/* * Minecraft Forge * Copyright (c) 2016. * * 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.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.util.EnumActionResult; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.eventhandler.Cancelable; import net.minecraftforge.fml.relauncher.Side; import javax.annotation.Nonnull; import javax.annotation.Nullable; import static net.minecraftforge.fml.common.eventhandler.Event.Result.DEFAULT; import static net.minecraftforge.fml.common.eventhandler.Event.Result.DENY; /** * 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 EnumHand hand; private final BlockPos pos; @Nullable private final EnumFacing face; private EnumActionResult cancellationResult = EnumActionResult.PASS; private PlayerInteractEvent(EntityPlayer player, EnumHand hand, BlockPos pos, @Nullable EnumFacing 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 Vec3d localPos; private final Entity target; public EntityInteractSpecific(EntityPlayer player, EnumHand hand, Entity target, Vec3d localPos) { super(player, hand, new BlockPos(target), 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 Vec3d 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(EntityPlayer player, EnumHand hand, Entity target) { super(player, hand, new BlockPos(target), 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. * This event controls which of {@link net.minecraft.block.Block#onBlockActivated} and/or {@link net.minecraft.item.Item#onItemUse} * will be called after {@link net.minecraft.item.Item#onItemUseFirst} is called. * Canceling the event will cause none of the above three to be called * * Let result be a return value of the above three methods, 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}. * * There are various results to this event, see the getters below. * 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 final Vec3d hitVec; public RightClickBlock(EntityPlayer player, EnumHand hand, BlockPos pos, EnumFacing face, Vec3d hitVec) { super(player, hand, pos, face); this.hitVec = hitVec; } /** * @return The hit vector of this click */ public Vec3d getHitVec() { return hitVec; } /** * @return If {@link net.minecraft.block.Block#onBlockActivated} should be called */ public Result getUseBlock() { return useBlock; } /** * @return If {@link net.minecraft.item.Item#onItemUse} should be called */ public Result getUseItem() { return useItem; } /** * DENY: Block will never be used. * DEFAULT: Default behaviour (sneak will not use block, unless all items return true in {@link net.minecraft.item.Item#doesSneakBypassUse}). * ALLOW: Block will always be used, regardless of sneaking and doesSneakBypassUse. */ public void setUseBlock(Result triggerBlock) { this.useBlock = triggerBlock; } /** * DENY: The item will never be used. * DEFAULT: The item will be used if the block fails. * ALLOW: The item will always be used. */ 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(EntityPlayer player, EnumHand hand) { super(player, hand, new BlockPos(player), 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(EntityPlayer player, EnumHand hand) { super(player, hand, new BlockPos(player), 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; private final Vec3d hitVec; public LeftClickBlock(EntityPlayer player, BlockPos pos, EnumFacing face, Vec3d hitVec) { super(player, EnumHand.MAIN_HAND, pos, face); this.hitVec = hitVec; } /** * @return The local hit vector of this click */ public Vec3d getHitVec() { return hitVec; } /** * @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(EntityPlayer player) { super(player, EnumHand.MAIN_HAND, new BlockPos(player), null); } // TODO: remove /** @deprecated use {@link LeftClickEmpty(EntityPlayer)} */ @Deprecated public LeftClickEmpty(EntityPlayer player, @Nonnull ItemStack stack) { this(player); } } /** * @return The hand involved in this interaction. Will never be null. */ @Nonnull public EnumHand getHand() { return hand; } /** * @return The itemstack involved in this interaction, {@code ItemStack.EMPTY} if the hand was empty. */ @Nonnull public ItemStack getItemStack() { return getEntityPlayer().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 EnumFacing getFace() { return face; } /** * @return Convenience method to get the world of this interaction. */ public World getWorld() { return getEntityPlayer().getEntityWorld(); } /** * @return The effective, i.e. logical, side of this interaction. This will be {@link Side#CLIENT} on the client thread, and {@link Side#SERVER} on the server thread. */ public Side getSide() { return getWorld().isRemote ? Side.CLIENT : Side.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 EnumActionResult 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(EnumActionResult result) { this.cancellationResult = result; } }