when the player starts or stops sneaking.
	// After is true if the player is sneaking after toggling (changing their sneaking state).
	HandleToggleSneak(ctx *event.Context, after bool)
}

type ToggleSprintHandler

type ToggleSprintHandler interface {
	// HandleToggleSprint handles when the player starts or stops sprinting.
	// After is true if the player is sprinting after toggling (changing their sprinting state).
	HandleToggleSprint(ctx *event.Context, after bool)
}

type TransferHandler

type TransferHandler interface {
	// HandleTransfer handles a player being transferred to another server. ctx.Cancel() may be called to
	// cancel the transfer.
	HandleTransfer(ctx *event.Context, addr *net.UDPAddr)
}

Jump to

Keyboard shortcuts

? : This menu
/ : Search site
f or F : Jump to
y or Y : Canonical URL