Documentation ¶
Index ¶
- Constants
- type Handler
- type Inventory
- func (v *Inventory) Attach(p priority.Priority, ih inventory.Handler)
- func (v *Inventory) Detach(ih inventory.Handler) error
- func (v *Inventory) OnDrop(p priority.Priority, h InventoryDropHandler)
- func (v *Inventory) OnPlace(p priority.Priority, h InventoryPlaceHandler)
- func (v *Inventory) OnTake(p priority.Priority, h InventoryTakeHandler)
- func (v *Inventory) Remove(h Handler) error
- func (v *Inventory) Set(i *inventory.Inventory)
- type InventoryDropHandler
- type InventoryHandler
- type InventoryPlaceHandler
- type InventoryTakeHandler
- type Player
- func (v *Player) Attach(p priority.Priority, h player.Handler)
- func (v *Player) Detach(h player.Handler) error
- func (v *Player) OnAttackEntity(p priority.Priority, h PlayerAttackEntityHandler)
- func (v *Player) OnBlockBreak(p priority.Priority, h PlayerBlockBreakHandler)
- func (v *Player) OnBlockPick(p priority.Priority, h PlayerBlockPickHandler)
- func (v *Player) OnBlockPlace(p priority.Priority, h PlayerBlockPlaceHandler)
- func (v *Player) OnChangeWorld(p priority.Priority, h PlayerChangeWorldHandler)
- func (v *Player) OnChat(p priority.Priority, h PlayerChatHandler)
- func (v *Player) OnCommandExecution(p priority.Priority, h PlayerCommandExecutionHandler)
- func (v *Player) OnDeath(p priority.Priority, h PlayerDeathHandler)
- func (v *Player) OnExperienceGain(p priority.Priority, h PlayerExperienceGainHandler)
- func (v *Player) OnFoodLoss(p priority.Priority, h PlayerFoodLossHandler)
- func (v *Player) OnHeal(p priority.Priority, h PlayerHealHandler)
- func (v *Player) OnHurt(p priority.Priority, h PlayerHurtHandler)
- func (v *Player) OnItemConsume(p priority.Priority, h PlayerItemConsumeHandler)
- func (v *Player) OnItemDamage(p priority.Priority, h PlayerItemDamageHandler)
- func (v *Player) OnItemDrop(p priority.Priority, h PlayerItemDropHandler)
- func (v *Player) OnItemPickup(p priority.Priority, h PlayerItemPickupHandler)
- func (v *Player) OnItemUse(p priority.Priority, h PlayerItemUseHandler)
- func (v *Player) OnItemUseOnBlock(p priority.Priority, h PlayerItemUseOnBlockHandler)
- func (v *Player) OnItemUseOnEntity(p priority.Priority, h PlayerItemUseOnEntityHandler)
- func (v *Player) OnJump(p priority.Priority, h PlayerJumpHandler)
- func (v *Player) OnMove(p priority.Priority, h PlayerMoveHandler)
- func (v *Player) OnPunchAir(p priority.Priority, h PlayerPunchAirHandler)
- func (v *Player) OnQuit(p priority.Priority, h PlayerQuitHandler)
- func (v *Player) OnRespawn(p priority.Priority, h PlayerRespawnHandler)
- func (v *Player) OnSignEdit(p priority.Priority, h PlayerSignEditHandler)
- func (v *Player) OnSkinChange(p priority.Priority, h PlayerSkinChangeHandler)
- func (v *Player) OnStartBreak(p priority.Priority, h PlayerStartBreakHandler)
- func (v *Player) OnTeleport(p priority.Priority, h PlayerTeleportHandler)
- func (v *Player) OnToggleSneak(p priority.Priority, h PlayerToggleSneakHandler)
- func (v *Player) OnToggleSprint(p priority.Priority, h PlayerToggleSprintHandler)
- func (v *Player) OnTransfer(p priority.Priority, h PlayerTransferHandler)
- func (v *Player) Remove(h Handler) error
- func (v *Player) Set(p *player.Player)
- type PlayerAttackEntityHandler
- type PlayerBlockBreakHandler
- type PlayerBlockPickHandler
- type PlayerBlockPlaceHandler
- type PlayerChangeWorldHandler
- type PlayerChatHandler
- type PlayerCommandExecutionHandler
- type PlayerDeathHandler
- type PlayerExperienceGainHandler
- type PlayerFoodLossHandler
- type PlayerHandler
- func (p *PlayerHandler) HandleAttackEntity(ctx *event.Context, e world.Entity, force, height *float64, critical *bool)
- func (p *PlayerHandler) HandleBlockBreak(ctx *event.Context, pos cube.Pos, drops *[]item.Stack, xp *int)
- func (p *PlayerHandler) HandleBlockPick(ctx *event.Context, pos cube.Pos, b world.Block)
- func (p *PlayerHandler) HandleBlockPlace(ctx *event.Context, pos cube.Pos, b world.Block)
- func (p *PlayerHandler) HandleChangeWorld(before, after *world.World)
- func (p *PlayerHandler) HandleChat(ctx *event.Context, message *string)
- func (p *PlayerHandler) HandleCommandExecution(ctx *event.Context, command cmd.Command, args []string)
- func (p *PlayerHandler) HandleDeath(src world.DamageSource, keepInv *bool)
- func (p *PlayerHandler) HandleExperienceGain(ctx *event.Context, amount *int)
- func (p *PlayerHandler) HandleFoodLoss(ctx *event.Context, from int, to *int)
- func (p *PlayerHandler) HandleHeal(ctx *event.Context, health *float64, src world.HealingSource)
- func (p *PlayerHandler) HandleHurt(ctx *event.Context, damage *float64, attackImmunity *time.Duration, ...)
- func (p *PlayerHandler) HandleItemConsume(ctx *event.Context, item item.Stack)
- func (p *PlayerHandler) HandleItemDamage(ctx *event.Context, i item.Stack, damage int)
- func (p *PlayerHandler) HandleItemDrop(ctx *event.Context, e world.Entity)
- func (p *PlayerHandler) HandleItemPickup(ctx *event.Context, i *item.Stack)
- func (p *PlayerHandler) HandleItemUse(ctx *event.Context)
- func (p *PlayerHandler) HandleItemUseOnBlock(ctx *event.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
- func (p *PlayerHandler) HandleItemUseOnEntity(ctx *event.Context, e world.Entity)
- func (p *PlayerHandler) HandleJump()
- func (p *PlayerHandler) HandleMove(ctx *event.Context, newPos mgl64.Vec3, newYaw, newPitch float64)
- func (p *PlayerHandler) HandlePunchAir(ctx *event.Context)
- func (p *PlayerHandler) HandleQuit()
- func (p *PlayerHandler) HandleRespawn(pos *mgl64.Vec3, w **world.World)
- func (p *PlayerHandler) HandleSignEdit(ctx *event.Context, frontSide bool, oldText, newText string)
- func (p *PlayerHandler) HandleSkinChange(ctx *event.Context, skin *skin.Skin)
- func (p *PlayerHandler) HandleStartBreak(ctx *event.Context, pos cube.Pos)
- func (p *PlayerHandler) HandleTeleport(ctx *event.Context, pos mgl64.Vec3)
- func (p *PlayerHandler) HandleToggleSneak(ctx *event.Context, after bool)
- func (p *PlayerHandler) HandleToggleSprint(ctx *event.Context, after bool)
- func (p *PlayerHandler) HandleTransfer(ctx *event.Context, addr *net.UDPAddr)
- type PlayerHealHandler
- type PlayerHurtHandler
- type PlayerItemConsumeHandler
- type PlayerItemDamageHandler
- type PlayerItemDropHandler
- type PlayerItemPickupHandler
- type PlayerItemUseHandler
- type PlayerItemUseOnBlockHandler
- type PlayerItemUseOnEntityHandler
- type PlayerJumpHandler
- type PlayerMoveHandler
- type PlayerPunchAirHandler
- type PlayerQuitHandler
- type PlayerRespawnHandler
- type PlayerSignEditHandler
- type PlayerSkinChangeHandler
- type PlayerStartBreakHandler
- type PlayerTeleportHandler
- type PlayerToggleSneakHandler
- type PlayerToggleSprintHandler
- type PlayerTransferHandler
- type World
- func (v *World) Attach(p priority.Priority, wh world.Handler)
- func (v *World) Detach(wh world.Handler) error
- func (v *World) OnBlockBurn(p priority.Priority, h WorldBlockBurnHandler)
- func (v *World) OnClose(p priority.Priority, h WorldCloseHandler)
- func (v *World) OnEntityDespawn(p priority.Priority, h WorldEntityDespawnHandler)
- func (v *World) OnEntitySpawn(p priority.Priority, h WorldEntitySpawnHandler)
- func (v *World) OnFireSpread(p priority.Priority, h WorldFireSpreadHandler)
- func (v *World) OnLiquidDecay(p priority.Priority, h WorldLiquidDecayHandler)
- func (v *World) OnLiquidFlow(p priority.Priority, h WorldLiquidFlowHandler)
- func (v *World) OnLiquidHarden(p priority.Priority, h WorldLiquidHardenHandler)
- func (v *World) OnSound(p priority.Priority, h WorldSoundHandler)
- func (v *World) Remove(h Handler) error
- func (v *World) Set(wo *world.World)
- type WorldBlockBurnHandler
- type WorldCloseHandler
- type WorldEntityDespawnHandler
- type WorldEntitySpawnHandler
- type WorldFireSpreadHandler
- type WorldHandler
- func (w *WorldHandler) HandleBlockBurn(ctx *event.Context, pos cube.Pos)
- func (w *WorldHandler) HandleClose()
- func (w *WorldHandler) HandleEntityDespawn(e world.Entity)
- func (w *WorldHandler) HandleEntitySpawn(e world.Entity)
- func (w *WorldHandler) HandleFireSpread(ctx *event.Context, from, to cube.Pos)
- func (w *WorldHandler) HandleLiquidDecay(ctx *event.Context, pos cube.Pos, before, after world.Liquid)
- func (w *WorldHandler) HandleLiquidFlow(ctx *event.Context, from, into cube.Pos, liquid world.Liquid, ...)
- func (w *WorldHandler) HandleLiquidHarden(ctx *event.Context, hardenedPos cube.Pos, ...)
- func (w *WorldHandler) HandleSound(ctx *event.Context, s world.Sound, pos mgl64.Vec3)
- type WorldLiquidDecayHandler
- type WorldLiquidFlowHandler
- type WorldLiquidHardenHandler
- type WorldSoundHandler
Constants ¶
View Source
const ( PlayerItemDropId handlerId = iota PlayerMoveId PlayerJumpId PlayerTeleportId PlayerChangeWorldId PlayerToggleSprintId PlayerToggleSneakId PlayerCommandExecutionId PlayerTransferId PlayerChatId PlayerSkinChangeId PlayerStartBreakId PlayerBlockBreakId PlayerBlockPlaceId PlayerBlockPickId PlayerSignEditId PlayerItemPickupId PlayerItemUseId PlayerItemUseOnBlockId PlayerItemUseOnEntityId PlayerItemConsumeId PlayerItemDamageId PlayerAttackEntityId PlayerExperienceGainId PlayerPunchAirId PlayerHurtId PlayerHealId PlayerFoodLossId PlayerDeathId PlayerRespawnId PlayerQuitId )
View Source
const ( WorldLiquidFlowId handlerId = iota WorldLiquidDecayId WorldLiquidHardenId WorldSoundId WorldFireSpreadId WorldBlockBurnId WorldEntitySpawnId WorldEntityDespawnId WorldCloseId )
View Source
const ( InventoryTakeId handlerId = iota InventoryPlaceId InventoryDropId )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Inventory ¶
type Inventory struct {
// contains filtered or unexported fields
}
func NewInventory ¶
func NewInventory() *Inventory
type InventoryDropHandler ¶
type InventoryHandler ¶
func (*InventoryHandler) HandleDrop ¶
func (*InventoryHandler) HandlePlace ¶
func (*InventoryHandler) HandleTake ¶
type InventoryPlaceHandler ¶
type InventoryTakeHandler ¶
type Player ¶
type Player struct {
// contains filtered or unexported fields
}
func (*Player) OnAttackEntity ¶
func (v *Player) OnAttackEntity(p priority.Priority, h PlayerAttackEntityHandler)
func (*Player) OnBlockBreak ¶
func (v *Player) OnBlockBreak(p priority.Priority, h PlayerBlockBreakHandler)
func (*Player) OnBlockPick ¶
func (v *Player) OnBlockPick(p priority.Priority, h PlayerBlockPickHandler)
func (*Player) OnBlockPlace ¶
func (v *Player) OnBlockPlace(p priority.Priority, h PlayerBlockPlaceHandler)
func (*Player) OnChangeWorld ¶
func (v *Player) OnChangeWorld(p priority.Priority, h PlayerChangeWorldHandler)
func (*Player) OnCommandExecution ¶
func (v *Player) OnCommandExecution(p priority.Priority, h PlayerCommandExecutionHandler)
func (*Player) OnExperienceGain ¶
func (v *Player) OnExperienceGain(p priority.Priority, h PlayerExperienceGainHandler)
func (*Player) OnFoodLoss ¶
func (v *Player) OnFoodLoss(p priority.Priority, h PlayerFoodLossHandler)
func (*Player) OnItemConsume ¶
func (v *Player) OnItemConsume(p priority.Priority, h PlayerItemConsumeHandler)
func (*Player) OnItemDamage ¶
func (v *Player) OnItemDamage(p priority.Priority, h PlayerItemDamageHandler)
func (*Player) OnItemDrop ¶
func (v *Player) OnItemDrop(p priority.Priority, h PlayerItemDropHandler)
func (*Player) OnItemPickup ¶
func (v *Player) OnItemPickup(p priority.Priority, h PlayerItemPickupHandler)
func (*Player) OnItemUseOnBlock ¶
func (v *Player) OnItemUseOnBlock(p priority.Priority, h PlayerItemUseOnBlockHandler)
func (*Player) OnItemUseOnEntity ¶
func (v *Player) OnItemUseOnEntity(p priority.Priority, h PlayerItemUseOnEntityHandler)
func (*Player) OnPunchAir ¶
func (v *Player) OnPunchAir(p priority.Priority, h PlayerPunchAirHandler)
func (*Player) OnSignEdit ¶
func (v *Player) OnSignEdit(p priority.Priority, h PlayerSignEditHandler)
func (*Player) OnSkinChange ¶
func (v *Player) OnSkinChange(p priority.Priority, h PlayerSkinChangeHandler)
func (*Player) OnStartBreak ¶
func (v *Player) OnStartBreak(p priority.Priority, h PlayerStartBreakHandler)
func (*Player) OnTeleport ¶
func (v *Player) OnTeleport(p priority.Priority, h PlayerTeleportHandler)
func (*Player) OnToggleSneak ¶
func (v *Player) OnToggleSneak(p priority.Priority, h PlayerToggleSneakHandler)
func (*Player) OnToggleSprint ¶
func (v *Player) OnToggleSprint(p priority.Priority, h PlayerToggleSprintHandler)
func (*Player) OnTransfer ¶
func (v *Player) OnTransfer(p priority.Priority, h PlayerTransferHandler)
type PlayerBlockBreakHandler ¶
type PlayerBlockPickHandler ¶
type PlayerBlockPlaceHandler ¶
type PlayerChatHandler ¶
type PlayerDeathHandler ¶
type PlayerDeathHandler func(src world.DamageSource, keepInv *bool)
type PlayerHandler ¶
func (*PlayerHandler) HandleAttackEntity ¶
func (*PlayerHandler) HandleBlockBreak ¶
func (*PlayerHandler) HandleBlockPick ¶
func (*PlayerHandler) HandleBlockPlace ¶
func (*PlayerHandler) HandleChangeWorld ¶
func (p *PlayerHandler) HandleChangeWorld(before, after *world.World)
func (*PlayerHandler) HandleChat ¶
func (p *PlayerHandler) HandleChat(ctx *event.Context, message *string)
func (*PlayerHandler) HandleCommandExecution ¶
func (*PlayerHandler) HandleDeath ¶
func (p *PlayerHandler) HandleDeath(src world.DamageSource, keepInv *bool)
func (*PlayerHandler) HandleExperienceGain ¶
func (p *PlayerHandler) HandleExperienceGain(ctx *event.Context, amount *int)
func (*PlayerHandler) HandleFoodLoss ¶
func (p *PlayerHandler) HandleFoodLoss(ctx *event.Context, from int, to *int)
func (*PlayerHandler) HandleHeal ¶
func (p *PlayerHandler) HandleHeal(ctx *event.Context, health *float64, src world.HealingSource)
func (*PlayerHandler) HandleHurt ¶
func (p *PlayerHandler) HandleHurt(ctx *event.Context, damage *float64, attackImmunity *time.Duration, src world.DamageSource)
func (*PlayerHandler) HandleItemConsume ¶
func (p *PlayerHandler) HandleItemConsume(ctx *event.Context, item item.Stack)
func (*PlayerHandler) HandleItemDamage ¶
func (*PlayerHandler) HandleItemDrop ¶
func (p *PlayerHandler) HandleItemDrop(ctx *event.Context, e world.Entity)
func (*PlayerHandler) HandleItemPickup ¶
func (p *PlayerHandler) HandleItemPickup(ctx *event.Context, i *item.Stack)
func (*PlayerHandler) HandleItemUse ¶
func (p *PlayerHandler) HandleItemUse(ctx *event.Context)
func (*PlayerHandler) HandleItemUseOnBlock ¶
func (*PlayerHandler) HandleItemUseOnEntity ¶
func (p *PlayerHandler) HandleItemUseOnEntity(ctx *event.Context, e world.Entity)
func (*PlayerHandler) HandleJump ¶
func (p *PlayerHandler) HandleJump()
func (*PlayerHandler) HandleMove ¶
func (*PlayerHandler) HandlePunchAir ¶
func (p *PlayerHandler) HandlePunchAir(ctx *event.Context)
func (*PlayerHandler) HandleQuit ¶
func (p *PlayerHandler) HandleQuit()
func (*PlayerHandler) HandleRespawn ¶
func (p *PlayerHandler) HandleRespawn(pos *mgl64.Vec3, w **world.World)
func (*PlayerHandler) HandleSignEdit ¶
func (p *PlayerHandler) HandleSignEdit(ctx *event.Context, frontSide bool, oldText, newText string)
func (*PlayerHandler) HandleSkinChange ¶
func (p *PlayerHandler) HandleSkinChange(ctx *event.Context, skin *skin.Skin)
func (*PlayerHandler) HandleStartBreak ¶
func (p *PlayerHandler) HandleStartBreak(ctx *event.Context, pos cube.Pos)
func (*PlayerHandler) HandleTeleport ¶
func (p *PlayerHandler) HandleTeleport(ctx *event.Context, pos mgl64.Vec3)
func (*PlayerHandler) HandleToggleSneak ¶
func (p *PlayerHandler) HandleToggleSneak(ctx *event.Context, after bool)
func (*PlayerHandler) HandleToggleSprint ¶
func (p *PlayerHandler) HandleToggleSprint(ctx *event.Context, after bool)
func (*PlayerHandler) HandleTransfer ¶
func (p *PlayerHandler) HandleTransfer(ctx *event.Context, addr *net.UDPAddr)
type PlayerHealHandler ¶
type PlayerHealHandler func(ctx *event.Context, health *float64, src world.HealingSource)
type PlayerHurtHandler ¶
type PlayerItemDamageHandler ¶
type PlayerItemUseHandler ¶
type PlayerJumpHandler ¶
type PlayerJumpHandler func()
type PlayerMoveHandler ¶
type PlayerPunchAirHandler ¶
type PlayerQuitHandler ¶
type PlayerQuitHandler func()
type PlayerSignEditHandler ¶
type PlayerSkinChangeHandler ¶
type World ¶
type World struct {
// contains filtered or unexported fields
}
func (*World) OnBlockBurn ¶
func (v *World) OnBlockBurn(p priority.Priority, h WorldBlockBurnHandler)
func (*World) OnEntityDespawn ¶
func (v *World) OnEntityDespawn(p priority.Priority, h WorldEntityDespawnHandler)
func (*World) OnEntitySpawn ¶
func (v *World) OnEntitySpawn(p priority.Priority, h WorldEntitySpawnHandler)
func (*World) OnFireSpread ¶
func (v *World) OnFireSpread(p priority.Priority, h WorldFireSpreadHandler)
func (*World) OnLiquidDecay ¶
func (v *World) OnLiquidDecay(p priority.Priority, h WorldLiquidDecayHandler)
func (*World) OnLiquidFlow ¶
func (v *World) OnLiquidFlow(p priority.Priority, h WorldLiquidFlowHandler)
func (*World) OnLiquidHarden ¶
func (v *World) OnLiquidHarden(p priority.Priority, h WorldLiquidHardenHandler)
type WorldCloseHandler ¶
type WorldCloseHandler func()
type WorldEntitySpawnHandler ¶
type WorldFireSpreadHandler ¶
type WorldHandler ¶
func (*WorldHandler) HandleBlockBurn ¶
func (w *WorldHandler) HandleBlockBurn(ctx *event.Context, pos cube.Pos)
func (*WorldHandler) HandleClose ¶
func (w *WorldHandler) HandleClose()
func (*WorldHandler) HandleEntityDespawn ¶
func (w *WorldHandler) HandleEntityDespawn(e world.Entity)
func (*WorldHandler) HandleEntitySpawn ¶
func (w *WorldHandler) HandleEntitySpawn(e world.Entity)
func (*WorldHandler) HandleFireSpread ¶
func (w *WorldHandler) HandleFireSpread(ctx *event.Context, from, to cube.Pos)
func (*WorldHandler) HandleLiquidDecay ¶
func (*WorldHandler) HandleLiquidFlow ¶
func (*WorldHandler) HandleLiquidHarden ¶
func (*WorldHandler) HandleSound ¶
type WorldLiquidDecayHandler ¶
type WorldLiquidFlowHandler ¶
Source Files ¶
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