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Theres documentation at https://sylvessa.zip/fourkit/ now. And a bunch of other changes. Check the discord server for a more comprehensive list
158 lines
5.8 KiB
C#
158 lines
5.8 KiB
C#
namespace Minecraft.Server.FourKit.Event.Inventory;
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using Minecraft.Server.FourKit.Entity;
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using Minecraft.Server.FourKit.Inventory;
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/// <summary>
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/// This event is called when a player clicks a slot in an inventory.
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/// <para>
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/// Because InventoryClickEvent occurs within a modification of the Inventory,
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/// not all Inventory related methods are safe to use.
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/// </para>
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/// <para>
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/// The following should never be invoked by an EventHandler for
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/// InventoryClickEvent using the HumanEntity or InventoryView associated
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/// with this event:
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/// <list type="bullet">
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/// <item><description><see cref="HumanEntity.closeInventory()"/></description></item>
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/// <item><description><see cref="HumanEntity.openInventory(Inventory)"/></description></item>
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/// <item><description><see cref="InventoryView.close()"/></description></item>
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/// </list>
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/// </para>
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/// </summary>
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public class InventoryClickEvent : InventoryInteractEvent
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{
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private readonly SlotType _slotType;
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private readonly int _rawSlot;
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private readonly int _whichSlot;
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private readonly ClickType _click;
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private readonly InventoryAction _action;
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private readonly int _hotbarKey;
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private ItemStack? _currentItem;
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internal InventoryClickEvent(InventoryView view, SlotType type, int slot,
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ClickType click, InventoryAction action)
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: this(view, type, slot, click, action, -1)
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{
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}
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internal InventoryClickEvent(InventoryView view, SlotType type, int slot,
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ClickType click, InventoryAction action, int key)
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: base(view)
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{
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_slotType = type;
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_rawSlot = slot;
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_click = click;
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_action = action;
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_hotbarKey = key;
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_currentItem = view.getItem(slot);
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_whichSlot = view.convertSlot(slot);
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}
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/// <summary>
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/// Gets the inventory that was clicked, or null if outside of window.
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/// </summary>
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/// <returns>The clicked inventory.</returns>
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public Inventory? getClickedInventory()
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{
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if (_rawSlot == InventoryView.OUTSIDE)
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return null;
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int topSize = getView().getTopInventory().getSize();
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if (_rawSlot < topSize)
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return getView().getTopInventory();
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return getView().getBottomInventory();
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}
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/// <summary>
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/// Gets the type of slot that was clicked.
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/// </summary>
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/// <returns>The slot type.</returns>
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public SlotType getSlotType() => _slotType;
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/// <summary>
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/// Gets the current ItemStack on the cursor.
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/// </summary>
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/// <returns>The cursor ItemStack.</returns>
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public ItemStack? getCursor() => getView().getCursor();
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/// <summary>
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/// Gets the ItemStack currently in the clicked slot.
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/// </summary>
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/// <returns>The item in the clicked slot.</returns>
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public ItemStack? getCurrentItem() => _currentItem;
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/// <summary>
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/// Gets whether or not the ClickType for this event represents a right click.
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/// </summary>
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/// <returns>true if the ClickType uses the right mouse button.</returns>
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public bool isRightClick() => _click.isRightClick();
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/// <summary>
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/// Gets whether or not the ClickType for this event represents a left click.
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/// </summary>
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/// <returns>true if the ClickType uses the left mouse button.</returns>
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public bool isLeftClick() => _click.isLeftClick();
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/// <summary>
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/// Gets whether the ClickType for this event indicates that the key was
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/// pressed down when the click was made.
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/// </summary>
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/// <returns>true if the ClickType uses Shift or Ctrl.</returns>
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public bool isShiftClick() => _click.isShiftClick();
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/// <summary>
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/// Sets the item on the cursor.
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/// </summary>
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/// <param name="stack">The new cursor item.</param>
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[Obsolete("This changes the ItemStack in their hand before any calculations are applied to the Inventory.")]
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public void setCursor(ItemStack? stack) => getView().setCursor(stack);
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/// <summary>
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/// Sets the ItemStack currently in the clicked slot.
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/// </summary>
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/// <param name="stack">The item to be placed in the current slot.</param>
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public void setCurrentItem(ItemStack? stack)
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{
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_currentItem = stack;
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if (_rawSlot >= 0)
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getView().setItem(_rawSlot, stack);
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}
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/// <summary>
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/// The slot number that was clicked, ready for passing to
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/// <see cref="Inventory.getItem(int)"/>. Note that there may be two slots
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/// with the same slot number, since a view links two different inventories.
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/// </summary>
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/// <returns>The slot number.</returns>
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public int getSlot() => _whichSlot;
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/// <summary>
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/// The raw slot number clicked, ready for passing to
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/// <see cref="InventoryView.getItem(int)"/>. This slot number is unique
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/// for the view.
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/// </summary>
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/// <returns>The raw slot number.</returns>
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public int getRawSlot() => _rawSlot;
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/// <summary>
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/// If the ClickType is NUMBER_KEY, this method will return the index of
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/// the pressed key (0-8).
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/// </summary>
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/// <returns>The number on the key minus 1 (range 0-8); or -1 if not a NUMBER_KEY action.</returns>
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public int getHotbarButton() => _hotbarKey;
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/// <summary>
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/// Gets the InventoryAction that triggered this event.
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/// This action cannot be changed, and represents what the normal outcome
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/// of the event will be. To change the behavior of this InventoryClickEvent,
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/// changes must be manually applied.
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/// </summary>
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/// <returns>The InventoryAction that triggered this event.</returns>
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public InventoryAction getAction() => _action;
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/// <summary>
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/// Gets the ClickType for this event.
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/// This is insulated against changes to the inventory by other plugins.
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/// </summary>
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/// <returns>The type of inventory click.</returns>
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public ClickType getClick() => _click;
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}
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