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