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world.go
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world.go
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package vhandler
import (
"errors"
"github.com/df-mc/dragonfly/server/world"
"github.com/venitynetwork/vhandler/priority"
)
type World struct {
handlers map[handlerId]*subHandler
h *WorldHandler
}
func NewWorld() *World {
v := &World{handlers: map[handlerId]*subHandler{}}
v.h = newWorldHandler(v)
v.handlers[WorldLiquidFlowId] = newSubHandler()
v.handlers[WorldLiquidDecayId] = newSubHandler()
v.handlers[WorldLiquidHardenId] = newSubHandler()
v.handlers[WorldSoundId] = newSubHandler()
v.handlers[WorldFireSpreadId] = newSubHandler()
v.handlers[WorldBlockBurnId] = newSubHandler()
v.handlers[WorldEntitySpawnId] = newSubHandler()
v.handlers[WorldEntityDespawnId] = newSubHandler()
v.handlers[WorldCloseId] = newSubHandler()
return v
}
func (v *World) OnLiquidFlow(p priority.Priority, h WorldLiquidFlowHandler) {
v.handlers[WorldLiquidFlowId].add(p, h)
}
func (v *World) OnLiquidDecay(p priority.Priority, h WorldLiquidDecayHandler) {
v.handlers[WorldLiquidDecayId].add(p, h)
}
func (v *World) OnLiquidHarden(p priority.Priority, h WorldLiquidHardenHandler) {
v.handlers[WorldLiquidHardenId].add(p, h)
}
func (v *World) OnSound(p priority.Priority, h WorldSoundHandler) {
v.handlers[WorldSoundId].add(p, h)
}
func (v *World) OnFireSpread(p priority.Priority, h WorldFireSpreadHandler) {
v.handlers[WorldFireSpreadId].add(p, h)
}
func (v *World) OnBlockBurn(p priority.Priority, h WorldBlockBurnHandler) {
v.handlers[WorldBlockBurnId].add(p, h)
}
func (v *World) OnEntitySpawn(p priority.Priority, h WorldEntitySpawnHandler) {
v.handlers[WorldEntitySpawnId].add(p, h)
}
func (v *World) OnEntityDespawn(p priority.Priority, h WorldEntityDespawnHandler) {
v.handlers[WorldEntityDespawnId].add(p, h)
}
func (v *World) OnClose(p priority.Priority, h WorldCloseHandler) {
v.handlers[WorldCloseId].add(p, h)
}
func (v *World) Set(wo *world.World) {
wo.Handle(v.h)
}
func (v *World) Attach(p priority.Priority, wh world.Handler) {
nop := world.NopHandler{}
nopHandlers := v.getHandlers(nop)
handlers := v.getHandlers(wh)
for hId, handler := range handlers {
if handler == nopHandlers[hId] {
continue // ignore nop handler
}
v.handlers[hId].add(p, handler)
}
}
func (v *World) Detach(wh world.Handler) error {
handlers := v.getHandlers(wh)
for hId, handler := range handlers {
if err := v.handlers[hId].remove(handler); err != nil {
return err
}
}
return nil
}
func (v *World) Remove(h Handler) error {
hId, ok := v.getHandlerId(h)
if !ok {
return errors.New("invalid handler")
}
return v.handlers[hId].remove(h)
}
func (*World) getHandlers(h world.Handler) map[handlerId]Handler {
var handlers map[handlerId]Handler
handlers[WorldLiquidFlowId] = h.HandleLiquidFlow
handlers[WorldLiquidDecayId] = h.HandleLiquidDecay
handlers[WorldLiquidHardenId] = h.HandleLiquidHarden
handlers[WorldSoundId] = h.HandleSound
handlers[WorldFireSpreadId] = h.HandleFireSpread
handlers[WorldBlockBurnId] = h.HandleBlockBurn
handlers[WorldEntitySpawnId] = h.HandleEntitySpawn
handlers[WorldEntityDespawnId] = h.HandleEntityDespawn
handlers[WorldCloseId] = h.HandleClose
return handlers
}
func (*World) getHandlerId(h Handler) (handlerId, bool) {
switch h.(type) {
case WorldLiquidFlowHandler:
return WorldLiquidFlowId, true
case WorldLiquidDecayHandler:
return WorldLiquidDecayId, true
case WorldLiquidHardenHandler:
return WorldLiquidHardenId, true
case WorldSoundHandler:
return WorldSoundId, true
case WorldFireSpreadHandler:
return WorldFireSpreadId, true
case WorldBlockBurnHandler:
return WorldBlockBurnId, true
case WorldEntitySpawnHandler:
return WorldEntitySpawnId, true
case WorldEntityDespawnHandler:
return WorldEntityDespawnId, true
case WorldCloseHandler:
return WorldCloseId, true
default:
return 0, false
}
}