ForgePatch/common/net/minecraftforge/event/world/BlockEvent.java

113 lines
4.4 KiB
Java

package net.minecraftforge.event.world;
import java.util.ArrayList;
import net.minecraft.block.Block;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraftforge.event.Cancelable;
import net.minecraftforge.event.Event;
public class BlockEvent extends Event {
public final int x;
public final int y;
public final int z;
public final World world;
public final Block block;
public final int blockMetadata;
public BlockEvent(int x, int y, int z, World world, Block block, int blockMetadata)
{
this.x = x;
this.y = y;
this.z = z;
this.world = world;
this.block = block;
this.blockMetadata = blockMetadata;
}
/**
* Fired when a block is about to drop it's harvested items. The {@link #drops} array can be amended, as can the {@link #dropChance}.
* <strong>Note well:</strong> the {@link #harvester} player field is null in a variety of scenarios. Code expecting null.
*
* The {@link #dropChance} is used to determine which items in this array will actually drop, compared to a random number. If you wish, you
* can pre-filter yourself, and set {@link #dropChance} to 1.0f to always drop the contents of the {@link #drops} array.
*
* {@link #isSilkTouching} is set if this is considered a silk touch harvesting operation, vs a normal harvesting operation. Act accordingly.
*
* @author cpw
*/
public static class HarvestDropsEvent extends BlockEvent {
public final int fortuneLevel;
public final ArrayList<ItemStack> drops;
public final boolean isSilkTouching;
public float dropChance; // Change to e.g. 1.0f, if you manipulate the list and want to guarantee it always drops
public final EntityPlayer harvester; // May be null for non-player harvesting such as explosions or machines
public HarvestDropsEvent(int x, int y, int z, World world, Block block, int blockMetadata, int fortuneLevel, float dropChance, ArrayList<ItemStack> drops, EntityPlayer harvester, boolean isSilkTouching)
{
super(x, y, z, world, block, blockMetadata);
this.fortuneLevel = fortuneLevel;
this.dropChance = dropChance;
this.drops = drops;
this.isSilkTouching = isSilkTouching;
this.harvester = harvester;
}
}
/**
* Event that is fired when an Block is about to be broken by a player
* Canceling this event will prevent the Block from being broken.
*/
@Cancelable
public static class BreakEvent extends BlockEvent
{
/** Reference to the Player who broke the block. If no player is available, use a EntityFakePlayer */
private final EntityPlayer player;
private int exp;
public BreakEvent(int x, int y, int z, World world, Block block, int blockMetadata, EntityPlayer player)
{
super(x, y, z, world, block, blockMetadata);
this.player = player;
if (block == null || !player.canHarvestBlock(block) || // Handle empty block or player unable to break block scenario
block.canSilkHarvest(world, player, x, y, z, blockMetadata) && EnchantmentHelper.getSilkTouchModifier(player)) // If the block is being silk harvested, the exp dropped is 0
{
this.exp = 0;
}
else
{
int meta = block.getDamageValue(world, x, y, z);
int bonusLevel = EnchantmentHelper.getFortuneModifier(player);
this.exp = block.getExpDrop(world, meta, bonusLevel);
}
}
public EntityPlayer getPlayer()
{
return player;
}
/**
* Get the experience dropped by the block after the event has processed
*
* @return The experience to drop or 0 if the event was canceled
*/
public int getExpToDrop()
{
return this.isCanceled() ? 0 : exp;
}
/**
* Set the amount of experience dropped by the block after the event has processed
*
* @param exp 1 or higher to drop experience, else nothing will drop
*/
public void setExpToDrop(int exp)
{
this.exp = exp;
}
}
}