Documentation
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Index ¶
- type CallbackChain
- func (c *CallbackChain) OnBlockDestroy(p *player.Player, x, y, z int) bool
- func (c *CallbackChain) OnBlockPlace(p *player.Player, x, y, z int) bool
- func (c *CallbackChain) OnChatMessage(p *player.Player, message string) bool
- func (c *CallbackChain) OnConnect(playerID uint8)
- func (c *CallbackChain) OnDisconnect(playerID uint8)
- func (c *CallbackChain) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
- func (c *CallbackChain) OnGrenadeToss(p *player.Player)
- func (c *CallbackChain) OnIntelCapture(p *player.Player, team uint8) bool
- func (c *CallbackChain) OnIntelDrop(p *player.Player, team uint8)
- func (c *CallbackChain) OnIntelPickup(p *player.Player, team uint8) bool
- func (c *CallbackChain) OnPlayerDamage(victim *player.Player, damage uint8, source protocol.Vector3f)
- func (c *CallbackChain) OnPlayerJoin(p *player.Player)
- func (c *CallbackChain) OnPlayerKill(killer *player.Player, victim *player.Player, killType protocol.KillType)
- func (c *CallbackChain) OnPlayerSpawn(p *player.Player)
- func (c *CallbackChain) OnRestock(p *player.Player)
- func (c *CallbackChain) OnWeaponFire(p *player.Player)
- func (c *CallbackChain) Register(cb Callbacks)
- type Callbacks
- type DefaultCallbacks
- func (d *DefaultCallbacks) OnBlockDestroy(p *player.Player, x, y, z int) bool
- func (d *DefaultCallbacks) OnBlockPlace(p *player.Player, x, y, z int) bool
- func (d *DefaultCallbacks) OnChatMessage(p *player.Player, message string) bool
- func (d *DefaultCallbacks) OnConnect(playerID uint8)
- func (d *DefaultCallbacks) OnDisconnect(playerID uint8)
- func (d *DefaultCallbacks) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
- func (d *DefaultCallbacks) OnGrenadeToss(p *player.Player)
- func (d *DefaultCallbacks) OnIntelCapture(p *player.Player, team uint8) bool
- func (d *DefaultCallbacks) OnIntelDrop(p *player.Player, team uint8)
- func (d *DefaultCallbacks) OnIntelPickup(p *player.Player, team uint8) bool
- func (d *DefaultCallbacks) OnPlayerDamage(victim *player.Player, damage uint8, source protocol.Vector3f)
- func (d *DefaultCallbacks) OnPlayerJoin(p *player.Player)
- func (d *DefaultCallbacks) OnPlayerKill(killer *player.Player, victim *player.Player, killType protocol.KillType)
- func (d *DefaultCallbacks) OnPlayerSpawn(p *player.Player)
- func (d *DefaultCallbacks) OnRestock(p *player.Player)
- func (d *DefaultCallbacks) OnWeaponFire(p *player.Player)
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type CallbackChain ¶
type CallbackChain struct {
// contains filtered or unexported fields
}
func NewCallbackChain ¶
func NewCallbackChain() *CallbackChain
func (*CallbackChain) OnBlockDestroy ¶
func (c *CallbackChain) OnBlockDestroy(p *player.Player, x, y, z int) bool
func (*CallbackChain) OnBlockPlace ¶
func (c *CallbackChain) OnBlockPlace(p *player.Player, x, y, z int) bool
func (*CallbackChain) OnChatMessage ¶
func (c *CallbackChain) OnChatMessage(p *player.Player, message string) bool
func (*CallbackChain) OnConnect ¶
func (c *CallbackChain) OnConnect(playerID uint8)
func (*CallbackChain) OnDisconnect ¶
func (c *CallbackChain) OnDisconnect(playerID uint8)
func (*CallbackChain) OnGrenadeExplode ¶ added in v0.2.0
func (c *CallbackChain) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
func (*CallbackChain) OnGrenadeToss ¶
func (c *CallbackChain) OnGrenadeToss(p *player.Player)
func (*CallbackChain) OnIntelCapture ¶
func (c *CallbackChain) OnIntelCapture(p *player.Player, team uint8) bool
func (*CallbackChain) OnIntelDrop ¶
func (c *CallbackChain) OnIntelDrop(p *player.Player, team uint8)
func (*CallbackChain) OnIntelPickup ¶
func (c *CallbackChain) OnIntelPickup(p *player.Player, team uint8) bool
func (*CallbackChain) OnPlayerDamage ¶
func (*CallbackChain) OnPlayerJoin ¶
func (c *CallbackChain) OnPlayerJoin(p *player.Player)
func (*CallbackChain) OnPlayerKill ¶
func (*CallbackChain) OnPlayerSpawn ¶
func (c *CallbackChain) OnPlayerSpawn(p *player.Player)
func (*CallbackChain) OnRestock ¶
func (c *CallbackChain) OnRestock(p *player.Player)
func (*CallbackChain) OnWeaponFire ¶
func (c *CallbackChain) OnWeaponFire(p *player.Player)
func (*CallbackChain) Register ¶
func (c *CallbackChain) Register(cb Callbacks)
type Callbacks ¶
type Callbacks interface {
OnConnect(playerID uint8)
OnDisconnect(playerID uint8)
OnPlayerJoin(p *player.Player)
OnPlayerKill(killer *player.Player, victim *player.Player, killType protocol.KillType)
OnPlayerSpawn(p *player.Player)
OnPlayerDamage(victim *player.Player, damage uint8, source protocol.Vector3f)
OnChatMessage(p *player.Player, message string) bool
OnBlockPlace(p *player.Player, x, y, z int) bool
OnBlockDestroy(p *player.Player, x, y, z int) bool
OnIntelPickup(p *player.Player, team uint8) bool
OnIntelCapture(p *player.Player, team uint8) bool
OnIntelDrop(p *player.Player, team uint8)
OnWeaponFire(p *player.Player)
OnGrenadeToss(p *player.Player)
OnGrenadeExplode(thrower *player.Player, x, y, z float32)
OnRestock(p *player.Player)
}
type DefaultCallbacks ¶
type DefaultCallbacks struct{}
func (*DefaultCallbacks) OnBlockDestroy ¶
func (d *DefaultCallbacks) OnBlockDestroy(p *player.Player, x, y, z int) bool
func (*DefaultCallbacks) OnBlockPlace ¶
func (d *DefaultCallbacks) OnBlockPlace(p *player.Player, x, y, z int) bool
func (*DefaultCallbacks) OnChatMessage ¶
func (d *DefaultCallbacks) OnChatMessage(p *player.Player, message string) bool
func (*DefaultCallbacks) OnConnect ¶
func (d *DefaultCallbacks) OnConnect(playerID uint8)
func (*DefaultCallbacks) OnDisconnect ¶
func (d *DefaultCallbacks) OnDisconnect(playerID uint8)
func (*DefaultCallbacks) OnGrenadeExplode ¶ added in v0.2.0
func (d *DefaultCallbacks) OnGrenadeExplode(thrower *player.Player, x, y, z float32)
func (*DefaultCallbacks) OnGrenadeToss ¶
func (d *DefaultCallbacks) OnGrenadeToss(p *player.Player)
func (*DefaultCallbacks) OnIntelCapture ¶
func (d *DefaultCallbacks) OnIntelCapture(p *player.Player, team uint8) bool
func (*DefaultCallbacks) OnIntelDrop ¶
func (d *DefaultCallbacks) OnIntelDrop(p *player.Player, team uint8)
func (*DefaultCallbacks) OnIntelPickup ¶
func (d *DefaultCallbacks) OnIntelPickup(p *player.Player, team uint8) bool
func (*DefaultCallbacks) OnPlayerDamage ¶
func (*DefaultCallbacks) OnPlayerJoin ¶
func (d *DefaultCallbacks) OnPlayerJoin(p *player.Player)
func (*DefaultCallbacks) OnPlayerKill ¶
func (*DefaultCallbacks) OnPlayerSpawn ¶
func (d *DefaultCallbacks) OnPlayerSpawn(p *player.Player)
func (*DefaultCallbacks) OnRestock ¶
func (d *DefaultCallbacks) OnRestock(p *player.Player)
func (*DefaultCallbacks) OnWeaponFire ¶
func (d *DefaultCallbacks) OnWeaponFire(p *player.Player)
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