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/*
 * This file is part of SpongeAPI, licensed under the MIT License (MIT).
 *
 * Copyright (c) SpongePowered 
 * Copyright (c) contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 */
package org.spongepowered.api.event.block;

import org.spongepowered.api.block.BlockSnapshot;
import org.spongepowered.api.block.BlockState;
import org.spongepowered.api.block.BlockTypes;
import org.spongepowered.api.entity.living.player.Player;
import org.spongepowered.api.event.Cancellable;
import org.spongepowered.api.event.action.InteractEvent;
import org.spongepowered.api.item.inventory.ItemStack;
import org.spongepowered.api.util.Direction;
import org.spongepowered.api.util.Tristate;
import org.spongepowered.api.world.server.ServerLocation;
import org.spongepowered.math.vector.Vector3d;

/**
 * Base event for all interactions involving a {@link BlockSnapshot} at a
 * {@link ServerLocation}.
 *
 * 

Note: Any interaction that occurs within {@link BlockTypes#AIR} where the * {@link ServerLocation} is not known, will contain a {@link BlockSnapshot#empty()}.

*/ public interface InteractBlockEvent extends InteractEvent { /** * Gets the {@link BlockSnapshot}. * * @return The block snapshot */ BlockSnapshot block(); /** * Gets the target "side" of the {@link BlockState} being interacted with * or {@link Direction#NONE} if not known. * * @return An optional containing the side being interacted with or * {@link Direction#NONE} */ Direction targetSide(); /** * An event where the targeted block is being interacted with the client's * "primary" button. * *

This is usually left-click.

*/ interface Primary extends InteractBlockEvent { /** * Called when a player starts digging a block. * *

Canceling this will prevent starting to break a block in survival and breaking a block in creative

*/ interface Start extends Primary, Cancellable { } /** * Called when a player cancels digging a block. */ interface Stop extends Primary { } /** * Called when a player finishes digging a block. * *

Canceling this will prevent breaking a block.

*/ interface Finish extends Primary, Cancellable { } } /** * An event where the targeted block is being interacted with the client's * "secondary" button. * *

This is usually right-click.

*/ interface Secondary extends InteractBlockEvent, Cancellable { Tristate originalUseItemResult(); /** * Gets the original {@link #useBlockResult}. * * @return The original {@link #useBlockResult} */ Tristate originalUseBlockResult(); /** * Gets whether the {@link Player#itemInHand} should be used. * *
    *
  • FALSE: The {@link ItemStack} will never be used.
  • *
  • UNDEFINED: The {@link ItemStack} will be used if the block fails. *
  • *
  • TRUE: The {@link ItemStack} will always be used.
  • *
* *

Note: These results may differ depending on implementation.

* * @return Whether the {@link Player#itemInHand} should be used */ Tristate useItemResult(); /** * Gets whether the interacted {@link BlockSnapshot} should be used. * *
    *
  • FALSE: {@link BlockSnapshot} will never be used.
  • *
  • UNDEFINED: {@link BlockSnapshot} will be used as normal.
  • *
  • TRUE: {@link BlockSnapshot} will always be used.
  • *
* *

Note: These results may differ depending on implementation.

* * @return Whether the interacted {@link BlockSnapshot} should be used */ Tristate useBlockResult(); /** * Sets whether the {@link Player#itemInHand} should be used. * *
    *
  • FALSE: The {@link ItemStack} will never be used.
  • *
  • UNDEFINED: The {@link ItemStack} will be used if the block fails. *
  • *
  • TRUE: The {@link ItemStack} will always be used.
  • *
* *

Note: These results may differ depending on implementation.

* * @param result Whether the {@link Player#itemInHand} should be used */ void setUseItemResult(Tristate result); /** * Sets whether the interacted {@link BlockSnapshot} should be used. * *
    *
  • FALSE: {@link BlockSnapshot} will never be used.
  • *
  • UNDEFINED: {@link BlockSnapshot} will be used as normal.
  • *
  • TRUE: {@link BlockSnapshot} will always be used.
  • *
* *

Note: These results may differ depending on implementation.

* * @param result Whether the interacted {@link BlockSnapshot} should be * used */ void setUseBlockResult(Tristate result); /** * Gets the point of interaction where the interaction occurred as a {@link Vector3d}. * * @return The interaction point */ Vector3d interactionPoint(); } }




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