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#1083: Add API methods to Vault
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1 changed files with 90 additions and 1 deletions
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package org.bukkit.block;
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package org.bukkit.block;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.loot.LootTable;
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import org.jetbrains.annotations.ApiStatus;
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import org.jetbrains.annotations.ApiStatus;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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/**
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/**
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* Represents a captured state of a trial spawner.
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* Represents a captured state of a vault.
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*/
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*/
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@ApiStatus.Experimental
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@ApiStatus.Experimental
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public interface Vault extends TileState {
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public interface Vault extends TileState {
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/**
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* Gets the distance(squared) at which a player must enter for this vault to
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* activate.
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*
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* @return the distance(squared) at which a player must enter for this vault
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* to activate.
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*/
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double getActivationRange();
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/**
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* Sets the distance(squared) at which a player must enter for this vault to
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* activate.
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*
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* @param range the distance(squared) at which a player must enter for this
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* vault to activate.
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*/
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void setActivationRange(double range);
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/**
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* Gets the distance(squared) at which a player must exit for the vault to
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* deactivate.
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*
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* @return the distance(squared) at which a player must exit for the vault
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* to deactivate.
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*/
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double getDeactivationRange();
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/**
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* Sets the distance(squared) at which a player must exit for this vault to
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* deactivate.
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*
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* @param range the distance(squared) at which a player must exit for this
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* vault to deactivate.
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*/
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void setDeactivationRange(double range);
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/**
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* Gets the {@link LootTable} this vault will pick rewards from.
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*
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* @return the loot table
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*/
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@NotNull
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LootTable getLootTable();
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/**
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* Sets the {@link LootTable} this vault will pick rewards from.
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*
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* @param table the loot table
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*/
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void setLootTable(@NotNull LootTable table);
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/**
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* Gets the {@link LootTable} this vault will display items from. <br>
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* If this value is null the regular loot table will be used to display
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* items.
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*
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* @return the loot table to display items from
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*/
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@Nullable
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LootTable getDisplayLootTable();
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/**
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* Sets the {@link LootTable} this vault will display items from. <br>
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* If this value is set to null the regular loot table will be used to
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* display items.
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*
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* @param table the loot table to display items from
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*/
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void setDisplayLootTable(@Nullable LootTable table);
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/**
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* Gets the {@link ItemStack} players must use to unlock this vault.
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*
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* @return the key item
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*/
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@NotNull
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ItemStack getKeyItem();
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/**
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* Sets the {@link ItemStack} players must use to unlock this vault.
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*
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* @param keyItem the key item
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*/
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void setKeyItem(@NotNull ItemStack keyItem);
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}
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}
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