mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
277 lines
11 KiB
C#
277 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using MinecraftClient.Mapping;
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using MinecraftClient.Inventory;
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namespace MinecraftClient.Protocol
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{
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/// <summary>
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/// Interface for the MinecraftCom Handler.
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/// It defines some callbacks that the MinecraftCom handler must have.
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/// It allows the protocol handler to abstract from the other parts of the program.
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/// </summary>
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public interface IMinecraftComHandler
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{
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/* The MinecraftCom Handler must
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* provide these getters */
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int GetServerPort();
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string GetServerHost();
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string GetUsername();
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string GetUserUUID();
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string GetSessionID();
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string[] GetOnlinePlayers();
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Dictionary<string, string> GetOnlinePlayersWithUUID();
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Location GetCurrentLocation();
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World GetWorld();
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bool GetTerrainEnabled();
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bool SetTerrainEnabled(bool enabled);
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bool GetInventoryEnabled();
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bool SetInventoryEnabled(bool enabled);
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bool GetEntityHandlingEnabled();
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bool SetEntityHandlingEnabled(bool enabled);
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Container GetInventory(int inventoryID);
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/// <summary>
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/// Called when a server was successfully joined
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/// </summary>
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void OnGameJoined();
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/// <summary>
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/// This method is called when the protocol handler receives a chat message
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/// </summary>
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/// <param name="text">Text received from the server</param>
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/// <param name="isJson">TRUE if the text is JSON-Encoded</param>
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void OnTextReceived(string text, bool isJson);
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/// <summary>
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/// This method is called when the protocol handler receives a title
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/// </summary>
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void OnTitle(int action, string titletext, string subtitletext, string actionbartext, int fadein, int stay, int fadeout, string json);
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/// <summary>
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/// Called when receiving a connection keep-alive from the server
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/// </summary>
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void OnServerKeepAlive();
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/// <summary>
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/// Called when an inventory is opened
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/// </summary>
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void OnInventoryOpen(int inventoryID, Container inventory);
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/// <summary>
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/// Called when an inventory is closed
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/// </summary>
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void OnInventoryClose(int inventoryID);
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/// <summary>
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/// Called when the player respawns, which happens on login, respawn and world change.
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/// </summary>
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void OnRespawn();
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/// <summary>
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/// This method is called when a new player joins the game
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/// </summary>
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/// <param name="uuid">UUID of the player</param>
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/// <param name="name">Name of the player</param>
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void OnPlayerJoin(Guid uuid, string name);
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/// <summary>
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/// This method is called when a player has left the game
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/// </summary>
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/// <param name="uuid">UUID of the player</param>
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void OnPlayerLeave(Guid uuid);
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/// <summary>
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/// Called when the server sets the new location for the player
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/// </summary>
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/// <param name="location">New location of the player</param>
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/// <param name="yaw">New yaw</param>
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/// <param name="pitch">New pitch</param>
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void UpdateLocation(Location location, float yaw, float pitch);
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/// <summary>
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/// This method is called when the connection has been lost
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/// </summary>
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void OnConnectionLost(ChatBot.DisconnectReason reason, string message);
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/// <summary>
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/// Called ~10 times per second (10 ticks per second)
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/// Useful for updating bots in other parts of the program
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/// </summary>
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void OnUpdate();
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/// <summary>
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/// Registers the given plugin channel for the given bot.
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/// </summary>
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/// <param name="channel">The channel to register.</param>
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/// <param name="bot">The bot to register the channel for.</param>
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void RegisterPluginChannel(string channel, ChatBot bot);
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/// <summary>
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/// Unregisters the given plugin channel for the given bot.
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/// </summary>
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/// <param name="channel">The channel to unregister.</param>
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/// <param name="bot">The bot to unregister the channel for.</param>
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void UnregisterPluginChannel(string channel, ChatBot bot);
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/// <summary>
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/// Sends a plugin channel packet to the server.
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/// See http://wiki.vg/Plugin_channel for more information about plugin channels.
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/// </summary>
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/// <param name="channel">The channel to send the packet on.</param>
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/// <param name="data">The payload for the packet.</param>
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/// <param name="sendEvenIfNotRegistered">Whether the packet should be sent even if the server or the client hasn't registered it yet.</param>
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/// <returns>Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.</returns>
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bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false);
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/// <summary>
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/// Called when a plugin channel message was sent from the server.
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/// </summary>
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/// <param name="channel">The channel the message was sent on</param>
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/// <param name="data">The data from the channel</param>
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void OnPluginChannelMessage(string channel, byte[] data);
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/// <summary>
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/// Called when an entity has spawned
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/// </summary>
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/// <param name="entity">Spawned entity</param>
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void OnSpawnEntity(Entity entity);
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/// <summary>
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/// Called when an entity has spawned
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/// </summary>
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/// <param name="entityid">Entity id</param>
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/// <param name="slot">Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)/param>
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/// <param name="item">Item/param>
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void OnEntityEquipment(int entityid, int slot, Item item);
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/// <summary>
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/// Called when a player spawns or enters the client's render distance
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/// </summary>
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/// <param name="entityID">Entity ID</param>
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/// <param name="uuid">Entity UUID</param>
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/// <param name="location">Entity location</param>
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/// <param name="yaw">Player head yaw</param>
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/// <param name="pitch">Player head pitch</param>
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void OnSpawnPlayer(int entityID, Guid uuid, Location location, byte yaw, byte pitch);
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/// <summary>
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/// Called when entities have despawned
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/// </summary>
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/// <param name="EntityID">List of Entity ID that have despawned</param>
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void OnDestroyEntities(int[] EntityID);
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/// <summary>
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/// Called when an entity moved by coordinate offset
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X offset</param>
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/// <param name="Dy">Y offset</param>
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/// <param name="Dz">Z offset</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityPosition(int entityID, Double dx, Double dy, Double dz, bool onGround);
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/// <summary>
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/// Called when an entity moved to fixed coordinates
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X</param>
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/// <param name="Dy">Y</param>
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/// <param name="Dz">Z</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityTeleport(int entityID, Double x, Double y, Double z, bool onGround);
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/// <summary>
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/// Called when additional properties have been received for an entity
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="prop">Dictionary of properties</param>
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void OnEntityProperties(int entityID, Dictionary<string, Double> prop);
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/// <summary>
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/// Called when the world age has been updated
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/// </summary>
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/// <param name="WorldAge">World age</param>
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/// <param name="TimeOfDay">Time of Day</param>
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void OnTimeUpdate(long worldAge, long timeOfDay);
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/// <summary>
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/// Called when inventory items have been received
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/// </summary>
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/// <param name="inventoryID">Inventory ID</param>
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/// <param name="itemList">Item list</param>
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void OnWindowItems(byte inventoryID, Dictionary<int, Item> itemList);
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/// <summary>
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/// Called when a single slot has been updated inside an inventory
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/// </summary>
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/// <param name="inventoryID">Window ID</param>
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/// <param name="slotID">Slot ID</param>
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/// <param name="item">Item (may be null for empty slot)</param>
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void OnSetSlot(byte inventoryID, short slotID, Item item);
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/// <summary>
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/// Called when player health or hunger changed.
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/// </summary>
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/// <param name="health"></param>
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/// <param name="food"></param>
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void OnUpdateHealth(float health, int food);
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/// <summary>
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/// Called when and explosion occurs on the server
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/// </summary>
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/// <param name="location">Explosion location</param>
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/// <param name="strength">Explosion strength</param>
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/// <param name="affectedBlocks">Amount of affected blocks</param>
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void OnExplosion(Location location, float strength, int affectedBlocks);
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/// <summary>
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/// Called when a player's game mode has changed
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/// </summary>
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/// <param name="uuid">Affected player's UUID</param>
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/// <param name="gamemode">New game mode</param>
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void OnGamemodeUpdate(Guid uuid, int gamemode);
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/// <summary>
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/// Called when a player's latency has changed
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/// </summary>
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/// <param name="uuid">Affected player's UUID</param>
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/// <param name="latency">latency</param>
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void OnLatencyUpdate(Guid uuid, int latency);
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/// <summary>
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/// Called when Experience bar is updated
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/// </summary>
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/// <param name="Experiencebar">Experience bar level</param>
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/// <param name="Level">Player Level</param>
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/// <param name="TotalExperience">Total experience</param>
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void OnSetExperience(float Experiencebar, int Level, int TotalExperience);
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/// <summary>
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/// Called when client need to change slot.
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/// </summary>
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/// <remarks>Used for setting player slot after joining game</remarks>
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/// <param name="slot"></param>
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void OnHeldItemChange(byte slot);
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/// <summary>
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/// Called map data
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/// </summary>
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/// <param name="mapid"></param>
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/// <param name="scale"></param>
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/// <param name="trackingposition"></param>
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/// <param name="locked"></param>
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/// <param name="iconcount"></param>
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void OnMapData(int mapid, byte scale, bool trackingposition, bool locked, int iconcount);
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/// <summary>
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/// Called when the Player entity ID has been received from the server
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/// </summary>
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/// <param name="EntityID">Player entity ID</param>
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void OnReceivePlayerEntityID(int EntityID);
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}
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}
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