package net.minecraftforge.fluids; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.Event; public class FluidEvent extends Event { public final FluidStack fluid; public final int x; public final int y; public final int z; public final World world; public FluidEvent(FluidStack fluid, World world, int x, int y, int z) { this.fluid = fluid; this.world = world; this.x = x; this.y = y; this.z = z; } /** * Mods should fire this event when they move fluids around. * * @author cpw * */ public static class FluidMotionEvent extends FluidEvent { public FluidMotionEvent(FluidStack fluid, World world, int x, int y, int z) { super(fluid, world, x, y, z); } } /** * Mods should fire this event when a fluid is {@link IFluidTank#fill(FluidStack, boolean)} * their tank implementation. {@link FluidTank} does. * * @author cpw * */ public static class FluidFillingEvent extends FluidEvent { public final IFluidTank tank; public FluidFillingEvent(FluidStack fluid, World world, int x, int y, int z, IFluidTank tank) { super(fluid, world, x, y, z); this.tank = tank; } } /** * Mods should fire this event when a fluid is {@link IFluidTank#drain(int, boolean)} from their * tank. * * @author cpw * */ public static class FluidDrainingEvent extends FluidEvent { public final IFluidTank tank; public FluidDrainingEvent(FluidStack fluid, World world, int x, int y, int z, IFluidTank tank) { super(fluid, world, x, y, z); this.tank = tank; } } /** * Mods should fire this event when a fluid "spills", for example, if a block containing fluid * is broken. * * @author cpw * */ public static class FluidSpilledEvent extends FluidEvent { public FluidSpilledEvent(FluidStack fluid, World world, int x, int y, int z) { super(fluid, world, x, y, z); } } /** * A handy shortcut for firing the various fluid events. * * @param event */ public static final void fireEvent(FluidEvent event) { MinecraftForge.EVENT_BUS.post(event); } }