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package moe.nea.firmament.events.registration
import net.fabricmc.fabric.api.client.message.v1.ClientReceiveMessageEvents
import net.fabricmc.fabric.api.event.player.AttackBlockCallback
import net.fabricmc.fabric.api.event.player.UseBlockCallback
import net.minecraft.text.Text
import net.minecraft.util.ActionResult
import moe.nea.firmament.events.AllowChatEvent
import moe.nea.firmament.events.AttackBlockEvent
import moe.nea.firmament.events.ModifyChatEvent
import moe.nea.firmament.events.ProcessChatEvent
import moe.nea.firmament.events.UseBlockEvent
private var lastReceivedMessage: Text? = null
fun registerFirmamentEvents() {
ClientReceiveMessageEvents.ALLOW_CHAT.register(ClientReceiveMessageEvents.AllowChat { message, signedMessage, sender, params, receptionTimestamp ->
lastReceivedMessage = message
!ProcessChatEvent.publish(ProcessChatEvent(message, false)).cancelled
&& !AllowChatEvent.publish(AllowChatEvent(message)).cancelled
})
ClientReceiveMessageEvents.ALLOW_GAME.register(ClientReceiveMessageEvents.AllowGame { message, overlay ->
lastReceivedMessage = message
overlay || (!ProcessChatEvent.publish(ProcessChatEvent(message, false)).cancelled &&
!AllowChatEvent.publish(AllowChatEvent(message)).cancelled)
})
ClientReceiveMessageEvents.MODIFY_GAME.register(ClientReceiveMessageEvents.ModifyGame { message, overlay ->
if (overlay) message
else ModifyChatEvent.publish(ModifyChatEvent(message)).replaceWith
})
ClientReceiveMessageEvents.GAME_CANCELED.register(ClientReceiveMessageEvents.GameCanceled { message, overlay ->
if (!overlay && lastReceivedMessage !== message) {
ProcessChatEvent.publish(ProcessChatEvent(message, true))
}
})
ClientReceiveMessageEvents.CHAT_CANCELED.register(ClientReceiveMessageEvents.ChatCanceled { message, signedMessage, sender, params, receptionTimestamp ->
if (lastReceivedMessage !== message) {
ProcessChatEvent.publish(ProcessChatEvent(message, true))
}
})
AttackBlockCallback.EVENT.register(AttackBlockCallback { player, world, hand, pos, direction ->
if (AttackBlockEvent.publish(AttackBlockEvent(player, world, hand, pos, direction)).cancelled)
ActionResult.CONSUME
else ActionResult.PASS
})
UseBlockCallback.EVENT.register(UseBlockCallback { player, world, hand, hitResult ->
if (UseBlockEvent.publish(UseBlockEvent(player, world, hand, hitResult)).cancelled)
ActionResult.CONSUME
else ActionResult.PASS
})
}
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