feat: add FourKit plugin host with dual server build
Adds the FourKit .NET 10 plugin host as a second dedicated server
build flavour alongside the existing vanilla server. Both flavours
build from the same source tree, with FourKit gated by the
MINECRAFT_SERVER_FOURKIT_BUILD preprocessor define.
Build layout:
Minecraft.Server vanilla, no plugin support, no .NET dep
Minecraft.Server.FourKit FourKit-enabled, ships with bundled
.NET 10 self-contained runtime in runtime/
and an empty plugins/ folder
Both produce a Minecraft.Server.exe in their own per-target output
dir. The variant identity lives in the directory name, not the
binary name, so either flavour can be shipped as a drop-in.
Native bridge (Minecraft.Server/FourKit*.{cpp,h}):
* FourKitRuntime: hosts CoreCLR via hostfxr's command-line init API
(the runtime-config API does not support self-contained components)
* FourKitBridge: ~50 Fire* event entry points, with inline no-op
stubs for the standalone build so gameplay code can call them
unconditionally
* FourKitNatives: ~80 native callbacks the managed side invokes
for player/world/inventory mutations
* FourKitMappers: type and enum mapping helpers
Managed plugin host (Minecraft.Server.FourKit/):
* Bukkit-style API: Player, World, Block, Inventory, Command,
Listener, EventHandler attribute, ~54 event classes
* PluginLoader with per-plugin AssemblyLoadContext
* FourKitHost as the [UnmanagedCallersOnly] entry point table
* Runtime resolves plugins relative to the host process so they
always live next to Minecraft.Server.exe regardless of where the
managed assembly itself is loaded from
Engine hooks (Minecraft.Client/, Minecraft.World/):
* Player lifecycle (PreLogin, Login, Join, Quit, Kick, Move,
Teleport, Portal, Death) wired into PendingConnection and
PlayerConnection without disturbing the cipher handshake or
identity-token security flow
* Inventory open/click/drop hooks across every container menu type
* Block place/break/grow/burn/spread/from-to hooks across the
full tile family
* Bed enter/leave, sign change, entity damage/death, ender pearl
teleport hooks
Regression fixes preserved while applying donor diffs:
* ServerPlayer::die() retains the LCE-Revelations hardcore branch
(setGameMode(ADVENTURE) + banPlayerForHardcoreDeath) in both the
FourKit and non-FourKit code paths
* ServerLevel::entityAdded() retains the sub-entity ID reassignment
loop required by the client's handleAddMob offset, fixing Ender
Dragon and Wither boss multi-part hit detection
* LivingEntity::travel() retains the raw Player* cast and the
cached frictionTile, both Revelations perf wins that the donor
silently reverted
* ServerLogger.cpp keeps the file-logging code donor stripped
* PlayerList.cpp end portal transition fix and UIScene_EndPoem
bounds-check are intact
Build system:
* Top-level CMakeLists.txt adds the Minecraft.Server.FourKit
subdirectory and pulls in the new shared cmake/ServerTarget.cmake
helper
* Minecraft.Server/cmake/sources/Common.cmake is now location
independent (uses CMAKE_CURRENT_LIST_DIR) so the source list
can be consumed from either server target's CMakeLists.txt
* The seven FourKit*.cpp/h files live in their own
_MINECRAFT_SERVER_COMMON_SERVER_FOURKIT variable so the
standalone target omits them
* configure-time .NET 10 SDK check fails fast with a clear
download link if the SDK is missing
* global.json pins the SDK to 10.0.100 with latestFeature
rollforward
Sample plugin (samples/HelloPlugin/) demonstrates the loader and
the PlayerJoinEvent listener pattern.
CI:
* nightly.yml builds both server flavours, ships
LCE-Revelations-Server-Win64.zip and
LCE-Revelations-Server-Win64-FourKit.zip, attests both, and
updates release notes for the dual-flavour layout
* pull-request.yml pulls in actions/setup-dotnet so the FourKit
publish step works in PR validation
* All zip artifacts and the client zip are renamed from
LCREWindows64 to LCE-Revelations-{Client,Server}-Win64
Documentation:
* COMPILE.md gets a VS 2022 quick start, .NET 10 prereq section,
server flavours explanation, and a troubleshooting section
* docs/FOURKIT_PORT_RECON.md captures the file-by-file recon that
drove the port
* docs/FOURKIT_PARITY.md is the canonical reference for which
events FourKit fires
Docker:
* docker-compose.dedicated-server.yml MC_RUNTIME_DIR default points
at the vanilla CMake output. The FourKit Docker image is
intentionally NOT shipped yet because hosting .NET 10 self
contained inside Wine has not been smoke-tested
This commit is contained in:
@@ -0,0 +1,93 @@
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namespace Minecraft.Server.FourKit.Event.Inventory;
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/// <summary>
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/// What the client did to trigger this action (not the result).
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/// </summary>
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public enum ClickType
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{
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/// <summary>The left (or primary) mouse button.</summary>
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LEFT,
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/// <summary>Holding shift while pressing the left mouse button.</summary>
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SHIFT_LEFT,
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/// <summary>The right mouse button.</summary>
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RIGHT,
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/// <summary>Holding shift while pressing the right mouse button.</summary>
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SHIFT_RIGHT,
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/// <summary>Clicking the left mouse button on the grey area around the inventory.</summary>
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WINDOW_BORDER_LEFT,
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/// <summary>Clicking the right mouse button on the grey area around the inventory.</summary>
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WINDOW_BORDER_RIGHT,
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/// <summary>The middle mouse button, or a "scrollwheel click".</summary>
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MIDDLE,
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/// <summary>One of the number keys 1-9, correspond to slots on the hotbar.</summary>
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NUMBER_KEY,
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/// <summary>Pressing the left mouse button twice in quick succession.</summary>
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DOUBLE_CLICK,
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/// <summary>The "Drop" key (defaults to Q).</summary>
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DROP,
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/// <summary>Holding Ctrl while pressing the "Drop" key (defaults to Q).</summary>
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CONTROL_DROP,
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/// <summary>Any action done with the Creative inventory open.</summary>
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CREATIVE,
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/// <summary>A type of inventory manipulation not yet recognized by Bukkit.</summary>
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UNKNOWN,
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}
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/// <summary>
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/// Extension methods for <see cref="ClickType"/>.
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/// </summary>
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public static class ClickTypeExtensions
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{
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/// <summary>
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/// Gets whether this ClickType represents the pressing of a key on a keyboard.
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/// </summary>
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/// <param name="click">The click type.</param>
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/// <returns>true if this ClickType represents the pressing of a key.</returns>
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public static bool isKeyboardClick(this ClickType click)
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{
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return click == ClickType.NUMBER_KEY || click == ClickType.DROP || click == ClickType.CONTROL_DROP;
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}
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/// <summary>
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/// Gets whether this ClickType represents an action that can only be performed
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/// by a Player in creative mode.
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/// </summary>
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/// <param name="click">The click type.</param>
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/// <returns>true if this action requires Creative mode.</returns>
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public static bool isCreativeAction(this ClickType click)
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{
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return click == ClickType.CREATIVE || click == ClickType.MIDDLE;
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}
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/// <summary>
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/// Gets whether this ClickType represents a right click.
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/// </summary>
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/// <param name="click">The click type.</param>
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/// <returns>true if this ClickType represents a right click.</returns>
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public static bool isRightClick(this ClickType click)
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{
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return click == ClickType.RIGHT || click == ClickType.SHIFT_RIGHT;
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}
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/// <summary>
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/// Gets whether this ClickType represents a left click.
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/// </summary>
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/// <param name="click">The click type.</param>
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/// <returns>true if this ClickType represents a left click.</returns>
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public static bool isLeftClick(this ClickType click)
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{
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return click == ClickType.LEFT || click == ClickType.SHIFT_LEFT
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|| click == ClickType.DOUBLE_CLICK || click == ClickType.CREATIVE;
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}
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/// <summary>
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/// Gets whether this ClickType indicates that the shift key was pressed
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/// down when the click was made.
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/// </summary>
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/// <param name="click">The click type.</param>
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/// <returns>true if the action uses Shift.</returns>
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public static bool isShiftClick(this ClickType click)
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{
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return click == ClickType.SHIFT_LEFT || click == ClickType.SHIFT_RIGHT;
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}
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}
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@@ -0,0 +1,46 @@
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namespace Minecraft.Server.FourKit.Event.Inventory;
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/// <summary>
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/// An estimation of what the result will be.
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/// </summary>
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public enum InventoryAction
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{
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/// <summary>Nothing will happen from the click.</summary>
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NOTHING,
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/// <summary>All of the items on the clicked slot are moved to the cursor.</summary>
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PICKUP_ALL,
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/// <summary>Some of the items on the clicked slot are moved to the cursor.</summary>
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PICKUP_SOME,
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/// <summary>Half of the items on the clicked slot are moved to the cursor.</summary>
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PICKUP_HALF,
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/// <summary>One of the items on the clicked slot are moved to the cursor.</summary>
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PICKUP_ONE,
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/// <summary>All of the items on the cursor are moved to the clicked slot.</summary>
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PLACE_ALL,
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/// <summary>Some of the items from the cursor are moved to the clicked slot (usually up to the max stack size).</summary>
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PLACE_SOME,
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/// <summary>A single item from the cursor is moved to the clicked slot.</summary>
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PLACE_ONE,
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/// <summary>The clicked item and the cursor are exchanged.</summary>
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SWAP_WITH_CURSOR,
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/// <summary>The entire cursor item is dropped.</summary>
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DROP_ALL_CURSOR,
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/// <summary>One item is dropped from the cursor.</summary>
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DROP_ONE_CURSOR,
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/// <summary>The entire clicked slot is dropped.</summary>
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DROP_ALL_SLOT,
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/// <summary>One item is dropped from the clicked slot.</summary>
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DROP_ONE_SLOT,
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/// <summary>The item is moved to the opposite inventory if a space is found.</summary>
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MOVE_TO_OTHER_INVENTORY,
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/// <summary>The clicked item is moved to the hotbar, and the item currently there is re-added to the player's inventory.</summary>
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HOTBAR_MOVE_AND_READD,
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/// <summary>The clicked slot and the picked hotbar slot are swapped.</summary>
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HOTBAR_SWAP,
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/// <summary>A max-size stack of the clicked item is put on the cursor.</summary>
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CLONE_STACK,
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/// <summary>The inventory is searched for the same material, and they are put on the cursor up to Material.getMaxStackSize().</summary>
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COLLECT_TO_CURSOR,
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/// <summary>An unrecognized ClickType.</summary>
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UNKNOWN,
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}
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@@ -0,0 +1,157 @@
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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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@@ -0,0 +1,45 @@
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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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/// Represents a player related inventory event.
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/// </summary>
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public class InventoryEvent : Event
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{
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/// <summary>The inventory view associated with this event.</summary>
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protected readonly InventoryView transaction;
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internal InventoryEvent(InventoryView transaction)
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{
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this.transaction = transaction;
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}
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/// <summary>
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/// Gets the primary Inventory involved in this transaction.
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/// </summary>
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/// <returns>The upper inventory.</returns>
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public global::Minecraft.Server.FourKit.Inventory.Inventory getInventory()
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{
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return transaction.getTopInventory();
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}
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/// <summary>
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/// Gets the list of players viewing the primary (upper) inventory
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/// involved in this event.
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/// </summary>
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/// <returns>A list of people viewing.</returns>
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public List<HumanEntity> getViewers()
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{
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return transaction.getTopInventory().getViewers();
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}
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/// <summary>
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/// Gets the view object itself.
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/// </summary>
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/// <returns>The InventoryView.</returns>
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public InventoryView getView()
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{
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return transaction;
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}
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}
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@@ -0,0 +1,34 @@
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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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/// An abstract base class for events that describe an interaction between a
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/// <see cref="HumanEntity"/> and the contents of an <see cref="Inventory"/>.
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/// This is currently not emitted anywhere, use <see cref="InventoryClickEvent"/> instead.
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/// </summary>
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public abstract class InventoryInteractEvent : InventoryEvent, Cancellable
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{
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private bool _cancelled;
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internal protected InventoryInteractEvent(InventoryView transaction) : base(transaction)
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{
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}
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/// <summary>
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/// Gets the player who performed the click.
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/// </summary>
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/// <returns>The clicking player.</returns>
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public HumanEntity getWhoClicked()
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{
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return transaction.getPlayer();
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}
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/// <inheritdoc />
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public bool isCancelled() => _cancelled;
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/// <inheritdoc />
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public void setCancelled(bool cancel) => _cancelled = cancel;
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}
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@@ -0,0 +1,38 @@
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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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/// Called when a player opens an inventory. Cancelling this event will prevent
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/// the inventory screen from showing.
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/// </summary>
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public class InventoryOpenEvent : InventoryEvent, Cancellable
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{
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private bool _cancelled;
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internal InventoryOpenEvent(InventoryView transaction) : base(transaction)
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{
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}
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/// <summary>
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/// Returns the player involved in this event.
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/// </summary>
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/// <returns>Player who is involved in this event.</returns>
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public HumanEntity getPlayer() => transaction.getPlayer();
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|
||||
/// <summary>
|
||||
/// Gets the cancellation state of this event. A cancelled event will not
|
||||
/// be executed in the server, but will still pass to other plugins.
|
||||
/// If an inventory open event is cancelled, the inventory screen will not show.
|
||||
/// </summary>
|
||||
/// <returns>true if this event is cancelled.</returns>
|
||||
public bool isCancelled() => _cancelled;
|
||||
|
||||
/// <summary>
|
||||
/// Sets the cancellation state of this event. A cancelled event will not
|
||||
/// be executed in the server, but will still pass to other plugins.
|
||||
/// If an inventory open event is cancelled, the inventory screen will not show.
|
||||
/// </summary>
|
||||
/// <param name="cancel">true if you wish to cancel this event.</param>
|
||||
public void setCancelled(bool cancel) => _cancelled = cancel;
|
||||
}
|
||||
Reference in New Issue
Block a user