984 lines
32 KiB
Java

package org.bukkit.event;
import java.io.Serializable;
import java.util.HashMap;
import java.util.Map;
import org.bukkit.event.block.*;
import org.bukkit.event.entity.*;
import org.bukkit.event.inventory.*;
import org.bukkit.event.painting.*;
import org.bukkit.event.player.*;
import org.bukkit.event.server.*;
import org.bukkit.event.vehicle.*;
import org.bukkit.event.weather.*;
import org.bukkit.event.world.*;
/**
* Represents an event
*/
@SuppressWarnings("serial")
public abstract class Event implements Serializable {
@Deprecated
private final static Map<String, HandlerList> customHandlers = new HashMap<String, HandlerList>();
@Deprecated
private final Type type;
private final String name;
protected Event(final Type type) {
exAssert(type != null, "type is null");
exAssert(type != Type.CUSTOM_EVENT, "use Event(String) to make custom events");
this.type = type;
this.name = getClass().getName();
}
protected Event() {
this.type = Type.FIXED_EVENT;
this.name = getClass().getName();
}
protected Event(final String name) {
exAssert(name != null, "name is null");
this.type = Type.CUSTOM_EVENT;
this.name = name;
}
/**
* Gets the Type of this event
*
* @return Event type that this object represents
*/
@Deprecated
public final Type getType() {
return type;
}
private void exAssert(boolean b, String s) {
if (!b) {
throw new IllegalArgumentException(s);
}
}
/**
* Gets the event's name. Should only be used if getType() == Type.CUSTOM
*
* @return Name of this event
*/
public final String getEventName() {
return name;
}
public HandlerList getHandlers() {
if (type == Type.CUSTOM_EVENT) {
HandlerList result = customHandlers.get(getEventName());
if (result == null) {
result = new HandlerList();
customHandlers.put(getEventName(), result);
}
return result;
} else {
throw new IllegalStateException("Event must implement getHandlers()");
}
}
/**
* Represents an events priority in execution
*/
@Deprecated
public enum Priority {
/**
* Event call is of very low importance and should be ran first, to allow
* other plugins to further customise the outcome
*/
Lowest(EventPriority.LOWEST),
/**
* Event call is of low importance
*/
Low(EventPriority.LOW),
/**
* Event call is neither important or unimportant, and may be ran normally
*/
Normal(EventPriority.NORMAL),
/**
* Event call is of high importance
*/
High(EventPriority.HIGH),
/**
* Event call is critical and must have the final say in what happens
* to the event
*/
Highest(EventPriority.HIGHEST),
/**
* Event is listened to purely for monitoring the outcome of an event.
* <p />
* No modifications to the event should be made under this priority
*/
Monitor(EventPriority.MONITOR);
private final EventPriority priority;
private Priority(EventPriority priority) {
this.priority = priority;
}
public EventPriority getNewPriority() {
return priority;
}
}
/**
* Represents a category used by Type
*/
@Deprecated
public enum Category {
/**
* Represents Player-based events
*
* @see #LIVING_ENTITY
*/
PLAYER,
/**
* Represents Entity-based events
*/
ENTITY,
/**
* Represents Block-based events
*/
BLOCK,
/**
* Represents LivingEntity-based events
*/
LIVING_ENTITY,
/**
* Represents Weather-based events
*/
WEATHER,
/**
* Represents Vehicle-based events
*/
VEHICLE,
/**
* Represents World-based events
*/
WORLD,
/**
* Represents Server and Plugin based events
*/
SERVER,
/**
* Represents Inventory-based events
*/
INVENTORY,
/**
* Represents any miscellaneous events
*/
MISCELLANEOUS;
}
/**
* Provides a lookup for all core events
*/
@Deprecated
public enum Type {
/**
* PLAYER EVENTS
*/
/**
* Called when a player enters the world on a server
*
* @see org.bukkit.event.player.PlayerJoinEvent
*/
PLAYER_JOIN(Category.PLAYER, PlayerJoinEvent.class),
/**
* Called when a player is attempting to connect to the server
*
* @see org.bukkit.event.player.PlayerLoginEvent
*/
PLAYER_LOGIN(Category.PLAYER, PlayerLoginEvent.class),
/**
* Called when a player has just been authenticated
*
* @see org.bukkit.event.player.PlayerPreLoginEvent
*/
PLAYER_PRELOGIN(Category.PLAYER, PlayerPreLoginEvent.class),
/**
* Called when a player respawns
*
* @see org.bukkit.event.player.PlayerRespawnEvent
*/
PLAYER_RESPAWN(Category.PLAYER, PlayerRespawnEvent.class),
/**
* Called when a player gets kicked from the server
*
* @see org.bukkit.event.player.PlayerKickEvent
*/
PLAYER_KICK(Category.PLAYER, PlayerKickEvent.class),
/**
* Called when a player sends a chat message
*
* @see org.bukkit.event.player.PlayerChatEvent
*/
PLAYER_CHAT(Category.PLAYER, PlayerChatEvent.class),
/**
* Called when a player uses a command (early in the command handling process)
*
* @see org.bukkit.event.player.PlayerCommandPreprocessEvent
*/
PLAYER_COMMAND_PREPROCESS(Category.PLAYER, PlayerCommandPreprocessEvent.class),
/**
* Called when a player leaves the server
*
* @see org.bukkit.event.player.PlayerQuitEvent
*/
PLAYER_QUIT(Category.PLAYER, PlayerQuitEvent.class),
/**
* Called when a player moves position in the world
*
* @see org.bukkit.event.player.PlayerMoveEvent
*/
PLAYER_MOVE(Category.PLAYER, PlayerMoveEvent.class),
/**
* Called before a player gets a velocity vector sent, which will instruct him to
* get "pushed" into a specific direction, e.g. after an explosion
*
* @see org.bukkit.event.player.PlayerVelocityEvent
*/
PLAYER_VELOCITY(Category.PLAYER, PlayerVelocityEvent.class),
/**
* Called when a player undergoes an animation (Arm Swing is the only animation currently supported)
*
* @see org.bukkit.event.player.PlayerAnimationEvent
*/
PLAYER_ANIMATION(Category.PLAYER, PlayerAnimationEvent.class),
/**
* Called when a player toggles sneak mode
*
* @see org.bukkit.event.player.PlayerToggleSneakEvent
*/
PLAYER_TOGGLE_SNEAK(Category.PLAYER, PlayerToggleSneakEvent.class),
/**
* Called when a player toggles sprint mode
*
* @see org.bukkit.event.player.PlayerToggleSprintEvent
*/
PLAYER_TOGGLE_SPRINT(Category.PLAYER, PlayerToggleSprintEvent.class),
/**
* Called when a player interacts with an object or air
*
* @see org.bukkit.event.player.PlayerInteractEvent
*/
PLAYER_INTERACT(Category.PLAYER, PlayerInteractEvent.class),
/**
* Called when a player right clicks an entity
*
* @see org.bukkit.event.player.PlayerInteractEntityEvent
*/
PLAYER_INTERACT_ENTITY(Category.PLAYER, PlayerInteractEntityEvent.class),
/**
* Called when a player throws an egg
*
* @see org.bukkit.event.player.PlayerEggThrowEvent
*/
PLAYER_EGG_THROW(Category.PLAYER, PlayerEggThrowEvent.class),
/**
* Called when a player teleports from one position to another
*
* @see org.bukkit.event.player.PlayerTeleportEvent
*/
PLAYER_TELEPORT(Category.PLAYER, PlayerTeleportEvent.class),
/**
* Called when a player completes the portaling process by standing in a portal
*
* @see org.bukkit.event.player.PlayerPortalEvent
*/
PLAYER_PORTAL(Category.PLAYER, PlayerPortalEvent.class),
/**
* Called when a player changes their held item
*
* @see org.bukkit.event.player.PlayerItemHeldEvent
*/
PLAYER_ITEM_HELD(Category.PLAYER, PlayerItemHeldEvent.class),
/**
* Called when a player drops an item
*
* @see org.bukkit.event.player.PlayerDropItemEvent
*/
PLAYER_DROP_ITEM(Category.PLAYER, PlayerDropItemEvent.class),
/**
* Called when a player picks an item up off the ground
*
* @see org.bukkit.event.player.PlayerPickupItemEvent
*/
PLAYER_PICKUP_ITEM(Category.PLAYER, PlayerPickupItemEvent.class),
/**
* Called when a player empties a bucket
*
* @see org.bukkit.event.player.PlayerBucketEmptyEvent
*/
PLAYER_BUCKET_EMPTY(Category.PLAYER, PlayerBucketEmptyEvent.class),
/**
* Called when a player fills a bucket
*
* @see org.bukkit.event.player.PlayerBucketFillEvent
*/
PLAYER_BUCKET_FILL(Category.PLAYER, PlayerBucketFillEvent.class),
/**
* Called when a player interacts with the inventory
*
* @see org.bukkit.event.player.PlayerInventoryEvent
*/
PLAYER_INVENTORY(Category.PLAYER, PlayerInventoryEvent.class),
/**
* Called when a player enter a bed
*
* @see org.bukkit.event.player.PlayerBedEnterEvent
*/
PLAYER_BED_ENTER(Category.PLAYER, PlayerBedEnterEvent.class),
/**
* Called when a player leaves a bed
*
* @see org.bukkit.event.player.PlayerBedLeaveEvent
*/
PLAYER_BED_LEAVE(Category.PLAYER, PlayerBedLeaveEvent.class),
/**
* Called when a player is fishing
*
* @see org.bukkit.event.player.PlayerFishEvent
*/
PLAYER_FISH(Category.PLAYER, PlayerFishEvent.class),
/**
* Called when the game mode of a player is changed
*
* @see org.bukkit.event.player.PlayerGameModeChangeEvent
*/
PLAYER_GAME_MODE_CHANGE(Category.PLAYER, PlayerGameModeChangeEvent.class),
/**
* Called after a player has changed to a new world
*
* @see org.bukkit.event.player.PlayerChangedWorldEvent
*/
PLAYER_CHANGED_WORLD(Category.PLAYER, PlayerChangedWorldEvent.class),
/**
* Called when a players level changes
*
* @see org.bukkit.event.player.PlayerLevelChangeEvent
*/
PLAYER_LEVEL_CHANGE(Category.PLAYER, PlayerLevelChangeEvent.class),
/**
* Called when a players experience changes naturally
*
* @see org.bukkit.event.player.PlayerExpChangeEvent
*/
PLAYER_EXP_CHANGE(Category.PLAYER, PlayerExpChangeEvent.class),
/**
* Called when a player shears an entity
*
* @see org.bukkit.event.player.PlayerShearEntityEvent
*/
PLAYER_SHEAR_ENTITY(Category.LIVING_ENTITY, PlayerShearEntityEvent.class),
/**
* BLOCK EVENTS
*/
/**
* Called when a block is damaged (hit by a player)
*
* @see org.bukkit.event.block.BlockDamageEvent
*/
BLOCK_DAMAGE(Category.BLOCK, BlockDamageEvent.class),
/**
* Called when a block is undergoing a universe physics
* check on whether it can be built
* <p />
* For example, cacti cannot be built on grass unless overridden here
*
* @see org.bukkit.event.block.BlockCanBuildEvent
*/
BLOCK_CANBUILD(Category.BLOCK, BlockCanBuildEvent.class),
/**
* Called when a block of water or lava attempts to flow into another
* block
*
* @see org.bukkit.event.block.BlockFromToEvent
*/
BLOCK_FROMTO(Category.BLOCK, BlockFromToEvent.class),
/**
* Called when a block is being set on fire from another block, such as
* an adjacent block of fire attempting to set fire to wood
*
* @see org.bukkit.event.block.BlockIgniteEvent
*/
BLOCK_IGNITE(Category.BLOCK, BlockIgniteEvent.class),
/**
* Called when a block undergoes a physics check
* <p />
* A physics check is commonly called when an adjacent block changes
* type
*
* @see org.bukkit.event.block.BlockPhysicsEvent
*/
BLOCK_PHYSICS(Category.BLOCK, BlockPhysicsEvent.class),
/**
* Called when a player is attempting to place a block
*
* @see org.bukkit.event.block.BlockPlaceEvent
*/
BLOCK_PLACE(Category.BLOCK, BlockPlaceEvent.class),
/**
* Called when a block dispenses something
*
* @see org.bukkit.event.block.BlockDispenseEvent
*/
BLOCK_DISPENSE(Category.BLOCK, BlockDispenseEvent.class),
/**
* Called when a block is destroyed from being burnt by fire
*
* @see org.bukkit.event.block.BlockBurnEvent
*/
BLOCK_BURN(Category.BLOCK, BlockBurnEvent.class),
/**
* Called when leaves are decaying naturally
*
* @see org.bukkit.event.block.LeavesDecayEvent
*/
LEAVES_DECAY(Category.BLOCK, LeavesDecayEvent.class),
/**
* Called when a sign is changed
*
* @see org.bukkit.event.block.SignChangeEvent
*/
SIGN_CHANGE(Category.BLOCK, SignChangeEvent.class),
/**
* Called when a block changes redstone current. Only triggered on blocks
* that are actually capable of transmitting or carrying a redstone
* current
*
* @see org.bukkit.event.block.BlockRedstoneEvent
*/
REDSTONE_CHANGE(Category.BLOCK, BlockRedstoneEvent.class),
/**
* Called when a block is broken by a player
*
* @see org.bukkit.event.block.BlockBreakEvent
*/
BLOCK_BREAK(Category.BLOCK, BlockBreakEvent.class),
/**
* Called when a block is formed based on world conditions
*
* @see org.bukkit.event.block.BlockFormEvent
*/
BLOCK_FORM(Category.BLOCK, BlockFormEvent.class),
/**
* Called when a block spreads based on world conditions
*
* @see org.bukkit.event.block.BlockSpreadEvent
*/
BLOCK_SPREAD(Category.BLOCK, BlockSpreadEvent.class),
/**
* Called when a block fades, melts or disappears based on world conditions
*
* @see org.bukkit.event.block.BlockFadeEvent
*/
BLOCK_FADE(Category.BLOCK, BlockFadeEvent.class),
/**
* Called when a piston extends
*
* @see org.bukkit.event.block.BlockPistonExtendEvent
*/
BLOCK_PISTON_EXTEND(Category.BLOCK, BlockPistonExtendEvent.class),
/**
* Called when a piston retracts
*
* @see org.bukkit.event.block.BlockPistonRetractEvent
*/
BLOCK_PISTON_RETRACT(Category.BLOCK, BlockPistonRetractEvent.class),
/**
* INVENTORY EVENTS
*/
/**
* Called when a player opens an inventory
*
* @todo: add javadoc see comment
*/
INVENTORY_OPEN(Category.INVENTORY, null),
/**
* Called when a player closes an inventory
*
* @todo: add javadoc see comment
*/
INVENTORY_CLOSE(Category.INVENTORY, null),
/**
* Called when a player clicks on an inventory slot
*
* @todo: add javadoc see comment
*/
INVENTORY_CLICK(Category.INVENTORY, null),
/**
* Called when an inventory slot changes values or type
*
* @todo: add javadoc see comment
*/
INVENTORY_CHANGE(Category.INVENTORY, null),
/**
* Called when a player is attempting to perform an inventory transaction
*
* @todo: add javadoc see comment
*/
INVENTORY_TRANSACTION(Category.INVENTORY, null),
/**
* Called when an ItemStack is successfully smelted in a furnace.
*
* @see org.bukkit.event.inventory.FurnaceSmeltEvent
*/
FURNACE_SMELT(Category.INVENTORY, FurnaceSmeltEvent.class),
/**
* Called when an ItemStack is successfully burned as fuel in a furnace.
*
* @see org.bukkit.event.inventory.FurnaceBurnEvent
*/
FURNACE_BURN(Category.INVENTORY, FurnaceBurnEvent.class),
/**
* SERVER EVENTS
*/
/**
* Called when a plugin is enabled
*
* @see org.bukkit.event.server.PluginEnableEvent
*/
PLUGIN_ENABLE(Category.SERVER, PluginEnableEvent.class),
/**
* Called when a plugin is disabled
*
* @see org.bukkit.event.server.PluginDisableEvent
*/
PLUGIN_DISABLE(Category.SERVER, PluginDisableEvent.class),
/**
* Called when a server command is called
*
* @see org.bukkit.event.server.ServerCommandEvent
*/
SERVER_COMMAND(Category.SERVER, ServerCommandEvent.class),
/**
* Called when a remote server command is called
*
* @see org.bukkit.event.server.ServerCommandEvent
*/
REMOTE_COMMAND(Category.SERVER, ServerCommandEvent.class),
/**
* Called when a map is initialized (created or loaded into memory)
*
* @see org.bukkit.event.server.MapInitializeEvent
*/
MAP_INITIALIZE(Category.SERVER, MapInitializeEvent.class),
/**
* Called when a client pings a server.
*
* @see org.bukkit.event.server.ServerListPingEvent
*/
SERVER_LIST_PING(Category.SERVER, ServerListPingEvent.class),
/**
* WORLD EVENTS
*/
/**
* Called when a chunk is loaded
* <p />
* If a new chunk is being generated for loading, it will call
* Type.CHUNK_GENERATION and then Type.CHUNK_LOADED upon completion
*
* @see org.bukkit.event.world.ChunkLoadEvent
*/
CHUNK_LOAD(Category.WORLD, ChunkLoadEvent.class),
/**
* Called when a chunk is unloaded
*
* @see org.bukkit.event.world.ChunkUnloadEvent
*/
CHUNK_UNLOAD(Category.WORLD, ChunkUnloadEvent.class),
/**
* Called when a newly created chunk has been populated.
* <p />
* If your intent is to populate the chunk using this event, please see {@link org.bukkit.generator.BlockPopulator}
*
* @see org.bukkit.event.world.ChunkPopulateEvent
*/
CHUNK_POPULATED(Category.WORLD, ChunkPopulateEvent.class),
/**
* Called when an ItemEntity spawns in the world
*
* @see org.bukkit.event.entity.ItemSpawnEvent
*/
ITEM_SPAWN(Category.WORLD, ItemSpawnEvent.class),
/**
* Called when a World's spawn is changed
*
* @see org.bukkit.event.world.SpawnChangeEvent
*/
SPAWN_CHANGE(Category.WORLD, SpawnChangeEvent.class),
/**
* Called when a world is saved
*
* @see org.bukkit.event.world.WorldSaveEvent
*/
WORLD_SAVE(Category.WORLD, WorldSaveEvent.class),
/**
* Called when a World is initializing
*
* @see org.bukkit.event.world.WorldInitEvent
*/
WORLD_INIT(Category.WORLD, WorldInitEvent.class),
/**
* Called when a World is loaded
*
* @see org.bukkit.event.world.WorldLoadEvent
*/
WORLD_LOAD(Category.WORLD, WorldLoadEvent.class),
/**
* Called when a World is unloaded
*
* @see org.bukkit.event.world.WorldUnloadEvent
*/
WORLD_UNLOAD(Category.WORLD, WorldUnloadEvent.class),
/**
* Called when world attempts to create a matching end to a portal
*
* @see org.bukkit.event.world.PortalCreateEvent
*/
PORTAL_CREATE(Category.WORLD, PortalCreateEvent.class),
/**
* Called when an organic structure attempts to grow (Sapling -> Tree), (Mushroom -> Huge Mushroom), naturally or using bonemeal.
*
* @see org.bukkit.event.world.StructureGrowEvent
*/
STRUCTURE_GROW(Category.WORLD, StructureGrowEvent.class),
/**
* Called when an item despawns from a world
*
* @see org.bukkit.event.entity.ItemDespawnEvent
*/
ITEM_DESPAWN(Category.WORLD, ItemDespawnEvent.class),
/**
* ENTITY EVENTS
*/
/**
* Called when a painting is placed by player
*
* @see org.bukkit.event.painting.PaintingPlaceEvent
*/
PAINTING_PLACE(Category.ENTITY, PaintingPlaceEvent.class),
/**
* Called when a painting is removed
*
* @see org.bukkit.event.painting.PaintingBreakEvent
*/
PAINTING_BREAK(Category.ENTITY, PaintingBreakEvent.class),
/**
* Called when an entity touches a portal block
*
* @see org.bukkit.event.entity.EntityPortalEnterEvent
*/
ENTITY_PORTAL_ENTER(Category.ENTITY, EntityPortalEnterEvent.class),
/**
* LIVING_ENTITY EVENTS
*/
/**
* Called when a creature, either hostile or neutral, attempts to spawn
* in the world "naturally"
*
* @see org.bukkit.event.entity.CreatureSpawnEvent
*/
CREATURE_SPAWN(Category.LIVING_ENTITY, CreatureSpawnEvent.class),
/**
* Called when a LivingEntity is damaged with no source.
*
* @see org.bukkit.event.entity.EntityDamageEvent
*/
ENTITY_DAMAGE(Category.LIVING_ENTITY, EntityDamageEvent.class),
/**
* Called when a LivingEntity dies
*
* @see org.bukkit.event.entity.EntityDeathEvent
*/
ENTITY_DEATH(Category.LIVING_ENTITY, EntityDeathEvent.class),
/**
* Called when a Skeleton or Zombie catch fire due to the sun
*
* @see org.bukkit.event.entity.EntityCombustEvent
*/
ENTITY_COMBUST(Category.LIVING_ENTITY, EntityCombustEvent.class),
/**
* Called when an entity explodes, either TNT, Creeper, or Ghast Fireball
*
* @see org.bukkit.event.entity.EntityExplodeEvent
*/
ENTITY_EXPLODE(Category.LIVING_ENTITY, EntityExplodeEvent.class),
/**
* Called when an entity has made a decision to explode.
* <p />
* Provides an opportunity to act on the entity, change the explosion radius,
* or to change the fire-spread flag.
* <p />
* Canceling the event negates the entity's decision to explode.
* For EntityCreeper, this resets the fuse but does not kill the Entity.
* For EntityFireball and EntityTNTPrimed....?
*
* @see org.bukkit.event.entity.ExplosionPrimeEvent
*/
EXPLOSION_PRIME(Category.LIVING_ENTITY, ExplosionPrimeEvent.class),
/**
* Called when an entity targets another entity
*
* @see org.bukkit.event.entity.EntityTargetEvent
*/
ENTITY_TARGET(Category.LIVING_ENTITY, EntityTargetEvent.class),
/**
* Called when a sheep regrows its wool
*
* @see org.bukkit.event.entity.SheepRegrowWoolEvent
*/
SHEEP_REGROW_WOOL(Category.LIVING_ENTITY, SheepRegrowWoolEvent.class),
/**
* Called when a sheep's wool is dyed
*
* @see org.bukkit.event.entity.SheepDyeWoolEvent
*/
SHEEP_DYE_WOOL(Category.LIVING_ENTITY, SheepDyeWoolEvent.class),
/**
* Called when an entity interacts with a block
* This event specifically excludes player entities
*
* @see org.bukkit.event.entity.EntityInteractEvent
*/
ENTITY_INTERACT(Category.LIVING_ENTITY, EntityInteractEvent.class),
/**
* Called when a creeper gains or loses a power shell
*
* @see org.bukkit.event.entity.CreeperPowerEvent
*/
CREEPER_POWER(Category.LIVING_ENTITY, CreeperPowerEvent.class),
/**
* Called when a pig is zapped, zombifying it
*
* @see org.bukkit.event.entity.PigZapEvent
*/
PIG_ZAP(Category.LIVING_ENTITY, PigZapEvent.class),
/**
* Called when a LivingEntity is tamed
*
* @see org.bukkit.event.entity.EntityTameEvent
*/
ENTITY_TAME(Category.LIVING_ENTITY, EntityTameEvent.class),
/**
* Called when a LivingEntity changes a block
*
* This event specifically excludes player entities
*
* @see org.bukkit.event.entity.EntityChangeBlockEvent
*/
ENTITY_CHANGE_BLOCK(Category.LIVING_ENTITY, EntityChangeBlockEvent.class),
/**
* Called when a {@link Projectile} hits something
*
* @see org.bukkit.event.entity.ProjectileHitEvent
*/
PROJECTILE_HIT(Category.ENTITY, ProjectileHitEvent.class),
/**
* Called when a splash potion hits an area
*
* @see org.bukkit.event.entity.PotionSplashEvent
*/
POTION_SPLASH(Category.ENTITY, PotionSplashEvent.class),
/**
* Called when a Slime splits into smaller Slimes upon death
*
* @see org.bukkit.event.entity.SlimeSplitEvent
*/
SLIME_SPLIT(Category.LIVING_ENTITY, SlimeSplitEvent.class),
/**
* Called when a LivingEntity is regains health
*
* @see org.bukkit.event.entity.EntityRegainHealthEvent
*/
ENTITY_REGAIN_HEALTH(Category.LIVING_ENTITY, EntityRegainHealthEvent.class),
/**
* Called when an Enderman picks a block up
*
* @see org.bukkit.event.entity.EndermanPickupEvent
*/
ENDERMAN_PICKUP(Category.LIVING_ENTITY, EndermanPickupEvent.class),
/**
* Called when an Enderman places a block
*
* @see org.bukkit.event.entity.EndermanPlaceEvent
*/
ENDERMAN_PLACE(Category.LIVING_ENTITY, EndermanPlaceEvent.class),
/**
* Called when a human entity's food level changes
*
* @see org.bukkit.event.entity.FoodLevelChangeEvent
*/
FOOD_LEVEL_CHANGE(Category.LIVING_ENTITY, FoodLevelChangeEvent.class),
/**
* Called when an entity creates a portal in a world
*
* @see org.bukkit.event.entity.EntityCreatePortalEvent
*/
ENTITY_CREATE_PORTAL(Category.LIVING_ENTITY, EntityCreatePortalEvent.class),
/**
* Called when a LivingEntity shoots a bow firing an arrow
*
* @see org.bukkit.event.entity.EntityShootBowEvent
*/
ENTITY_SHOOT_BOW(Category.LIVING_ENTITY, EntityShootBowEvent.class),
/**
* WEATHER EVENTS
*/
/**
* Called when a lightning entity strikes somewhere
*
* @see org.bukkit.event.weather.LightningStrikeEvent
*/
LIGHTNING_STRIKE(Category.WEATHER, LightningStrikeEvent.class),
/**
* Called when the weather in a world changes
*
* @see org.bukkit.event.weather.WeatherChangeEvent
*/
WEATHER_CHANGE(Category.WEATHER, WeatherChangeEvent.class),
/**
* Called when the thunder state in a world changes
*
* @see org.bukkit.event.weather.ThunderChangeEvent
*/
THUNDER_CHANGE(Category.WEATHER, ThunderChangeEvent.class),
/**
* VEHICLE EVENTS
*/
/**
* Called when a vehicle is placed by a player
*
* @see org.bukkit.event.vehicle.VehicleCreateEvent
*/
VEHICLE_CREATE(Category.VEHICLE, VehicleCreateEvent.class),
/**
* Called when a vehicle is destroyed
*
* @see org.bukkit.event.vehicle.VehicleDestroyEvent
*/
VEHICLE_DESTROY(Category.VEHICLE, VehicleDestroyEvent.class),
/**
* Called when a vehicle is damaged by a LivingEntity
*
* @see org.bukkit.event.vehicle.VehicleDamageEvent
*/
VEHICLE_DAMAGE(Category.VEHICLE, VehicleDamageEvent.class),
/**
* Called when a vehicle collides with an Entity
*
* @see org.bukkit.event.vehicle.VehicleCollisionEvent
*/
VEHICLE_COLLISION_ENTITY(Category.VEHICLE, VehicleEntityCollisionEvent.class),
/**
* Called when a vehicle collides with a Block
*
* @see org.bukkit.event.vehicle.VehicleBlockCollisionEvent
*/
VEHICLE_COLLISION_BLOCK(Category.VEHICLE, VehicleBlockCollisionEvent.class),
/**
* Called when a vehicle is entered by a LivingEntity
*
* @see org.bukkit.event.vehicle.VehicleEnterEvent
*/
VEHICLE_ENTER(Category.VEHICLE, VehicleEnterEvent.class),
/**
* Called when a vehicle is exited by a LivingEntity
*
* @see org.bukkit.event.vehicle.VehicleExitEvent
*/
VEHICLE_EXIT(Category.VEHICLE, VehicleExitEvent.class),
/**
* Called when a vehicle moves position in the world
*
* @see org.bukkit.event.vehicle.VehicleMoveEvent
*/
VEHICLE_MOVE(Category.VEHICLE, VehicleMoveEvent.class),
/**
* Called when a vehicle is going through an update cycle, rechecking itself
*
* @see org.bukkit.event.vehicle.VehicleUpdateEvent
*/
VEHICLE_UPDATE(Category.VEHICLE, VehicleUpdateEvent.class),
/**
* MISCELLANEOUS EVENTS
*/
/**
* Represents a custom event, isn't actually used
*/
CUSTOM_EVENT(Category.MISCELLANEOUS, TransitionalCustomEvent.class),
/**
* Represents an event using the new, Event.Type-less event system to avoid NPE-ing
*/
FIXED_EVENT(Category.MISCELLANEOUS, Event.class);
private final Category category;
private final Class<? extends Event> clazz;
private Type(Category category, Class<? extends Event> clazz) {
this.category = category;
this.clazz = clazz;
}
/**
* Gets the Category assigned to this event
*
* @return Category of this Event.Type
*/
public Category getCategory() {
return category;
}
public Class<? extends Event> getEventClass() {
return clazz;
}
}
public enum Result {
/**
* Deny the event.
* Depending on the event, the action indicated by the event will either not take place or will be reverted.
* Some actions may not be denied.
*/
DENY,
/**
* Neither deny nor allow the event.
* The server will proceed with its normal handling.
*/
DEFAULT,
/**
* Allow / Force the event.
* The action indicated by the event will take place if possible, even if the server would not normally allow the action.
* Some actions may not be allowed.
*/
ALLOW;
}
}