vhandler

package module
v0.0.0-...-2636a46 Latest Latest
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Published: Dec 2, 2024 License: Apache-2.0 Imports: 11 Imported by: 0

README

vhandler

A dragonfly functional event handler.

For now, the documentation is not complete. Please refer to the source code for more information.

Installation

go get github.com/venitynetwork/vhandler

Usage

func setupHandler() *vhandler.PlayerHandlers {
    h := vhandler.NewPlayerHandlers()
    h.OnAttackEntity(func (p *player.Player, ctx *event.Context, e world.Entity, force *float64, height *float64, critical *bool) {
        fmt.Printf("%s attacked %v\n", p.Name(), e)
    }, vhandler.PriorityNormal)
    
    h.OnBlockBreak(func (p *player.Player, ctx *event.Context, pos cube.Pos, drops *[]item.Stack, xp *int) {
        fmt.Printf("%s broke a block at %v\n", p.Name(), pos)
    }, vhandler.PriorityLow)
	
    return h
}

func setPlayerHandler(p *player.Player){
    h := setupHandler()
    // Note: h can be reused for multiple players
    vhandler.HandlePlayer(p, h)
}

Documentation

Index

Constants

View Source
const (
	PriorityLowest  Priority = 100
	PriorityLow              = 200
	PriorityNormal           = 300
	PriorityHigh             = 400
	PriorityHighest          = 500
)

Variables

This section is empty.

Functions

func HandlePlayer

func HandlePlayer(p *player.Player, h *PlayerHandlers)

func HandleWorld

func HandleWorld(w *world.World, h *WorldHandlers)

func Test

func Test()

Types

type PlayerHandleAttackEntityFunc

type PlayerHandleAttackEntityFunc func(ctx *player.Context, e world.Entity, force *float64, height *float64, critical *bool)

type PlayerHandleBlockBreakFunc

type PlayerHandleBlockBreakFunc func(ctx *player.Context, pos cube.Pos, drops *[]item.Stack, xp *int)

type PlayerHandleBlockPickFunc

type PlayerHandleBlockPickFunc func(ctx *player.Context, pos cube.Pos, b world.Block)

type PlayerHandleBlockPlaceFunc

type PlayerHandleBlockPlaceFunc func(ctx *player.Context, pos cube.Pos, b world.Block)

type PlayerHandleChangeWorldFunc

type PlayerHandleChangeWorldFunc func(before *world.World, after *world.World)

type PlayerHandleChatFunc

type PlayerHandleChatFunc func(ctx *player.Context, message *string)

type PlayerHandleCommandExecutionFunc

type PlayerHandleCommandExecutionFunc func(ctx *player.Context, command cmd.Command, args []string)

type PlayerHandleDeathFunc

type PlayerHandleDeathFunc func(p *player.Player, src world.DamageSource, keepInv *bool)

type PlayerHandleDiagnosticsFunc

type PlayerHandleDiagnosticsFunc func(p *player.Player, d session.Diagnostics)

type PlayerHandleExperienceGainFunc

type PlayerHandleExperienceGainFunc func(ctx *player.Context, amount *int)

type PlayerHandleFireExtinguishFunc

type PlayerHandleFireExtinguishFunc func(ctx *player.Context, pos cube.Pos)

type PlayerHandleFoodLossFunc

type PlayerHandleFoodLossFunc func(ctx *player.Context, from int, to *int)

type PlayerHandleHealFunc

type PlayerHandleHealFunc func(ctx *player.Context, health *float64, src world.HealingSource)

type PlayerHandleHeldSlotChangeFunc

type PlayerHandleHeldSlotChangeFunc func(ctx *player.Context, from int, to int)

type PlayerHandleHurtFunc

type PlayerHandleHurtFunc func(ctx *player.Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource)

type PlayerHandleItemConsumeFunc

type PlayerHandleItemConsumeFunc func(ctx *player.Context, item item.Stack)

type PlayerHandleItemDamageFunc

type PlayerHandleItemDamageFunc func(ctx *player.Context, i item.Stack, damage int)

type PlayerHandleItemDropFunc

type PlayerHandleItemDropFunc func(ctx *player.Context, s item.Stack)

type PlayerHandleItemPickupFunc

type PlayerHandleItemPickupFunc func(ctx *player.Context, i *item.Stack)

type PlayerHandleItemReleaseFunc

type PlayerHandleItemReleaseFunc func(ctx *player.Context, item item.Stack, dur time.Duration)

type PlayerHandleItemUseFunc

type PlayerHandleItemUseFunc func(ctx *player.Context)

type PlayerHandleItemUseOnBlockFunc

type PlayerHandleItemUseOnBlockFunc func(ctx *player.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)

type PlayerHandleItemUseOnEntityFunc

type PlayerHandleItemUseOnEntityFunc func(ctx *player.Context, e world.Entity)

type PlayerHandleJumpFunc

type PlayerHandleJumpFunc func(p *player.Player)

type PlayerHandleLecternPageTurnFunc

type PlayerHandleLecternPageTurnFunc func(ctx *player.Context, pos cube.Pos, oldPage int, newPage *int)

type PlayerHandleMoveFunc

type PlayerHandleMoveFunc func(ctx *player.Context, newPos mgl64.Vec3, newRot cube.Rotation)

type PlayerHandlePunchAirFunc

type PlayerHandlePunchAirFunc func(ctx *player.Context)

type PlayerHandleQuitFunc

type PlayerHandleQuitFunc func(p *player.Player)

type PlayerHandleRespawnFunc

type PlayerHandleRespawnFunc func(p *player.Player, pos *mgl64.Vec3, w **world.World)

type PlayerHandleSignEditFunc

type PlayerHandleSignEditFunc func(ctx *player.Context, pos cube.Pos, frontSide bool, oldText string, newText string)

type PlayerHandleSkinChangeFunc

type PlayerHandleSkinChangeFunc func(ctx *player.Context, skin *skin.Skin)

type PlayerHandleStartBreakFunc

type PlayerHandleStartBreakFunc func(ctx *player.Context, pos cube.Pos)

type PlayerHandleTeleportFunc

type PlayerHandleTeleportFunc func(ctx *player.Context, pos mgl64.Vec3)

type PlayerHandleToggleSneakFunc

type PlayerHandleToggleSneakFunc func(ctx *player.Context, after bool)

type PlayerHandleToggleSprintFunc

type PlayerHandleToggleSprintFunc func(ctx *player.Context, after bool)

type PlayerHandleTransferFunc

type PlayerHandleTransferFunc func(ctx *player.Context, addr *net.UDPAddr)

type PlayerHandlers

type PlayerHandlers struct {
	// contains filtered or unexported fields
}

func NewPlayerHandlers

func NewPlayerHandlers() *PlayerHandlers

func (*PlayerHandlers) OnAttackEntity

func (h *PlayerHandlers) OnAttackEntity(handler PlayerHandleAttackEntityFunc, priority Priority)

func (*PlayerHandlers) OnBlockBreak

func (h *PlayerHandlers) OnBlockBreak(handler PlayerHandleBlockBreakFunc, priority Priority)

func (*PlayerHandlers) OnBlockPick

func (h *PlayerHandlers) OnBlockPick(handler PlayerHandleBlockPickFunc, priority Priority)

func (*PlayerHandlers) OnBlockPlace

func (h *PlayerHandlers) OnBlockPlace(handler PlayerHandleBlockPlaceFunc, priority Priority)

func (*PlayerHandlers) OnChangeWorld

func (h *PlayerHandlers) OnChangeWorld(handler PlayerHandleChangeWorldFunc, priority Priority)

func (*PlayerHandlers) OnChat

func (h *PlayerHandlers) OnChat(handler PlayerHandleChatFunc, priority Priority)

func (*PlayerHandlers) OnCommandExecution

func (h *PlayerHandlers) OnCommandExecution(handler PlayerHandleCommandExecutionFunc, priority Priority)

func (*PlayerHandlers) OnDeath

func (h *PlayerHandlers) OnDeath(handler PlayerHandleDeathFunc, priority Priority)

func (*PlayerHandlers) OnDiagnostics

func (h *PlayerHandlers) OnDiagnostics(handler PlayerHandleDiagnosticsFunc, priority Priority)

func (*PlayerHandlers) OnExperienceGain

func (h *PlayerHandlers) OnExperienceGain(handler PlayerHandleExperienceGainFunc, priority Priority)

func (*PlayerHandlers) OnFireExtinguish

func (h *PlayerHandlers) OnFireExtinguish(handler PlayerHandleFireExtinguishFunc, priority Priority)

func (*PlayerHandlers) OnFoodLoss

func (h *PlayerHandlers) OnFoodLoss(handler PlayerHandleFoodLossFunc, priority Priority)

func (*PlayerHandlers) OnHeal

func (h *PlayerHandlers) OnHeal(handler PlayerHandleHealFunc, priority Priority)

func (*PlayerHandlers) OnHeldSlotChange

func (h *PlayerHandlers) OnHeldSlotChange(handler PlayerHandleHeldSlotChangeFunc, priority Priority)

func (*PlayerHandlers) OnHurt

func (h *PlayerHandlers) OnHurt(handler PlayerHandleHurtFunc, priority Priority)

func (*PlayerHandlers) OnItemConsume

func (h *PlayerHandlers) OnItemConsume(handler PlayerHandleItemConsumeFunc, priority Priority)

func (*PlayerHandlers) OnItemDamage

func (h *PlayerHandlers) OnItemDamage(handler PlayerHandleItemDamageFunc, priority Priority)

func (*PlayerHandlers) OnItemDrop

func (h *PlayerHandlers) OnItemDrop(handler PlayerHandleItemDropFunc, priority Priority)

func (*PlayerHandlers) OnItemPickup

func (h *PlayerHandlers) OnItemPickup(handler PlayerHandleItemPickupFunc, priority Priority)

func (*PlayerHandlers) OnItemRelease

func (h *PlayerHandlers) OnItemRelease(handler PlayerHandleItemReleaseFunc, priority Priority)

func (*PlayerHandlers) OnItemUse

func (h *PlayerHandlers) OnItemUse(handler PlayerHandleItemUseFunc, priority Priority)

func (*PlayerHandlers) OnItemUseOnBlock

func (h *PlayerHandlers) OnItemUseOnBlock(handler PlayerHandleItemUseOnBlockFunc, priority Priority)

func (*PlayerHandlers) OnItemUseOnEntity

func (h *PlayerHandlers) OnItemUseOnEntity(handler PlayerHandleItemUseOnEntityFunc, priority Priority)

func (*PlayerHandlers) OnJump

func (h *PlayerHandlers) OnJump(handler PlayerHandleJumpFunc, priority Priority)

func (*PlayerHandlers) OnLecternPageTurn

func (h *PlayerHandlers) OnLecternPageTurn(handler PlayerHandleLecternPageTurnFunc, priority Priority)

func (*PlayerHandlers) OnMove

func (h *PlayerHandlers) OnMove(handler PlayerHandleMoveFunc, priority Priority)

func (*PlayerHandlers) OnPunchAir

func (h *PlayerHandlers) OnPunchAir(handler PlayerHandlePunchAirFunc, priority Priority)

func (*PlayerHandlers) OnQuit

func (h *PlayerHandlers) OnQuit(handler PlayerHandleQuitFunc, priority Priority)

func (*PlayerHandlers) OnRespawn

func (h *PlayerHandlers) OnRespawn(handler PlayerHandleRespawnFunc, priority Priority)

func (*PlayerHandlers) OnSignEdit

func (h *PlayerHandlers) OnSignEdit(handler PlayerHandleSignEditFunc, priority Priority)

func (*PlayerHandlers) OnSkinChange

func (h *PlayerHandlers) OnSkinChange(handler PlayerHandleSkinChangeFunc, priority Priority)

func (*PlayerHandlers) OnStartBreak

func (h *PlayerHandlers) OnStartBreak(handler PlayerHandleStartBreakFunc, priority Priority)

func (*PlayerHandlers) OnTeleport

func (h *PlayerHandlers) OnTeleport(handler PlayerHandleTeleportFunc, priority Priority)

func (*PlayerHandlers) OnToggleSneak

func (h *PlayerHandlers) OnToggleSneak(handler PlayerHandleToggleSneakFunc, priority Priority)

func (*PlayerHandlers) OnToggleSprint

func (h *PlayerHandlers) OnToggleSprint(handler PlayerHandleToggleSprintFunc, priority Priority)

func (*PlayerHandlers) OnTransfer

func (h *PlayerHandlers) OnTransfer(handler PlayerHandleTransferFunc, priority Priority)

type PlayerNativeBridgeHandler

type PlayerNativeBridgeHandler struct {
	// contains filtered or unexported fields
}

func (*PlayerNativeBridgeHandler) HandleAttackEntity

func (h *PlayerNativeBridgeHandler) HandleAttackEntity(ctx *player.Context, e world.Entity, force *float64, height *float64, critical *bool)

func (*PlayerNativeBridgeHandler) HandleBlockBreak

func (h *PlayerNativeBridgeHandler) HandleBlockBreak(ctx *player.Context, pos cube.Pos, drops *[]item.Stack, xp *int)

func (*PlayerNativeBridgeHandler) HandleBlockPick

func (h *PlayerNativeBridgeHandler) HandleBlockPick(ctx *player.Context, pos cube.Pos, b world.Block)

func (*PlayerNativeBridgeHandler) HandleBlockPlace

func (h *PlayerNativeBridgeHandler) HandleBlockPlace(ctx *player.Context, pos cube.Pos, b world.Block)

func (*PlayerNativeBridgeHandler) HandleChangeWorld

func (h *PlayerNativeBridgeHandler) HandleChangeWorld(before *world.World, after *world.World)

func (*PlayerNativeBridgeHandler) HandleChat

func (h *PlayerNativeBridgeHandler) HandleChat(ctx *player.Context, message *string)

func (*PlayerNativeBridgeHandler) HandleCommandExecution

func (h *PlayerNativeBridgeHandler) HandleCommandExecution(ctx *player.Context, command cmd.Command, args []string)

func (*PlayerNativeBridgeHandler) HandleDeath

func (h *PlayerNativeBridgeHandler) HandleDeath(p *player.Player, src world.DamageSource, keepInv *bool)

func (*PlayerNativeBridgeHandler) HandleDiagnostics

func (h *PlayerNativeBridgeHandler) HandleDiagnostics(p *player.Player, d session.Diagnostics)

func (*PlayerNativeBridgeHandler) HandleExperienceGain

func (h *PlayerNativeBridgeHandler) HandleExperienceGain(ctx *player.Context, amount *int)

func (*PlayerNativeBridgeHandler) HandleFireExtinguish

func (h *PlayerNativeBridgeHandler) HandleFireExtinguish(ctx *player.Context, pos cube.Pos)

func (*PlayerNativeBridgeHandler) HandleFoodLoss

func (h *PlayerNativeBridgeHandler) HandleFoodLoss(ctx *player.Context, from int, to *int)

func (*PlayerNativeBridgeHandler) HandleHeal

func (h *PlayerNativeBridgeHandler) HandleHeal(ctx *player.Context, health *float64, src world.HealingSource)

func (*PlayerNativeBridgeHandler) HandleHeldSlotChange

func (h *PlayerNativeBridgeHandler) HandleHeldSlotChange(ctx *player.Context, from int, to int)

func (*PlayerNativeBridgeHandler) HandleHurt

func (h *PlayerNativeBridgeHandler) HandleHurt(ctx *player.Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource)

func (*PlayerNativeBridgeHandler) HandleItemConsume

func (h *PlayerNativeBridgeHandler) HandleItemConsume(ctx *player.Context, item item.Stack)

func (*PlayerNativeBridgeHandler) HandleItemDamage

func (h *PlayerNativeBridgeHandler) HandleItemDamage(ctx *player.Context, i item.Stack, damage int)

func (*PlayerNativeBridgeHandler) HandleItemDrop

func (h *PlayerNativeBridgeHandler) HandleItemDrop(ctx *player.Context, s item.Stack)

func (*PlayerNativeBridgeHandler) HandleItemPickup

func (h *PlayerNativeBridgeHandler) HandleItemPickup(ctx *player.Context, i *item.Stack)

func (*PlayerNativeBridgeHandler) HandleItemRelease

func (h *PlayerNativeBridgeHandler) HandleItemRelease(ctx *player.Context, item item.Stack, dur time.Duration)

func (*PlayerNativeBridgeHandler) HandleItemUse

func (h *PlayerNativeBridgeHandler) HandleItemUse(ctx *player.Context)

func (*PlayerNativeBridgeHandler) HandleItemUseOnBlock

func (h *PlayerNativeBridgeHandler) HandleItemUseOnBlock(ctx *player.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)

func (*PlayerNativeBridgeHandler) HandleItemUseOnEntity

func (h *PlayerNativeBridgeHandler) HandleItemUseOnEntity(ctx *player.Context, e world.Entity)

func (*PlayerNativeBridgeHandler) HandleJump

func (h *PlayerNativeBridgeHandler) HandleJump(p *player.Player)

func (*PlayerNativeBridgeHandler) HandleLecternPageTurn

func (h *PlayerNativeBridgeHandler) HandleLecternPageTurn(ctx *player.Context, pos cube.Pos, oldPage int, newPage *int)

func (*PlayerNativeBridgeHandler) HandleMove

func (h *PlayerNativeBridgeHandler) HandleMove(ctx *player.Context, newPos mgl64.Vec3, newRot cube.Rotation)

func (*PlayerNativeBridgeHandler) HandlePunchAir

func (h *PlayerNativeBridgeHandler) HandlePunchAir(ctx *player.Context)

func (*PlayerNativeBridgeHandler) HandleQuit

func (h *PlayerNativeBridgeHandler) HandleQuit(p *player.Player)

func (*PlayerNativeBridgeHandler) HandleRespawn

func (h *PlayerNativeBridgeHandler) HandleRespawn(p *player.Player, pos *mgl64.Vec3, w **world.World)

func (*PlayerNativeBridgeHandler) HandleSignEdit

func (h *PlayerNativeBridgeHandler) HandleSignEdit(ctx *player.Context, pos cube.Pos, frontSide bool, oldText string, newText string)

func (*PlayerNativeBridgeHandler) HandleSkinChange

func (h *PlayerNativeBridgeHandler) HandleSkinChange(ctx *player.Context, skin *skin.Skin)

func (*PlayerNativeBridgeHandler) HandleStartBreak

func (h *PlayerNativeBridgeHandler) HandleStartBreak(ctx *player.Context, pos cube.Pos)

func (*PlayerNativeBridgeHandler) HandleTeleport

func (h *PlayerNativeBridgeHandler) HandleTeleport(ctx *player.Context, pos mgl64.Vec3)

func (*PlayerNativeBridgeHandler) HandleToggleSneak

func (h *PlayerNativeBridgeHandler) HandleToggleSneak(ctx *player.Context, after bool)

func (*PlayerNativeBridgeHandler) HandleToggleSprint

func (h *PlayerNativeBridgeHandler) HandleToggleSprint(ctx *player.Context, after bool)

func (*PlayerNativeBridgeHandler) HandleTransfer

func (h *PlayerNativeBridgeHandler) HandleTransfer(ctx *player.Context, addr *net.UDPAddr)

type Priority

type Priority int

Priority represents the priority of a handler. The priority of a handler determines the order in which handlers are called. Handlers with a higher priority are called before handlers with a lower priority.

type WorldHandleBlockBurnFunc

type WorldHandleBlockBurnFunc func(ctx *world.Context, pos cube.Pos)

type WorldHandleCloseFunc

type WorldHandleCloseFunc func(tx *world.Tx)

type WorldHandleCropTrampleFunc

type WorldHandleCropTrampleFunc func(ctx *world.Context, pos cube.Pos)

type WorldHandleEntityDespawnFunc

type WorldHandleEntityDespawnFunc func(tx *world.Tx, e world.Entity)

type WorldHandleEntitySpawnFunc

type WorldHandleEntitySpawnFunc func(tx *world.Tx, e world.Entity)

type WorldHandleFireSpreadFunc

type WorldHandleFireSpreadFunc func(ctx *world.Context, from cube.Pos, to cube.Pos)

type WorldHandleLeavesDecayFunc

type WorldHandleLeavesDecayFunc func(ctx *world.Context, pos cube.Pos)

type WorldHandleLiquidDecayFunc

type WorldHandleLiquidDecayFunc func(ctx *world.Context, pos cube.Pos, before world.Liquid, after world.Liquid)

type WorldHandleLiquidFlowFunc

type WorldHandleLiquidFlowFunc func(ctx *world.Context, from cube.Pos, into cube.Pos, liquid world.Liquid, replaced world.Block)

type WorldHandleLiquidHardenFunc

type WorldHandleLiquidHardenFunc func(ctx *world.Context, hardenedPos cube.Pos, liquidHardened world.Block, otherLiquid world.Block, newBlock world.Block)

type WorldHandleSoundFunc

type WorldHandleSoundFunc func(ctx *world.Context, s world.Sound, pos mgl64.Vec3)

type WorldHandlers

type WorldHandlers struct {
	// contains filtered or unexported fields
}

func NewWorldHandlers

func NewWorldHandlers() *WorldHandlers

func (*WorldHandlers) OnBlockBurn

func (h *WorldHandlers) OnBlockBurn(handler WorldHandleBlockBurnFunc, priority Priority)

func (*WorldHandlers) OnClose

func (h *WorldHandlers) OnClose(handler WorldHandleCloseFunc, priority Priority)

func (*WorldHandlers) OnCropTrample

func (h *WorldHandlers) OnCropTrample(handler WorldHandleCropTrampleFunc, priority Priority)

func (*WorldHandlers) OnEntityDespawn

func (h *WorldHandlers) OnEntityDespawn(handler WorldHandleEntityDespawnFunc, priority Priority)

func (*WorldHandlers) OnEntitySpawn

func (h *WorldHandlers) OnEntitySpawn(handler WorldHandleEntitySpawnFunc, priority Priority)

func (*WorldHandlers) OnFireSpread

func (h *WorldHandlers) OnFireSpread(handler WorldHandleFireSpreadFunc, priority Priority)

func (*WorldHandlers) OnLeavesDecay

func (h *WorldHandlers) OnLeavesDecay(handler WorldHandleLeavesDecayFunc, priority Priority)

func (*WorldHandlers) OnLiquidDecay

func (h *WorldHandlers) OnLiquidDecay(handler WorldHandleLiquidDecayFunc, priority Priority)

func (*WorldHandlers) OnLiquidFlow

func (h *WorldHandlers) OnLiquidFlow(handler WorldHandleLiquidFlowFunc, priority Priority)

func (*WorldHandlers) OnLiquidHarden

func (h *WorldHandlers) OnLiquidHarden(handler WorldHandleLiquidHardenFunc, priority Priority)

func (*WorldHandlers) OnSound

func (h *WorldHandlers) OnSound(handler WorldHandleSoundFunc, priority Priority)

type WorldNativeBridgeHandler

type WorldNativeBridgeHandler struct {
	// contains filtered or unexported fields
}

func (*WorldNativeBridgeHandler) HandleBlockBurn

func (h *WorldNativeBridgeHandler) HandleBlockBurn(ctx *world.Context, pos cube.Pos)

func (*WorldNativeBridgeHandler) HandleClose

func (h *WorldNativeBridgeHandler) HandleClose(tx *world.Tx)

func (*WorldNativeBridgeHandler) HandleCropTrample

func (h *WorldNativeBridgeHandler) HandleCropTrample(ctx *world.Context, pos cube.Pos)

func (*WorldNativeBridgeHandler) HandleEntityDespawn

func (h *WorldNativeBridgeHandler) HandleEntityDespawn(tx *world.Tx, e world.Entity)

func (*WorldNativeBridgeHandler) HandleEntitySpawn

func (h *WorldNativeBridgeHandler) HandleEntitySpawn(tx *world.Tx, e world.Entity)

func (*WorldNativeBridgeHandler) HandleFireSpread

func (h *WorldNativeBridgeHandler) HandleFireSpread(ctx *world.Context, from cube.Pos, to cube.Pos)

func (*WorldNativeBridgeHandler) HandleLeavesDecay

func (h *WorldNativeBridgeHandler) HandleLeavesDecay(ctx *world.Context, pos cube.Pos)

func (*WorldNativeBridgeHandler) HandleLiquidDecay

func (h *WorldNativeBridgeHandler) HandleLiquidDecay(ctx *world.Context, pos cube.Pos, before world.Liquid, after world.Liquid)

func (*WorldNativeBridgeHandler) HandleLiquidFlow

func (h *WorldNativeBridgeHandler) HandleLiquidFlow(ctx *world.Context, from cube.Pos, into cube.Pos, liquid world.Liquid, replaced world.Block)

func (*WorldNativeBridgeHandler) HandleLiquidHarden

func (h *WorldNativeBridgeHandler) HandleLiquidHarden(ctx *world.Context, hardenedPos cube.Pos, liquidHardened world.Block, otherLiquid world.Block, newBlock world.Block)

func (*WorldNativeBridgeHandler) HandleSound

func (h *WorldNativeBridgeHandler) HandleSound(ctx *world.Context, s world.Sound, pos mgl64.Vec3)

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