bukkit/src/main/java/org/bukkit/World.java

1909 lines
68 KiB
Java

package org.bukkit;
import java.io.File;
import java.util.Collection;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.UUID;
import java.util.function.Predicate;
import org.bukkit.block.Biome;
import org.bukkit.block.Block;
import org.bukkit.block.data.BlockData;
import org.bukkit.entity.Arrow;
import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.FallingBlock;
import org.bukkit.entity.Item;
import org.bukkit.entity.LightningStrike;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.generator.BlockPopulator;
import org.bukkit.generator.ChunkGenerator;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.MaterialData;
import org.bukkit.metadata.Metadatable;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.util.BoundingBox;
import org.bukkit.util.Consumer;
import org.bukkit.util.RayTraceResult;
import org.bukkit.util.Vector;
import org.jetbrains.annotations.Contract;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a world, which may contain entities, chunks and blocks
*/
public interface World extends PluginMessageRecipient, Metadatable {
/**
* Gets the {@link Block} at the given coordinates
*
* @param x X-coordinate of the block
* @param y Y-coordinate of the block
* @param z Z-coordinate of the block
* @return Block at the given coordinates
*/
@NotNull
public Block getBlockAt(int x, int y, int z);
/**
* Gets the {@link Block} at the given {@link Location}
*
* @param location Location of the block
* @return Block at the given location
*/
@NotNull
public Block getBlockAt(@NotNull Location location);
/**
* Gets the y coordinate of the lowest block at this position such that the
* block and all blocks above it are transparent for lighting purposes.
*
* @param x X-coordinate of the blocks
* @param z Z-coordinate of the blocks
* @return Y-coordinate of the described block
*/
public int getHighestBlockYAt(int x, int z);
/**
* Gets the y coordinate of the lowest block at the given {@link Location}
* such that the block and all blocks above it are transparent for lighting
* purposes.
*
* @param location Location of the blocks
* @return Y-coordinate of the highest non-air block
*/
public int getHighestBlockYAt(@NotNull Location location);
/**
* Gets the lowest block at the given coordinates such that the block and
* all blocks above it are transparent for lighting purposes.
*
* @param x X-coordinate of the block
* @param z Z-coordinate of the block
* @return Highest non-empty block
*/
@NotNull
public Block getHighestBlockAt(int x, int z);
/**
* Gets the lowest block at the given {@link Location} such that the block
* and all blocks above it are transparent for lighting purposes.
*
* @param location Coordinates to get the highest block
* @return Highest non-empty block
*/
@NotNull
public Block getHighestBlockAt(@NotNull Location location);
/**
* Gets the {@link Chunk} at the given coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Chunk at the given coordinates
*/
@NotNull
public Chunk getChunkAt(int x, int z);
/**
* Gets the {@link Chunk} at the given {@link Location}
*
* @param location Location of the chunk
* @return Chunk at the given location
*/
@NotNull
public Chunk getChunkAt(@NotNull Location location);
/**
* Gets the {@link Chunk} that contains the given {@link Block}
*
* @param block Block to get the containing chunk from
* @return The chunk that contains the given block
*/
@NotNull
public Chunk getChunkAt(@NotNull Block block);
/**
* Checks if the specified {@link Chunk} is loaded
*
* @param chunk The chunk to check
* @return true if the chunk is loaded, otherwise false
*/
public boolean isChunkLoaded(@NotNull Chunk chunk);
/**
* Gets an array of all loaded {@link Chunk}s
*
* @return Chunk[] containing all loaded chunks
*/
@NotNull
public Chunk[] getLoadedChunks();
/**
* Loads the specified {@link Chunk}
*
* @param chunk The chunk to load
*/
public void loadChunk(@NotNull Chunk chunk);
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is loaded, otherwise false
*/
public boolean isChunkLoaded(int x, int z);
/**
* Checks if the {@link Chunk} at the specified coordinates is generated
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is generated, otherwise false
*/
public boolean isChunkGenerated(int x, int z);
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded and
* in use by one or more players
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is loaded and in use by one or more players,
* otherwise false
* @deprecated This method was added to facilitate chunk garbage collection.
* As of the current Minecraft version chunks are now strictly managed and
* will not be loaded for more than 1 tick unless they are in use.
*/
@Deprecated
public boolean isChunkInUse(int x, int z);
/**
* Loads the {@link Chunk} at the specified coordinates
* <p>
* If the chunk does not exist, it will be generated.
* <p>
* This method is analogous to {@link #loadChunk(int, int, boolean)} where
* generate is true.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
*/
public void loadChunk(int x, int z);
/**
* Loads the {@link Chunk} at the specified coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param generate Whether or not to generate a chunk if it doesn't
* already exist
* @return true if the chunk has loaded successfully, otherwise false
*/
public boolean loadChunk(int x, int z, boolean generate);
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*
* @param chunk the chunk to unload
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(@NotNull Chunk chunk);
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(int x, int z);
/**
* Safely unloads and optionally saves the {@link Chunk} at the specified
* coordinates.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param save Whether or not to save the chunk
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(int x, int z, boolean save);
/**
* Safely queues the {@link Chunk} at the specified coordinates for
* unloading.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true is the queue attempt was successful, otherwise false
*/
public boolean unloadChunkRequest(int x, int z);
/**
* Regenerates the {@link Chunk} at the specified coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Whether the chunk was actually regenerated
*
* @deprecated regenerating a single chunk is not likely to produce the same
* chunk as before as terrain decoration may be spread across chunks. Use of
* this method should be avoided as it is known to produce buggy results.
*/
@Deprecated
public boolean regenerateChunk(int x, int z);
/**
* Resends the {@link Chunk} to all clients
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Whether the chunk was actually refreshed
*
* @deprecated This method is not guaranteed to work suitably across all client implementations.
*/
@Deprecated
public boolean refreshChunk(int x, int z);
/**
* Gets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return force load status
*/
public boolean isChunkForceLoaded(int x, int z);
/**
* Sets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param forced
*/
public void setChunkForceLoaded(int x, int z, boolean forced);
/**
* Returns all force loaded chunks in this world.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @return unmodifiable collection of force loaded chunks
*/
@NotNull
public Collection<Chunk> getForceLoadedChunks();
/**
* Drops an item at the specified {@link Location}
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItem(@NotNull Location location, @NotNull ItemStack item);
/**
* Drops an item at the specified {@link Location} with a random offset
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItemNaturally(@NotNull Location location, @NotNull ItemStack item);
/**
* Creates an {@link Arrow} entity at the given {@link Location}
*
* @param location Location to spawn the arrow
* @param direction Direction to shoot the arrow in
* @param speed Speed of the arrow. A recommend speed is 0.6
* @param spread Spread of the arrow. A recommend spread is 12
* @return Arrow entity spawned as a result of this method
*/
@NotNull
public Arrow spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread);
/**
* Creates an arrow entity of the given class at the given {@link Location}
*
* @param <T> type of arrow to spawn
* @param location Location to spawn the arrow
* @param direction Direction to shoot the arrow in
* @param speed Speed of the arrow. A recommend speed is 0.6
* @param spread Spread of the arrow. A recommend spread is 12
* @param clazz the Entity class for the arrow
* {@link org.bukkit.entity.SpectralArrow},{@link org.bukkit.entity.Arrow},{@link org.bukkit.entity.TippedArrow}
* @return Arrow entity spawned as a result of this method
*/
@NotNull
public <T extends Arrow> T spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread, @NotNull Class<T> clazz);
/**
* Creates a tree at the given {@link Location}
*
* @param location Location to spawn the tree
* @param type Type of the tree to create
* @return true if the tree was created successfully, otherwise false
*/
public boolean generateTree(@NotNull Location location, @NotNull TreeType type);
/**
* Creates a tree at the given {@link Location}
*
* @param loc Location to spawn the tree
* @param type Type of the tree to create
* @param delegate A class to call for each block changed as a result of
* this method
* @return true if the tree was created successfully, otherwise false
*/
public boolean generateTree(@NotNull Location loc, @NotNull TreeType type, @NotNull BlockChangeDelegate delegate);
/**
* Creates a entity at the given {@link Location}
*
* @param loc The location to spawn the entity
* @param type The entity to spawn
* @return Resulting Entity of this method, or null if it was unsuccessful
*/
@NotNull
public Entity spawnEntity(@NotNull Location loc, @NotNull EntityType type);
/**
* Strikes lightning at the given {@link Location}
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
@NotNull
public LightningStrike strikeLightning(@NotNull Location loc);
/**
* Strikes lightning at the given {@link Location} without doing damage
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
@NotNull
public LightningStrike strikeLightningEffect(@NotNull Location loc);
/**
* Get a list of all entities in this World
*
* @return A List of all Entities currently residing in this world
*/
@NotNull
public List<Entity> getEntities();
/**
* Get a list of all living entities in this World
*
* @return A List of all LivingEntities currently residing in this world
*/
@NotNull
public List<LivingEntity> getLivingEntities();
/**
* Get a collection of all entities in this World matching the given
* class/interface
*
* @param <T> an entity subclass
* @param classes The classes representing the types of entity to match
* @return A List of all Entities currently residing in this world that
* match the given class/interface
*/
@Deprecated
@NotNull
public <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T>... classes);
/**
* Get a collection of all entities in this World matching the given
* class/interface
*
* @param <T> an entity subclass
* @param cls The class representing the type of entity to match
* @return A List of all Entities currently residing in this world that
* match the given class/interface
*/
@NotNull
public <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T> cls);
/**
* Get a collection of all entities in this World matching any of the
* given classes/interfaces
*
* @param classes The classes representing the types of entity to match
* @return A List of all Entities currently residing in this world that
* match one or more of the given classes/interfaces
*/
@NotNull
public Collection<Entity> getEntitiesByClasses(@NotNull Class<?>... classes);
/**
* Get a list of all players in this World
*
* @return A list of all Players currently residing in this world
*/
@NotNull
public List<Player> getPlayers();
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param location The center of the bounding box
* @param x 1/2 the size of the box along x axis
* @param y 1/2 the size of the box along y axis
* @param z 1/2 the size of the box along z axis
* @return the collection of entities near location. This will always be a
* non-null collection.
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z);
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param location The center of the bounding box
* @param x 1/2 the size of the box along x axis
* @param y 1/2 the size of the box along y axis
* @param z 1/2 the size of the box along z axis
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the collection of entities near location. This will always be a
* non-null collection.
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z, @Nullable Predicate<Entity> filter);
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param boundingBox the bounding box
* @return the collection of entities within the bounding box, will always
* be a non-null collection
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox);
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param boundingBox the bounding box
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the collection of entities within the bounding box, will always
* be a non-null collection
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox, @Nullable Predicate<Entity> filter);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrinked) by this value before doing collision checks
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, @Nullable Predicate<Entity> filter);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrinked) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<Entity> filter);
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account, but ignores
* fluids.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @return the ray trace hit result, or <code>null</code> if there is no hit
* @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance);
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @return the ray trace hit result, or <code>null</code> if there is no hit
* @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode);
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within
* them. Apart from that collisions with portal blocks will be considered
* even if collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @return the ray trace hit result, or <code>null</code> if there is no hit
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks);
/**
* Performs a ray trace that checks for both block and entity collisions.
* <p>
* Block collisions use the blocks' precise collision shapes. The
* <code>raySize</code> parameter is only taken into account for entity
* collision checks.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within them.
* Apart from that collisions with portal blocks will be considered even if
* collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrinked) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result with either a block or an
* entity, or <code>null</code> if there is no hit
*/
@Nullable
public RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<Entity> filter);
/**
* Gets the unique name of this world
*
* @return Name of this world
*/
@NotNull
public String getName();
/**
* Gets the Unique ID of this world
*
* @return Unique ID of this world.
*/
@NotNull
public UUID getUID();
/**
* Gets the default spawn {@link Location} of this world
*
* @return The spawn location of this world
*/
@NotNull
public Location getSpawnLocation();
/**
* Sets the spawn location of the world.
* <br>
* The location provided must be equal to this world.
*
* @param location The {@link Location} to set the spawn for this world at.
* @return True if it was successfully set.
*/
@NotNull
public boolean setSpawnLocation(@NotNull Location location);
/**
* Sets the spawn location of the world
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @return True if it was successfully set.
*/
public boolean setSpawnLocation(int x, int y, int z);
/**
* Gets the relative in-game time of this world.
* <p>
* The relative time is analogous to hours * 1000
*
* @return The current relative time
* @see #getFullTime() Returns an absolute time of this world
*/
public long getTime();
/**
* Sets the relative in-game time on the server.
* <p>
* The relative time is analogous to hours * 1000
* <p>
* Note that setting the relative time below the current relative time
* will actually move the clock forward a day. If you require to rewind
* time, please see {@link #setFullTime(long)}
*
* @param time The new relative time to set the in-game time to (in
* hours*1000)
* @see #setFullTime(long) Sets the absolute time of this world
*/
public void setTime(long time);
/**
* Gets the full in-game time on this world
*
* @return The current absolute time
* @see #getTime() Returns a relative time of this world
*/
public long getFullTime();
/**
* Sets the in-game time on the server
* <p>
* Note that this sets the full time of the world, which may cause adverse
* effects such as breaking redstone clocks and any scheduled events
*
* @param time The new absolute time to set this world to
* @see #setTime(long) Sets the relative time of this world
*/
public void setFullTime(long time);
/**
* Returns whether the world has an ongoing storm.
*
* @return Whether there is an ongoing storm
*/
public boolean hasStorm();
/**
* Set whether there is a storm. A duration will be set for the new
* current conditions.
*
* @param hasStorm Whether there is rain and snow
*/
public void setStorm(boolean hasStorm);
/**
* Get the remaining time in ticks of the current conditions.
*
* @return Time in ticks
*/
public int getWeatherDuration();
/**
* Set the remaining time in ticks of the current conditions.
*
* @param duration Time in ticks
*/
public void setWeatherDuration(int duration);
/**
* Returns whether there is thunder.
*
* @return Whether there is thunder
*/
public boolean isThundering();
/**
* Set whether it is thundering.
*
* @param thundering Whether it is thundering
*/
public void setThundering(boolean thundering);
/**
* Get the thundering duration.
*
* @return Duration in ticks
*/
public int getThunderDuration();
/**
* Set the thundering duration.
*
* @param duration Duration in ticks
*/
public void setThunderDuration(int duration);
/**
* Creates explosion at given coordinates with given power
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power, boolean setFire);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks);
/**
* Creates explosion at given coordinates with given power
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power, boolean setFire);
/**
* Gets the {@link Environment} type of this world
*
* @return This worlds Environment type
*/
@NotNull
public Environment getEnvironment();
/**
* Gets the Seed for this world.
*
* @return This worlds Seed
*/
public long getSeed();
/**
* Gets the current PVP setting for this world.
*
* @return True if PVP is enabled
*/
public boolean getPVP();
/**
* Sets the PVP setting for this world.
*
* @param pvp True/False whether PVP should be Enabled.
*/
public void setPVP(boolean pvp);
/**
* Gets the chunk generator for this world
*
* @return ChunkGenerator associated with this world
*/
@Nullable
public ChunkGenerator getGenerator();
/**
* Saves world to disk
*/
public void save();
/**
* Gets a list of all applied {@link BlockPopulator}s for this World
*
* @return List containing any or none BlockPopulators
*/
@NotNull
public List<BlockPopulator> getPopulators();
/**
* Spawn an entity of a specific class at the given {@link Location}
*
* @param location the {@link Location} to spawn the entity at
* @param clazz the class of the {@link Entity} to spawn
* @param <T> the class of the {@link Entity} to spawn
* @return an instance of the spawned {@link Entity}
* @throws IllegalArgumentException if either parameter is null or the
* {@link Entity} requested cannot be spawned
*/
@NotNull
public <T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz) throws IllegalArgumentException;
/**
* Spawn an entity of a specific class at the given {@link Location}, with
* the supplied function run before the entity is added to the world.
* <br>
* Note that when the function is run, the entity will not be actually in
* the world. Any operation involving such as teleporting the entity is undefined
* until after this function returns.
*
* @param location the {@link Location} to spawn the entity at
* @param clazz the class of the {@link Entity} to spawn
* @param function the function to be run before the entity is spawned.
* @param <T> the class of the {@link Entity} to spawn
* @return an instance of the spawned {@link Entity}
* @throws IllegalArgumentException if either parameter is null or the
* {@link Entity} requested cannot be spawned
*/
@NotNull
public <T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<T> function) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param data The block data
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* MaterialData} are null or {@link Material} of the {@link MaterialData} is not a block
*/
@NotNull
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull MaterialData data) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param data The block data
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* BlockData} are null
*/
@NotNull
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull BlockData data) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of the
* specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param material The block {@link Material} type
* @param data The block data
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* Material} are null or {@link Material} is not a block
* @deprecated Magic value
*/
@Deprecated
@NotNull
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull Material material, byte data) throws IllegalArgumentException;
/**
* Plays an effect to all players within a default radius around a given
* location.
*
* @param location the {@link Location} around which players must be to
* hear the sound
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
*/
public void playEffect(@NotNull Location location, @NotNull Effect effect, int data);
/**
* Plays an effect to all players within a given radius around a location.
*
* @param location the {@link Location} around which players must be to
* hear the effect
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
* @param radius the radius around the location
*/
public void playEffect(@NotNull Location location, @NotNull Effect effect, int data, int radius);
/**
* Plays an effect to all players within a default radius around a given
* location.
*
* @param <T> data dependant on the type of effect
* @param location the {@link Location} around which players must be to
* hear the sound
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
*/
public <T> void playEffect(@NotNull Location location, @NotNull Effect effect, @Nullable T data);
/**
* Plays an effect to all players within a given radius around a location.
*
* @param <T> data dependant on the type of effect
* @param location the {@link Location} around which players must be to
* hear the effect
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
* @param radius the radius around the location
*/
public <T> void playEffect(@NotNull Location location, @NotNull Effect effect, @Nullable T data, int radius);
/**
* Get empty chunk snapshot (equivalent to all air blocks), optionally
* including valid biome data. Used for representing an ungenerated chunk,
* or for fetching only biome data without loading a chunk.
*
* @param x - chunk x coordinate
* @param z - chunk z coordinate
* @param includeBiome - if true, snapshot includes per-coordinate biome
* type
* @param includeBiomeTemp - if true, snapshot includes per-coordinate
* raw biome temperature
* @return The empty snapshot.
*/
@NotNull
public ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTemp);
/**
* Sets the spawn flags for this.
*
* @param allowMonsters - if true, monsters are allowed to spawn in this
* world.
* @param allowAnimals - if true, animals are allowed to spawn in this
* world.
*/
public void setSpawnFlags(boolean allowMonsters, boolean allowAnimals);
/**
* Gets whether animals can spawn in this world.
*
* @return whether animals can spawn in this world.
*/
public boolean getAllowAnimals();
/**
* Gets whether monsters can spawn in this world.
*
* @return whether monsters can spawn in this world.
*/
public boolean getAllowMonsters();
/**
* Gets the biome for the given block coordinates.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Biome of the requested block
*/
@NotNull
Biome getBiome(int x, int z);
/**
* Sets the biome for the given block coordinates
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @param bio new Biome type for this block
*/
void setBiome(int x, int z, @NotNull Biome bio);
/**
* Gets the temperature for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
* <p>
* This method will return the raw temperature without adjusting for block
* height effects.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Temperature of the requested block
*/
public double getTemperature(int x, int z);
/**
* Gets the humidity for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Humidity of the requested block
*/
public double getHumidity(int x, int z);
/**
* Gets the maximum height of this world.
* <p>
* If the max height is 100, there are only blocks from y=0 to y=99.
*
* @return Maximum height of the world
*/
public int getMaxHeight();
/**
* Gets the sea level for this world.
* <p>
* This is often half of {@link #getMaxHeight()}
*
* @return Sea level
*/
public int getSeaLevel();
/**
* Gets whether the world's spawn area should be kept loaded into memory
* or not.
*
* @return true if the world's spawn area will be kept loaded into memory.
*/
public boolean getKeepSpawnInMemory();
/**
* Sets whether the world's spawn area should be kept loaded into memory
* or not.
*
* @param keepLoaded if true then the world's spawn area will be kept
* loaded into memory.
*/
public void setKeepSpawnInMemory(boolean keepLoaded);
/**
* Gets whether or not the world will automatically save
*
* @return true if the world will automatically save, otherwise false
*/
public boolean isAutoSave();
/**
* Sets whether or not the world will automatically save
*
* @param value true if the world should automatically save, otherwise
* false
*/
public void setAutoSave(boolean value);
/**
* Sets the Difficulty of the world.
*
* @param difficulty the new difficulty you want to set the world to
*/
public void setDifficulty(@NotNull Difficulty difficulty);
/**
* Gets the Difficulty of the world.
*
* @return The difficulty of the world.
*/
@NotNull
public Difficulty getDifficulty();
/**
* Gets the folder of this world on disk.
*
* @return The folder of this world.
*/
@NotNull
public File getWorldFolder();
/**
* Gets the type of this world.
*
* @return Type of this world.
*/
@Nullable
public WorldType getWorldType();
/**
* Gets whether or not structures are being generated.
*
* @return True if structures are being generated.
*/
public boolean canGenerateStructures();
/**
* Gets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*
* @return The world's ticks per animal spawns value
*/
public long getTicksPerAnimalSpawns();
/**
* Sets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*
* @param ticksPerAnimalSpawns the ticks per animal spawns value you want
* to set the world to
*/
public void setTicksPerAnimalSpawns(int ticksPerAnimalSpawns);
/**
* Gets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*
* @return The world's ticks per monster spawns value
*/
public long getTicksPerMonsterSpawns();
/**
* Sets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*
* @param ticksPerMonsterSpawns the ticks per monster spawns value you
* want to set the world to
*/
public void setTicksPerMonsterSpawns(int ticksPerMonsterSpawns);
/**
* Gets limit for number of monsters that can spawn in a chunk in this
* world
*
* @return The monster spawn limit
*/
int getMonsterSpawnLimit();
/**
* Sets the limit for number of monsters that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
*/
void setMonsterSpawnLimit(int limit);
/**
* Gets the limit for number of animals that can spawn in a chunk in this
* world
*
* @return The animal spawn limit
*/
int getAnimalSpawnLimit();
/**
* Sets the limit for number of animals that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
*/
void setAnimalSpawnLimit(int limit);
/**
* Gets the limit for number of water animals that can spawn in a chunk in
* this world
*
* @return The water animal spawn limit
*/
int getWaterAnimalSpawnLimit();
/**
* Sets the limit for number of water animals that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
*/
void setWaterAnimalSpawnLimit(int limit);
/**
* Gets the limit for number of ambient mobs that can spawn in a chunk in
* this world
*
* @return The ambient spawn limit
*/
int getAmbientSpawnLimit();
/**
* Sets the limit for number of ambient mobs that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
*/
void setAmbientSpawnLimit(int limit);
/**
* Play a Sound at the provided Location in the World
* <p>
* This function will fail silently if Location or Sound are null.
*
* @param location The location to play the sound
* @param sound The sound to play
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull Sound sound, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No
* sound will be heard by the players if their clients do not have the
* respective sound for the value passed.
*
* @param location the location to play the sound
* @param sound the internal sound name to play
* @param volume the volume of the sound
* @param pitch the pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull String sound, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null.
*
* @param location The location to play the sound
* @param sound The sound to play
* @param category the category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No sound
* will be heard by the players if their clients do not have the respective
* sound for the value passed.
*
* @param location the location to play the sound
* @param sound the internal sound name to play
* @param category the category of the sound
* @param volume the volume of the sound
* @param pitch the pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Get an array containing the names of all the {@link GameRule}s.
*
* @return An array of {@link GameRule} names.
*/
@NotNull
public String[] getGameRules();
/**
* Gets the current state of the specified rule
* <p>
* Will return null if rule passed is null
*
* @param rule Rule to look up value of
* @return String value of rule
* @deprecated use {@link #getGameRuleValue(GameRule)} instead
*/
@Deprecated
@Contract("null -> null; !null -> !null")
@Nullable
public String getGameRuleValue(@Nullable String rule);
/**
* Set the specified gamerule to specified value.
* <p>
* The rule may attempt to validate the value passed, will return true if
* value was set.
* <p>
* If rule is null, the function will return false.
*
* @param rule Rule to set
* @param value Value to set rule to
* @return True if rule was set
* @deprecated use {@link #setGameRule(GameRule, Object)} instead.
*/
@Deprecated
public boolean setGameRuleValue(@NotNull String rule, @NotNull String value);
/**
* Checks if string is a valid game rule
*
* @param rule Rule to check
* @return True if rule exists
*/
public boolean isGameRule(@NotNull String rule);
/**
* Get the current value for a given {@link GameRule}.
*
* @param rule the GameRule to check
* @param <T> the GameRule's type
* @return the current value
*/
@Nullable
public <T> T getGameRuleValue(@NotNull GameRule<T> rule);
/**
* Get the default value for a given {@link GameRule}. This value is not
* guaranteed to match the current value.
*
* @param rule the rule to return a default value for
* @param <T> the type of GameRule
* @return the default value
*/
@Nullable
public <T> T getGameRuleDefault(@NotNull GameRule<T> rule);
/**
* Set the given {@link GameRule}'s new value.
*
* @param rule the GameRule to update
* @param newValue the new value
* @param <T> the value type of the GameRule
* @return true if the value was successfully set
*/
public <T> boolean setGameRule(@NotNull GameRule<T> rule, @NotNull T newValue);
/**
* Gets the world border for this world.
*
* @return The world border for this world.
*/
@NotNull
public WorldBorder getWorldBorder();
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param force whether to send the particle to players within an extended
* range and encourage their client to render it regardless of
* settings
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param force whether to send the particle to players within an extended
* range and encourage their client to render it regardless of
* settings
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
/**
* Find the closest nearby structure of a given {@link StructureType}.
* Finding unexplored structures can, and will, block if the world is
* looking in chunks that gave not generated yet. This can lead to the world
* temporarily freezing while locating an unexplored structure.
* <p>
* The {@code radius} is not a rigid square radius. Each structure may alter
* how many chunks to check for each iteration. Do not assume that only a
* radius x radius chunk area will be checked. For example,
* {@link StructureType#WOODLAND_MANSION} can potentially check up to 20,000
* blocks away (or more) regardless of the radius used.
* <p>
* This will <i>not</i> load or generate chunks. This can also lead to
* instances where the server can hang if you are only looking for
* unexplored structures. This is because it will keep looking further and
* further out in order to find the structure.
*
* @param origin where to start looking for a structure
* @param structureType the type of structure to find
* @param radius the radius, in chunks, around which to search
* @param findUnexplored true to only find unexplored structures
* @return the closest {@link Location}, or null if no structure of the
* specified type exists.
*/
@Nullable
public Location locateNearestStructure(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored);
/**
* Represents various map environment types that a world may be
*/
public enum Environment {
/**
* Represents the "normal"/"surface world" map
*/
NORMAL(0),
/**
* Represents a nether based map ("hell")
*/
NETHER(-1),
/**
* Represents the "end" map
*/
THE_END(1);
private final int id;
private static final Map<Integer, Environment> lookup = new HashMap<Integer, Environment>();
private Environment(int id) {
this.id = id;
}
/**
* Gets the dimension ID of this environment
*
* @return dimension ID
* @deprecated Magic value
*/
@Deprecated
public int getId() {
return id;
}
/**
* Get an environment by ID
*
* @param id The ID of the environment
* @return The environment
* @deprecated Magic value
*/
@Deprecated
@Nullable
public static Environment getEnvironment(int id) {
return lookup.get(id);
}
static {
for (Environment env : values()) {
lookup.put(env.getId(), env);
}
}
}
}