mirror of
https://github.com/SikongJueluo/kubejs-utils.git
synced 2026-01-11 00:37:50 +08:00
refactor(c4): extract C4 logic into event-driven architecture
This commit is contained in:
@@ -1,5 +1,6 @@
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const C4_EXPLOSION_TIME = 3 * 20; // 3 seconds in ticks
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const C4_EXPLOSION_POWER = 128; // Explosion power (TNT is 4)
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const C4_USE_TIME = 5 * 20; // 5 seconds in ticks
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// Tolerance for floating point comparison
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const ANGLE_TOLERANCE = 0.001;
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@@ -113,6 +114,45 @@ function shouldActivateC4(itemstack, level, player) {
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);
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}
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/**
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* @param {Internal.Player} player
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* @param {Internal.Level} level
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* @returns {boolean}
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*/
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function shouldStartUseC4(player, level) {
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const blockUnder = getBlockUnderPlayer(player);
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const block = level.getBlock(blockUnder.x, blockUnder.y, blockUnder.z);
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if (block.id !== "kubejs:c4_target") {
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return false;
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}
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const playerUuid = player.uuid.toString();
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if (lastPlayerInfoMap[playerUuid] !== undefined) {
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return false;
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}
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const playerPos = player.position();
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const lookAngle = player.lookAngle;
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lastPlayerInfoMap[playerUuid] = {
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angle: {
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x: lookAngle.x(),
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y: lookAngle.y(),
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z: lookAngle.z(),
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},
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pos: {
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x: playerPos.x(),
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y: playerPos.y(),
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z: playerPos.z(),
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},
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blockPos: blockUnder,
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};
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return true;
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}
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// ==================== Block Registration ====================
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StartupEvents.registry("block", (event) => {
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event
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.create("c4_target") // Create a new block
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@@ -135,45 +175,25 @@ StartupEvents.registry("block", (event) => {
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.displayName(/** @type {any} */ ("C4")); // Set a custom name
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});
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// ==================== Item Registration ====================
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StartupEvents.registry("item", (event) => {
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event
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.create("c4_item")
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.unstackable()
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.useAnimation("eat")
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.useDuration((_itemStack) => 100) // 5 Seconds
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.useDuration((_itemStack) => C4_USE_TIME) // 5 Seconds
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.use((level, player, _hand) => {
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const blockUnder = getBlockUnderPlayer(player);
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const block = level.getBlock(
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blockUnder.x,
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blockUnder.y,
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blockUnder.z,
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);
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if (!shouldStartUseC4(player, level)) return false;
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if (block.id !== "kubejs:c4_target") {
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return false;
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/** @type {EventBus} */
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const eventBus = /** @type {any} */ (global["eventBus"]);
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if (eventBus !== null) {
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eventBus.emit("C4UseStarted", { player: player });
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} else {
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console.warn("EventBus is not available");
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}
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const playerUuid = player.uuid.toString();
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if (lastPlayerInfoMap[playerUuid] !== undefined) {
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return true;
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}
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const playerPos = player.position();
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const lookAngle = player.lookAngle;
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lastPlayerInfoMap[playerUuid] = {
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angle: {
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x: lookAngle.x(),
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y: lookAngle.y(),
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z: lookAngle.z(),
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},
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pos: {
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x: playerPos.x(),
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y: playerPos.y(),
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z: playerPos.z(),
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},
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blockPos: blockUnder,
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};
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return true;
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})
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.finishUsing((itemstack, level, entity) => {
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@@ -191,57 +211,20 @@ StartupEvents.registry("item", (event) => {
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return itemstack; // Do nothing
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}
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// Place C4 at player's feet
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const playerPos = player.position();
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const c4BlockPos = {
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x: Math.floor(playerPos.x()),
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y: Math.floor(playerPos.y()),
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z: Math.floor(playerPos.z()),
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};
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const newBlock = level.getBlock(
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c4BlockPos.x,
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c4BlockPos.y,
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c4BlockPos.z,
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);
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newBlock.set(/** @type {any} */ ("kubejs:c4"));
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itemstack.shrink(1);
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itemstack.resetHoverName();
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delete lastPlayerInfoMap[player.uuid.toString()];
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const server = level.server;
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/**
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* TODO: It should use reschedule to replace serveral schedules
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* But reschedule not work at current time.
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* Relative Issue: https://github.com/KubeJS-Mods/KubeJS/issues/763
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*/
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for (let i = 0; i < C4_EXPLOSION_TIME; i += 20) {
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server.scheduleInTicks(i, (event) => {
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server.players.forEach((p) => {
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p.tell(
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/** @type {any} */ (
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Component.literal(
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`C4还剩 ${(C4_EXPLOSION_TIME - event.timer) / 20} 秒爆炸`,
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)
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),
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);
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});
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// Emit custom event to server_scripts for explosion logic
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/** @type {EventBus} */
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const eventBus = /** @type {any} */ (global["eventBus"]);
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if (eventBus !== null) {
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eventBus.emit("C4Activated", {
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level: level,
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player: player,
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explosionTime: C4_EXPLOSION_TIME,
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explosionPower: C4_EXPLOSION_POWER,
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});
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}
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// Create explosion
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server.scheduleInTicks(C4_EXPLOSION_TIME, (_) => {
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level.explode(
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/** @type {any} */ (null),
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newBlock.pos.x,
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newBlock.pos.y,
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newBlock.pos.z,
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C4_EXPLOSION_POWER,
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"block",
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);
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});
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return itemstack;
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})
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.releaseUsing((itemstack, _level, entity, _count) => {
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@@ -252,44 +235,9 @@ StartupEvents.registry("item", (event) => {
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.displayName(/** @type {any} */ ("C4"));
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});
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// Client side
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ForgeEvents.onEvent(
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"net.minecraftforge.event.entity.living.LivingEntityUseItemEvent$Tick",
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(event) => {
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const itemstack = event.item;
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if (
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!event.entity.isPlayer() ||
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event.entity.uuid === undefined ||
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itemstack === undefined ||
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itemstack.id !== "kubejs:c4_item"
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) {
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return;
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}
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const player = event.entity.level.getPlayerByUUID(event.entity.uuid);
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if (!shouldActivateC4(itemstack, player.level, player)) {
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player.stopUsingItem();
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player.addItemCooldown(itemstack.item, 20);
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itemstack.resetHoverName();
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delete lastPlayerInfoMap[player.uuid.toString()];
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event.setCanceled(true);
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return;
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}
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// Get remaining ticks for this use
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const remainingTicks = event.duration;
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itemstack.setHoverName(
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/** @type {any} */ (
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Component.literal(`C4 - ${(remainingTicks / 20.0).toFixed(2)}s`)
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),
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);
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},
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);
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// ==================== Client Side Logic ====================
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// Register keybindings during client initialization
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// Client side
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ClientEvents.init(() => {
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// Load required Java classes
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const KeyMappingRegistry = Java.loadClass(
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@@ -314,7 +262,6 @@ ClientEvents.init(() => {
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});
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// Send data to the server when the key is pressed
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// Client side
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ForgeEvents.onEvent(
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"net.minecraftforge.event.TickEvent$PlayerTickEvent",
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(event) => {
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@@ -324,22 +271,154 @@ ForgeEvents.onEvent(
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}
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while (operationKeyMapping.consumeClick()) {
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event.player.sendData("keyClick", operationKeyMapping.name);
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const player = event.player;
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const level = player.level;
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if (!shouldStartUseC4(player, level)) continue;
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/** @type {EventBus} */
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const eventBus = /** @type {any} */ (global["eventBus"]);
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if (eventBus !== null) {
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eventBus.emit("C4UseStarted", { player: player });
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} else {
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console.warn("EventBus is not available");
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}
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}
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},
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);
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// ==================== Server Side Logic ====================
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/**
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* WARNING: Must Do!!!
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* Because Kubejs scheduler is not stable
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* And need to fire once at first time
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* Relative Issue: https://github.com/KubeJS-Mods/KubeJS/issues/763
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* @param {{player: Internal.Player}} event
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*/
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function handleC4UseStarted(event) {
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const server = Utils.server;
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if (server === null) {
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console.error("C4 Handler: Server is not available");
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return;
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}
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const player = server.getPlayer(event.player.uuid);
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const level = player.level;
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const startTime = level.levelData.gameTime;
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const originalItemstack = player.mainHandItem;
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server.scheduleRepeatingInTicks(2, (event) => {
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const itemstack = player.getMainHandItem();
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if (!shouldActivateC4(itemstack, player.level, player)) {
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player.stopUsingItem();
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player.addItemCooldown(originalItemstack.item, 20);
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originalItemstack.releaseUsing(
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level,
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/** @type {any} */ (player),
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originalItemstack.count,
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);
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event.clear();
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return;
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}
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// Get remaining ticks for this use
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const remainingTicks =
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C4_USE_TIME - (level.levelData.gameTime - startTime);
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if (remainingTicks <= 0) {
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originalItemstack.finishUsingItem(
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level,
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/** @type {any} */ (player),
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);
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delete lastPlayerInfoMap[player.uuid.toString()];
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event.clear();
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return;
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}
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itemstack.setHoverName(
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/** @type {any} */ (
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Component.literal(`C4 - ${(remainingTicks / 20.0).toFixed(1)}s`)
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),
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);
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});
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}
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/**
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* Handle C4 activation event
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* @param {C4ActivatedEvent} event
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*/
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function handleC4Activated(event) {
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const server = Utils.server;
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if (server === null) {
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console.error("C4 Handler: Server is not available");
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return;
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}
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const { level, player, explosionTime, explosionPower } = event;
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// Place C4 at player's feet
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const playerPos = player.position();
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const c4BlockPos = {
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x: Math.floor(playerPos.x()),
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y: Math.floor(playerPos.y()),
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z: Math.floor(playerPos.z()),
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};
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const newBlock = level.getBlock(c4BlockPos.x, c4BlockPos.y, c4BlockPos.z);
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newBlock.set(/** @type {any} */ ("kubejs:c4"));
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/**
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* TODO: It should use reschedule to replace several schedules
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* But reschedule not work at current time.
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* Relative Issue: https://github.com/KubeJS-Mods/KubeJS/issues/763
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*/
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for (let i = 0; i < explosionTime; i += 20) {
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server.scheduleInTicks(i, (scheduledEvent) => {
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const remainingSeconds =
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(explosionTime - scheduledEvent.timer) / 20;
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server.players.forEach((p) => {
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p.tell(
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/** @type {any} */ (
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Component.literal(`C4还剩 ${remainingSeconds} 秒爆炸`)
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),
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);
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});
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});
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}
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// Create explosion after countdown
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server.scheduleInTicks(explosionTime, (_) => {
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level.explode(
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/** @type {any} */ (null),
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c4BlockPos.x + 0.5,
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c4BlockPos.y + 0.5,
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c4BlockPos.z + 0.5,
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explosionPower,
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"block",
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);
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});
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}
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ForgeEvents.onEvent(
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"net.minecraftforge.event.server.ServerStartedEvent",
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(event) => {
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/**
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* WARNING: Must Do!!!
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* Because Kubejs scheduler is not stable
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* And need to fire once at first time
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* Relative Issue: https://github.com/KubeJS-Mods/KubeJS/issues/763
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*/
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event.server.scheduleInTicks(1, (_) => {
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console.log("Init Scheduler");
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});
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/** @type {EventBus} */
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const eventBus = /** @type {any} */ (global["eventBus"]);
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if (eventBus === null) {
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console.error("C4 Handler: eventBus is not available");
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return;
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}
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eventBus.register("C4Activated", handleC4Activated);
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eventBus.register("C4UseStarted", handleC4UseStarted);
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console.log("C4 Handler: Registered C4Activated event handler");
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},
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);
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@@ -1,14 +1,26 @@
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/**
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* @typedef {{
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* level: Internal.Level,
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* blockPos: {x: number, y: number, z: number},
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* player: Internal.Player,
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* explosionTime: number,
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* explosionPower: number
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* }} C4ActivatedEvent
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*/
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/**
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* @typedef {(
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* "PlayerItemFishedEvent" |
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* "LivingEntityUseItemEvent$Finish"
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* "LivingEntityUseItemEvent$Finish" |
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* "C4Activated"
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* )} EventName
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*/
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/**
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* @typedef {(
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* ((event: Internal.ItemFishedEvent) => any) |
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* ((event: Internal.LivingEntityUseItemEvent$Finish) => any)
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* ((event: Internal.LivingEntityUseItemEvent$Finish) => any) |
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* ((event: C4ActivatedEvent) => any)
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* )} EventCallback
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*/
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@@ -37,6 +49,13 @@ const eventBus = {
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* @param {(event: Internal.LivingEntityUseItemEvent$Finish) => any} callback - The callback function.
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* @returns {void}
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*/
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/**
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* Registers a callback function for a specific event.
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* @overload
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* @param {"C4Activated"} eventName - The name of the event to listen for.
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* @param {(event: C4ActivatedEvent) => any} callback - The callback function.
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* @returns {void}
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*/
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/**
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* Registers a callback function for a specific event.
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* @param {EventName} eventName - The name of the event to listen for.
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@@ -48,11 +67,11 @@ const eventBus = {
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},
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/**
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* Registers a callback function for a specific event.
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* Emits an event, calling the registered callback function if it exists.
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* @overload
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* @param {"PlayerItemFishedEvent"} eventName - The name of the event to listen for.
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* @param {(event: Internal.ItemFishedEvent) => any} callback - The callback function.
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* @returns {void}
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* @param {"PlayerItemFishedEvent"} eventName - The name of the event to emit.
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* @param {Internal.ItemFishedEvent} event - The event data.
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* @returns {any}
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*/
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/**
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* Emits an event, calling the registered callback function if it exists.
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@@ -61,6 +80,13 @@ const eventBus = {
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* @param {Internal.LivingEntityUseItemEvent$Finish} event - The event data.
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* @returns {any}
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*/
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/**
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* Emits an event, calling the registered callback function if it exists.
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* @overload
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* @param {"C4Activated"} eventName - The name of the event to emit.
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* @param {C4ActivatedEvent} event - The event data.
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* @returns {any}
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*/
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/**
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* Emits an event, calling the registered callback function if it exists.
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* @param {string} eventName - The name of the event to emit.
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@@ -81,6 +107,8 @@ const eventBus = {
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global["eventBus"] = eventBus;
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// ==================== Forge Event Listeners ====================
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ForgeEvents.onEvent(
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"net.minecraftforge.event.entity.living.LivingEntityUseItemEvent$Finish",
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(event) => {
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