Minecraft-Console-Client/MinecraftClient/Protocol/IMinecraftComHandler.cs
2020-04-04 15:39:05 +02:00

223 lines
8.9 KiB
C#

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