ForgePatch/src/main/java/net/minecraftforge/event/entity/player/PlayerInteractEvent.java

401 lines
15 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2020.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.event.entity.player;
import com.google.common.base.Preconditions;
import net.minecraft.block.Block;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ActionResultType;
import net.minecraft.util.Direction;
import net.minecraft.util.Hand;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.BlockRayTraceResult;
import net.minecraft.util.math.vector.Vector3d;
import net.minecraft.world.World;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.eventbus.api.Cancelable;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import static net.minecraftforge.eventbus.api.Event.Result.DEFAULT;
import static net.minecraftforge.eventbus.api.Event.Result.DENY;
import net.minecraftforge.fml.LogicalSide;
/**
* PlayerInteractEvent is fired when a player interacts in some way.
* All subclasses are fired on {@link MinecraftForge#EVENT_BUS}.
* See the individual documentation on each subevent for more details.
**/
public class PlayerInteractEvent extends PlayerEvent
{
private final Hand hand;
private final BlockPos pos;
@Nullable
private final Direction face;
private ActionResultType cancellationResult = ActionResultType.PASS;
private PlayerInteractEvent(PlayerEntity player, Hand hand, BlockPos pos, @Nullable Direction face)
{
super(Preconditions.checkNotNull(player, "Null player in PlayerInteractEvent!"));
this.hand = Preconditions.checkNotNull(hand, "Null hand in PlayerInteractEvent!");
this.pos = Preconditions.checkNotNull(pos, "Null position in PlayerInteractEvent!");
this.face = face;
}
/**
* This event is fired on both sides whenever a player right clicks an entity.
*
* "Interact at" is an interact where the local vector (which part of the entity you clicked) is known.
* The state of this event affects whether {@link Entity#applyPlayerInteraction} is called.
*
* Let result be the return value of {@link Entity#applyPlayerInteraction}, or {@link #cancellationResult} if the event is cancelled.
* If we are on the client and result is not {@link EnumActionResult#SUCCESS}, the client will then try {@link EntityInteract}.
*/
@Cancelable
public static class EntityInteractSpecific extends PlayerInteractEvent
{
private final Vector3d localPos;
private final Entity target;
public EntityInteractSpecific(PlayerEntity player, Hand hand, Entity target, Vector3d localPos)
{
super(player, hand, target.getPosition(), null);
this.localPos = localPos;
this.target = target;
}
/**
* Returns the local interaction position. This is a 3D vector, where (0, 0, 0) is centered exactly at the
* center of the entity's bounding box at their feet. This means the X and Z values will be in the range
* [-width / 2, width / 2] while Y values will be in the range [0, height]
* @return The local position
*/
public Vector3d getLocalPos()
{
return localPos;
}
public Entity getTarget()
{
return target;
}
}
/**
* This event is fired on both sides when the player right clicks an entity.
* It is responsible for all general entity interactions.
*
* This event is fired only if the result of the above {@link EntityInteractSpecific} is not {@link EnumActionResult#SUCCESS}.
* This event's state affects whether {@link Entity#processInitialInteract} and {@link net.minecraft.item.Item#itemInteractionForEntity} are called.
*
* Let result be {@link EnumActionResult#SUCCESS} if {@link Entity#processInitialInteract} or {@link net.minecraft.item.Item#itemInteractionForEntity} return true,
* or {@link #cancellationResult} if the event is cancelled.
* If we are on the client and result is not {@link EnumActionResult#SUCCESS}, the client will then try {@link RightClickItem}.
*/
@Cancelable
public static class EntityInteract extends PlayerInteractEvent
{
private final Entity target;
public EntityInteract(PlayerEntity player, Hand hand, Entity target)
{
super(player, hand, target.getPosition(), null);
this.target = target;
}
public Entity getTarget()
{
return target;
}
}
/**
* This event is fired on both sides whenever the player right clicks while targeting a block. <br>
* This event controls which of {@link Item#onItemUseFirst}, {@link Block#onBlockActivated}, and {@link Item#onItemUse}
* will be called. <br>
* Canceling the event will cause none of the above three to be called. <br>
* <br>
* Let result be the first non-pass return value of the above three methods, or pass, if they all pass. <br>
* Or {@link #cancellationResult} if the event is cancelled. <br>
* If result equals {@link ActionResultType#PASS}, we proceed to {@link RightClickItem}. <br>
* <br>
* There are various results to this event, see the getters below. <br>
* Note that handling things differently on the client vs server may cause desynchronizations!
*/
@Cancelable
public static class RightClickBlock extends PlayerInteractEvent
{
private Result useBlock = DEFAULT;
private Result useItem = DEFAULT;
private BlockRayTraceResult hitVec;
@Deprecated //Use RayTraceResult version. TODO: Remove 1.17
public RightClickBlock(PlayerEntity player, Hand hand, BlockPos pos, Direction face) {
super(player, hand, pos, face);
}
public RightClickBlock(PlayerEntity player, Hand hand, BlockPos pos, BlockRayTraceResult hitVec) {
super(player, hand, pos, hitVec.getFace());
this.hitVec = hitVec;
}
/**
* @return If {@link net.minecraft.block.Block#onBlockActivated} should be called
*/
public Result getUseBlock()
{
return useBlock;
}
/**
* @return If {@link net.minecraft.item.Item#onItemUseFirst} and {@link net.minecraft.item.Item#onItemUse} should be called
*/
public Result getUseItem()
{
return useItem;
}
/**
* @return The ray trace result targeting the block.
*/
public BlockRayTraceResult getHitVec()
{
return hitVec;
}
/**
* DENY: {@link Block#onBlockActivated} will never be called. <br>
* DEFAULT: {@link Block#onBlockActivated} will be called if {@link Item#onItemUseFirst} passes. <br>
* Note that default activation can be blocked if the user is sneaking and holding an item that does not return true to {@link Item#doesSneakBypassUse}. <br>
* ALLOW: {@link Block#onBlockActivated} will always be called, unless {@link Item#onItemUseFirst} does not pass. <br>
*/
public void setUseBlock(Result triggerBlock)
{
this.useBlock = triggerBlock;
}
/**
* DENY: Neither {@link Item#onItemUse} or {@link Item#onItemUseFirst} will be called. <br>
* DEFAULT: {@link Item#onItemUseFirst} will always be called, and {@link Item#onItemUse} will be called if the block passes. <br>
* ALLOW: {@link Item#onItemUseFirst} will always be called, and {@link Item#onItemUse} will be called if the block passes, regardless of cooldowns or emptiness. <br>
*/
public void setUseItem(Result triggerItem)
{
this.useItem = triggerItem;
}
@Override
public void setCanceled(boolean canceled)
{
super.setCanceled(canceled);
if (canceled)
{
useBlock = DENY;
useItem = DENY;
}
}
}
/**
* This event is fired on both sides before the player triggers {@link net.minecraft.item.Item#onItemRightClick}.
* Note that this is NOT fired if the player is targeting a block {@link RightClickBlock} or entity {@link EntityInteract} {@link EntityInteractSpecific}.
*
* Let result be the return value of {@link net.minecraft.item.Item#onItemRightClick}, or {@link #cancellationResult} if the event is cancelled.
* If we are on the client and result is not {@link EnumActionResult#SUCCESS}, the client will then continue to other hands.
*/
@Cancelable
public static class RightClickItem extends PlayerInteractEvent
{
public RightClickItem(PlayerEntity player, Hand hand)
{
super(player, hand, player.getPosition(), null);
}
}
/**
* This event is fired on the client side when the player right clicks empty space with an empty hand.
* The server is not aware of when the client right clicks empty space with an empty hand, you will need to tell the server yourself.
* This event cannot be canceled.
*/
public static class RightClickEmpty extends PlayerInteractEvent
{
public RightClickEmpty(PlayerEntity player, Hand hand)
{
super(player, hand, player.getPosition(), null);
}
}
/**
* This event is fired when a player left clicks while targeting a block.
* This event controls which of {@link net.minecraft.block.Block#onBlockClicked} and/or the item harvesting methods will be called
* Canceling the event will cause none of the above noted methods to be called.
* There are various results to this event, see the getters below.
*
* Note that if the event is canceled and the player holds down left mouse, the event will continue to fire.
* This is due to how vanilla calls the left click handler methods.
*
* Also note that creative mode directly breaks the block without running any other logic.
* Therefore, in creative mode, {@link #setUseBlock} and {@link #setUseItem} have no effect.
*/
@Cancelable
public static class LeftClickBlock extends PlayerInteractEvent
{
private Result useBlock = DEFAULT;
private Result useItem = DEFAULT;
public LeftClickBlock(PlayerEntity player, BlockPos pos, Direction face)
{
super(player, Hand.MAIN_HAND, pos, face);
}
/**
* @return If {@link net.minecraft.block.Block#onBlockClicked} should be called. Changing this has no effect in creative mode
*/
public Result getUseBlock()
{
return useBlock;
}
/**
* @return If the block should be attempted to be mined with the current item. Changing this has no effect in creative mode
*/
public Result getUseItem()
{
return useItem;
}
public void setUseBlock(Result triggerBlock)
{
this.useBlock = triggerBlock;
}
public void setUseItem(Result triggerItem)
{
this.useItem = triggerItem;
}
@Override
public void setCanceled(boolean canceled)
{
super.setCanceled(canceled);
if (canceled)
{
useBlock = DENY;
useItem = DENY;
}
}
}
/**
* This event is fired on the client side when the player left clicks empty space with any ItemStack.
* The server is not aware of when the client left clicks empty space, you will need to tell the server yourself.
* This event cannot be canceled.
*/
public static class LeftClickEmpty extends PlayerInteractEvent
{
public LeftClickEmpty(PlayerEntity player)
{
super(player, Hand.MAIN_HAND, player.getPosition(), null);
}
}
/**
* @return The hand involved in this interaction. Will never be null.
*/
@Nonnull
public Hand getHand()
{
return hand;
}
/**
* @return The itemstack involved in this interaction, {@code ItemStack.EMPTY} if the hand was empty.
*/
@Nonnull
public ItemStack getItemStack()
{
return getPlayer().getHeldItem(hand);
}
/**
* If the interaction was on an entity, will be a BlockPos centered on the entity.
* If the interaction was on a block, will be the position of that block.
* Otherwise, will be a BlockPos centered on the player.
* Will never be null.
* @return The position involved in this interaction.
*/
@Nonnull
public BlockPos getPos()
{
return pos;
}
/**
* @return The face involved in this interaction. For all non-block interactions, this will return null.
*/
@Nullable
public Direction getFace()
{
return face;
}
/**
* @return Convenience method to get the world of this interaction.
*/
public World getWorld()
{
return getPlayer().getEntityWorld();
}
/**
* @return The effective, i.e. logical, side of this interaction. This will be {@link LogicalSide#CLIENT} on the client thread, and {@link LogicalSide#SERVER} on the server thread.
*/
public LogicalSide getSide()
{
return getWorld().isRemote ? LogicalSide.CLIENT : LogicalSide.SERVER;
}
/**
* @return The EnumActionResult that will be returned to vanilla if the event is cancelled, instead of calling the relevant
* method of the event. By default, this is {@link EnumActionResult#PASS}, meaning cancelled events will cause
* the client to keep trying more interactions until something works.
*/
public ActionResultType getCancellationResult()
{
return cancellationResult;
}
/**
* Set the EnumActionResult that will be returned to vanilla if the event is cancelled, instead of calling the relevant
* method of the event.
* Note that this only has an effect on {@link RightClickBlock}, {@link RightClickItem}, {@link EntityInteract}, and {@link EntityInteractSpecific}.
*/
public void setCancellationResult(ActionResultType result)
{
this.cancellationResult = result;
}
}