using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MinecraftClient.Mapping;
using MinecraftClient.Inventory;
namespace MinecraftClient.Protocol
{
///
/// Interface for the MinecraftCom Handler.
/// It defines some callbacks that the MinecraftCom handler must have.
/// It allows the protocol handler to abstract from the other parts of the program.
///
public interface IMinecraftComHandler
{
/* The MinecraftCom Handler must
* provide these getters */
int GetServerPort();
string GetServerHost();
string GetUsername();
string GetUserUUID();
string GetSessionID();
string[] GetOnlinePlayers();
Dictionary GetOnlinePlayersWithUUID();
Location GetCurrentLocation();
World GetWorld();
bool GetTerrainEnabled();
bool SetTerrainEnabled(bool enabled);
bool GetInventoryEnabled();
bool SetInventoryEnabled(bool enabled);
bool GetEntityHandlingEnabled();
///
/// Called when a server was successfully joined
///
void OnGameJoined();
///
/// This method is called when the protocol handler receives a chat message
///
/// Text received from the server
/// TRUE if the text is JSON-Encoded
void OnTextReceived(string text, bool isJson);
///
/// Called when receiving a connection keep-alive from the server
///
void OnServerKeepAlive();
///
/// Called when an inventory is opened
///
void OnInventoryOpen(Container inventory);
///
/// Called when an inventory is closed
///
void OnInventoryClose(byte inventoryID);
///
/// Called when the player respawns, which happens on login, respawn and world change.
///
void OnRespawn();
///
/// This method is called when a new player joins the game
///
/// UUID of the player
/// Name of the player
void OnPlayerJoin(Guid uuid, string name);
///
/// This method is called when a player has left the game
///
/// UUID of the player
void OnPlayerLeave(Guid uuid);
///
/// Called when the server sets the new location for the player
///
/// New location of the player
/// New yaw
/// New pitch
void UpdateLocation(Location location, float yaw, float pitch);
///
/// This method is called when the connection has been lost
///
void OnConnectionLost(ChatBot.DisconnectReason reason, string message);
///
/// Called ~10 times per second (10 ticks per second)
/// Useful for updating bots in other parts of the program
///
void OnUpdate();
///
/// Registers the given plugin channel for the given bot.
///
/// The channel to register.
/// The bot to register the channel for.
void RegisterPluginChannel(string channel, ChatBot bot);
///
/// Unregisters the given plugin channel for the given bot.
///
/// The channel to unregister.
/// The bot to unregister the channel for.
void UnregisterPluginChannel(string channel, ChatBot bot);
///
/// Sends a plugin channel packet to the server.
/// See http://wiki.vg/Plugin_channel for more information about plugin channels.
///
/// The channel to send the packet on.
/// The payload for the packet.
/// Whether the packet should be sent even if the server or the client hasn't registered it yet.
/// Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.
bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false);
///
/// Called when a plugin channel message was sent from the server.
///
/// The channel the message was sent on
/// The data from the channel
void OnPluginChannelMessage(string channel, byte[] data);
///
/// Called when a non-living entity has spawned
///
/// Entity ID
/// Entity Type ID
/// Entity UUID
/// Entity location
void OnSpawnEntity(int EntityID, int EntityType, Guid UUID, Location location);
///
/// Called when a living entity has spawned
///
/// Entity ID
/// Entity Type ID
/// Entity UUID
/// Entity location
void OnSpawnLivingEntity(int EntityID, int EntityType, Guid UUID, Location location);
///
/// Called when a player has spawned
///
/// Entity ID
/// Entity UUID
/// Entity location
/// Player head yaw
/// Player head pitch
void OnSpawnPlayer(int EntityID, Guid UUID, Location location, byte Yaw, byte Pitch);
///
/// Called when entities have despawned
///
/// List of Entity ID that have despawned
void OnDestroyEntities(int[] EntityID);
///
/// Called when an entity moved by coordinate offset
///
/// Entity ID
/// X offset
/// Y offset
/// Z offset
/// TRUE if on ground
void OnEntityPosition(int EntityID, Double Dx, Double Dy, Double Dz,bool onGround);
///
/// Called when an entity moved to fixed coordinates
///
/// Entity ID
/// X
/// Y
/// Z
/// TRUE if on ground
void OnEntityTeleport(int EntityID, Double X, Double Y, Double Z, bool onGround);
///
/// Called when additional properties have been received for an entity
///
/// Entity ID
/// Dictionary of properties
void OnEntityProperties(int EntityID, Dictionary prop);
///
/// Called when the world age has been updated
///
/// World age
/// Time of Day
void OnTimeUpdate(long WorldAge, long TimeOfDay);
///
/// Called when inventory items have been received
///
/// Inventory type
/// Item list
void OnWindowItems(int type, Dictionary itemList);
///
/// Called when a single slot has been cleared inside an inventory
///
/// Inventory ID
/// Slot ID
void OnSlotClear(byte WindowID, short SlotID);
///
/// Called when a single slot has been updated inside an inventory
///
/// Inventory ID
/// Slot ID
/// Item ID
/// Item Count
/// Item Metadata
void OnSetSlot(byte WindowID, short SlotID, int ItemID, byte Count, Dictionary NBT);
///
/// Called when the Player entity ID has been received from the server
///
/// Player entity ID
void SetPlayerEntityID(int EntityID);
}
}