package org.bukkit;
import java.io.File;
import org.bukkit.generator.ChunkGenerator;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.UUID;
import org.bukkit.block.Biome;
import org.bukkit.block.Block;
import org.bukkit.entity.*;
import org.bukkit.generator.BlockPopulator;
import org.bukkit.inventory.ItemStack;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.util.Vector;
/**
* Represents a world, which may contain entities, chunks and blocks
*/
public interface World extends PluginMessageRecipient {
/**
* 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
* @see #getBlockTypeIdAt(int, int, int) Returns the current type ID of the block
*/
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
* @see #getBlockTypeIdAt(org.bukkit.Location) Returns the current type ID of the block
*/
public Block getBlockAt(Location location);
/**
* Gets the block type ID 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 Type ID of the block at the given coordinates
* @see #getBlockAt(int, int, int) Returns a live Block object at the given location
*/
public int getBlockTypeIdAt(int x, int y, int z);
/**
* Gets the block type ID at the given {@link Location}
*
* @param location Location of the block
* @return Type ID of the block at the given location
* @see #getBlockAt(org.bukkit.Location) Returns a live Block object at the given location
*/
public int getBlockTypeIdAt(Location location);
/**
* Gets the highest non-air coordinate at the given coordinates
*
* @param x X-coordinate of the blocks
* @param z Z-coordinate of the blocks
* @return Y-coordinate of the highest non-air block
*/
public int getHighestBlockYAt(int x, int z);
/**
* Gets the highest non-air coordinate at the given {@link Location}
*
* @param location Location of the blocks
* @return Y-coordinate of the highest non-air block
*/
public int getHighestBlockYAt(Location location);
/**
* Gets the highest non-empty block at the given coordinates
*
* @param x X-coordinate of the block
* @param z Z-coordinate of the block
* @return Highest non-empty block
*/
public Block getHighestBlockAt(int x, int z);
/**
* Gets the highest non-empty block at the given coordinates
*
* @param location Coordinates to get the highest block
* @return Highest non-empty block
*/
public Block getHighestBlockAt(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
*/
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
*/
public Chunk getChunkAt(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
*/
public Chunk getChunkAt(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(Chunk chunk);
/**
* Gets an array of all loaded {@link Chunk}s
*
* @return Chunk[] containing all loaded chunks
*/
public Chunk[] getLoadedChunks();
/**
* Loads the specified {@link Chunk}
*
* @param chunk The chunk to load
*/
public void loadChunk(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);
/**
* Loads the {@link Chunk} at the specified coordinates
*
* If the chunk does not exist, it will be generated.
* 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
*
* This method is analogous to {@link #unloadChunk(int, int, boolean, boolean)} where safe and saveis true
*
* @param chunk the chunk to unload
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(Chunk chunk);
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
*
* This method is analogous to {@link #unloadChunk(int, int, boolean, boolean)} where safe and saveis 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
*
* This method is analogous to {@link #unloadChunk(int, int, boolean, boolean)} where save is true
*
* @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);
/**
* 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 Controls whether the chunk is saved
* @param safe Controls whether to unload the chunk when players are nearby
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(int x, int z, boolean save, boolean safe);
/**
* Safely queues the {@link Chunk} at the specified coordinates for unloading
*
* This method is analogous to {@link #unloadChunkRequest(int, int, boolean)} where safe is true
*
* @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);
/**
* Queues the {@link Chunk} at the specified coordinates for unloading
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param safe Controls whether to queue the chunk when players are nearby
* @return Whether the chunk was actually queued
*/
public boolean unloadChunkRequest(int x, int z, boolean safe);
/**
* 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
*/
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
*/
public boolean refreshChunk(int x, int z);
/**
* 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
*/
public Item dropItem(Location location, 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
*/
public Item dropItemNaturally(Location location, ItemStack item);
/**
* Creates an {@link Arrow} entity at the given {@link Location}
*
* @param location Location to spawn the arrow
* @param velocity Velocity 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
*/
public Arrow spawnArrow(Location location, Vector velocity, float speed, float spread);
/**
* 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(Location location, 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(Location loc, TreeType type, BlockChangeDelegate delegate);
/**
* Creates a creature at the given {@link Location}
*
* @param loc The location to spawn the creature
* @param type The creature to spawn
* @return Resulting LivingEntity of this method, or null if it was unsuccessful
*/
public LivingEntity spawnCreature(Location loc, CreatureType type);
/**
* Strikes lightning at the given {@link Location}
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
public LightningStrike strikeLightning(Location loc);
/**
* Strikes lightning at the given {@link Location} without doing damage
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
public LightningStrike strikeLightningEffect(Location loc);
/**
* Get a list of all entities in this World
*
* @return A List of all Entities currently residing in this world
*/
public List getEntities();
/**
* Get a list of all living entities in this World
*
* @return A List of all LivingEntities currently residing in this world
*/
public List getLivingEntities();
/**
* Get a list of all players in this World
*
* @return A list of all Players currently residing in this world
*/
public List getPlayers();
/**
* Gets the unique name of this world
*
* @return Name of this world
*/
public String getName();
/**
* Gets the Unique ID of this world
*
* @return Unique ID of this world.
*/
public UUID getUID();
/**
* Gets a semi-unique identifier for this world.
*
* While it is highly unlikely that this may be shared with another World,
* it is not guaranteed to be unique
*
* @deprecated Replaced with {@link #getUID()}
* @return Id of this world
*/
@Deprecated
public long getId();
/**
* Gets the default spawn {@link Location} of this world
*
* @return The spawn location of this world
*/
public Location getSpawnLocation();
/**
* 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.
*
* 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.
*
* The relative time is analogous to hours * 1000
*
* 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 setFullTime
*
* @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
*
* 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
*
* @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(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(Location loc, float power, boolean setFire);
/**
* Gets the {@link Environment} type of this world
*
* @return This worlds Environment type
*/
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
*/
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
*/
public List 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 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
*/
public T spawn(Location location, Class clazz) 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 the RECORD_PLAY, SMOKE, and STEP_SOUND sounds
*/
public void playEffect(Location location, 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 the RECORD_PLAY, SMOKE, and STEP effects
* @param radius the radius around the location
*/
public void playEffect(Location location, Effect effect, int 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 includeBiomeTempRain - if true, snapshot includes per-coordinate raw biome temperature and rainfall
* @return The empty snapshot.
*/
public ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTempRain);
/**
* 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.
*
* 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 Biome of the requested block
*/
public Biome getBiome(int x, int z);
/**
* Gets the temperature for the given block coordinates.
*
* 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 Temperature of the requested block
*/
public double getTemperature(int x, int z);
/**
* Gets the humidity for the given block coordinates.
*
* 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.
*
* 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.
*
* 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(Difficulty difficulty);
/**
* Gets the Difficulty of the world.
*
* @return The difficulty of the world.
*/
public Difficulty getDifficulty();
/**
* Gets the folder of this world on disk.
*
* @return The folder of this world.
*/
public File getWorldFolder();
/**
* Gets the type of this world.
*
* @return Type of this world.
*/
public WorldType getWorldType();
/**
* 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 lookup = new HashMap();
private Environment(int id) {
this.id = id;
}
/**
* Gets the dimension ID of this environment
*
* @return dimension ID
*/
public int getId() {
return id;
}
public static Environment getEnvironment(int id) {
return lookup.get(id);
}
static {
for (Environment env : values()) {
lookup.put(env.getId(), env);
}
}
}
}