
onPluginEnable(PluginEvent event) -> onPluginEnable(PluginEnableEvent event) onPluginDisable(PluginEvent event) -> onPluginDisable(PluginDisableEvent event) onVehicleUpdate(VehicleEvent event) -> onVehicleUpdate(VehicleUpdateEvent event) onWorldSave(WorldEvent event) -> onWorldSave(WorldSaveEvent event) onWorldLoad(WorldEvent event) -> onWorldLoad(WorldLoadEvent event)
172 lines
4.8 KiB
Java
172 lines
4.8 KiB
Java
package org.bukkit.event.player;
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import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.Material;
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import org.bukkit.entity.Player;
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import org.bukkit.event.Cancellable;
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import org.bukkit.event.block.Action;
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/**
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*
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* @author durron597
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*
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*/
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public class PlayerInteractEvent extends PlayerEvent implements Cancellable {
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protected ItemStack item;
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protected Action action;
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protected Block blockClicked;
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protected BlockFace blockFace;
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private Result useClickedBlock;
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private Result useItemInHand;
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public PlayerInteractEvent(Player who, Action action, ItemStack item, Block clickedBlock, BlockFace clickedFace) {
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super(Type.PLAYER_INTERACT, who);
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this.action = action;
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this.item = item;
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this.blockClicked = clickedBlock;
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this.blockFace = clickedFace;
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useItemInHand = Result.DEFAULT;
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useClickedBlock = clickedBlock == null ? Result.DENY : Result.ALLOW;
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}
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/**
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* Returns the action type
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*
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* @return Action returns the type of interaction
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*/
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public Action getAction() {
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return action;
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}
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/**
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* Gets the cancellation state of this event. Set to true if you
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* want to prevent buckets from placing water and so forth
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*
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* @return boolean cancellation state
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*/
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public boolean isCancelled() {
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return useInteractedBlock() == Result.DENY;
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}
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/**
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* Sets the cancellation state of this event. A canceled event will not
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* be executed in the server, but will still pass to other plugins
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*
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* Canceling this event will prevent use of food (player won't lose the
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* food item), prevent bows/snowballs/eggs from firing, etc. (player won't
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* lose the ammo)
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*
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* @param cancel true if you wish to cancel this event
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*/
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public void setCancelled(boolean cancel) {
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setUseInteractedBlock(cancel ? Result.DENY : useInteractedBlock() == Result.DENY ? Result.DEFAULT : useInteractedBlock());
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setUseItemInHand(cancel ? Result.DENY : useItemInHand() == Result.DENY ? Result.DEFAULT : useItemInHand());
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}
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/**
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* Returns the item in hand represented by this event
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*
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* @return ItemStack the item used
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*/
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public ItemStack getItem() {
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return this.item;
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}
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/**
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* Convenience method. Returns the material of the item represented by this
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* event
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*
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* @return Material the material of the item used
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*/
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public Material getMaterial() {
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if (!hasItem()) return Material.AIR;
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return item.getType();
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}
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/**
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* Check if this event involved a block
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*
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* return boolean true if it did
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*/
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public boolean hasBlock() {
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return this.blockClicked != null;
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}
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/**
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* Check if this event involved an item
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*
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* return boolean true if it did
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*/
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public boolean hasItem() {
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return this.item != null;
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}
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/**
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* Convenience method to inform the user whether this was a block placement
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* event.
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*
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* @return boolean true if the item in hand was a block
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*/
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public boolean isBlockInHand() {
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if (!hasItem()) return false;
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return item.getType().isBlock();
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}
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/**
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* Returns the clicked block
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*
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* @return Block returns the block clicked with this item.
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*/
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public Block getClickedBlock() {
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return blockClicked;
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}
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/**
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* Returns the face of the block that was clicked
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*
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* @return BlockFace returns the face of the block that was clicked
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*/
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public BlockFace getBlockFace() {
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return blockFace;
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}
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/**
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* This controls the action to take with the block (if any) that was clicked on
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* This event gets processed for all blocks, but most don't have a default action
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* @return the action to take with the interacted block
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*/
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public Result useInteractedBlock() {
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return useClickedBlock;
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}
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/**
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* @param useInteractedBlock the action to take with the interacted block
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*/
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public void setUseInteractedBlock(Result useInteractedBlock) {
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this.useClickedBlock = useInteractedBlock;
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}
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/**
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* This controls the action to take with the item the player is holding
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* This includes both blocks and items (such as flint and steel or records)
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* When this is set to default, it will be allowed if no action is taken on the interacted block
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* @return the action to take with the item in hand
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*/
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public Result useItemInHand() {
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return useItemInHand;
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}
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/**
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* @param useItemInHand the action to take with the item in hand
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*/
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public void setUseItemInHand(Result useItemInHand) {
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this.useItemInHand = useItemInHand;
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}
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}
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