Paper/patches/api/0226-Add-additional-open-container-api-to-HumanEntity.patch
2021-06-14 22:49:09 -07:00

104 lines
4.3 KiB
Diff

From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: JRoy <joshroy126@gmail.com>
Date: Wed, 26 Aug 2020 02:11:58 -0400
Subject: [PATCH] Add additional open container api to HumanEntity
diff --git a/src/main/java/org/bukkit/entity/HumanEntity.java b/src/main/java/org/bukkit/entity/HumanEntity.java
index c307a58b17324d6df8c21fa45f0f1e34810f1828..112c891e54e8f30ac10e6865efc2a8ee8d172188 100644
--- a/src/main/java/org/bukkit/entity/HumanEntity.java
+++ b/src/main/java/org/bukkit/entity/HumanEntity.java
@@ -148,6 +148,92 @@ public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder
@Nullable
public InventoryView openMerchant(@NotNull Merchant merchant, boolean force);
+ // Paper start - Add additional containers
+ /**
+ * Opens an empty anvil inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no anvil block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openAnvil(@Nullable Location location, boolean force);
+
+ /**
+ * Opens an empty cartography table inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no cartography table block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openCartographyTable(@Nullable Location location, boolean force);
+
+ /**
+ * Opens an empty grindstone inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no grindstone block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openGrindstone(@Nullable Location location, boolean force);
+
+ /**
+ * Opens an empty loom inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no loom block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openLoom(@Nullable Location location, boolean force);
+
+ /**
+ * Opens an empty smithing table inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no smithing table block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openSmithingTable(@Nullable Location location, boolean force);
+
+ /**
+ * Opens an empty stonecutter inventory window with the player's inventory
+ * on the bottom.
+ *
+ * @param location The location to attach it to. If null, the player's
+ * location is used.
+ * @param force If false, and there is no stonecutter block at the location,
+ * no inventory will be opened and null will be returned.
+ * @return The newly opened inventory view, or null if it could not be
+ * opened.
+ */
+ @Nullable
+ public InventoryView openStonecutter(@Nullable Location location, boolean force);
+ // Paper end
+
/**
* Force-closes the currently open inventory view for this player, if any.
*/