package org.bukkit; import java.io.File; import org.bukkit.generator.ChunkGenerator; 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.*; import org.bukkit.generator.BlockPopulator; 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; /** * 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 */ 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 */ public Block getBlockAt(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(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 */ 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 */ 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); /** * 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 */ public boolean isChunkInUse(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 * @deprecated it is never safe to remove a chunk in use */ @Deprecated 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 * * @deprecated regenerating a single chunk is not guaranteed to produce the * same chunk as before as terrain decoration may be spread across chunks */ @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); /** * 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 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 */ public Arrow spawnArrow(Location location, Vector direction, float speed, float spread); /** * Creates an arrow entity of the given class at the given {@link Location} * * @param 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 */ public T spawnArrow(Location location, Vector direction, float speed, float spread, Class 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(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 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 */ public Entity spawnEntity(Location loc, EntityType 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 collection of all entities in this World matching the given * class/interface * * @param 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 public Collection getEntitiesByClass(Class... classes); /** * Get a collection of all entities in this World matching the given * class/interface * * @param 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 */ public Collection getEntitiesByClass(Class 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 */ public Collection getEntitiesByClasses(Class... classes); /** * Get a list of all players in this World * * @return A list of all Players currently residing in this world */ public List getPlayers(); /** * Returns a list of entities within a bounding box centered around a * Location. *

* 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. */ public Collection getNearbyEntities(Location location, double x, double y, double z); /** * Returns a list of entities within a bounding box centered around a * Location. *

* 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 null to consider all entities * @return the collection of entities near location. This will always be a * non-null collection. */ public Collection getNearbyEntities(Location location, double x, double y, double z, Predicate filter); /** * Returns a list of entities within the given bounding box. *

* 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 */ public Collection getNearbyEntities(BoundingBox boundingBox); /** * Returns a list of entities within the given bounding box. *

* 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 null to consider all entities * @return the collection of entities within the bounding box, will always * be a non-null collection */ public Collection getNearbyEntities(BoundingBox boundingBox, Predicate filter); /** * Performs a ray trace that checks for entity collisions. *

* 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 null if there * is no hit * @see #rayTraceEntities(Location, Vector, double, double, Predicate) */ public RayTraceResult rayTraceEntities(Location start, Vector direction, double maxDistance); /** * Performs a ray trace that checks for entity collisions. *

* 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 null if there * is no hit * @see #rayTraceEntities(Location, Vector, double, double, Predicate) */ public RayTraceResult rayTraceEntities(Location start, Vector direction, double maxDistance, double raySize); /** * Performs a ray trace that checks for entity collisions. *

* 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 null to consider all entities * @return the closest ray trace hit result, or null if there * is no hit * @see #rayTraceEntities(Location, Vector, double, double, Predicate) */ public RayTraceResult rayTraceEntities(Location start, Vector direction, double maxDistance, Predicate filter); /** * Performs a ray trace that checks for entity collisions. *

* 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 null to consider all entities * @return the closest ray trace hit result, or null if there * is no hit */ public RayTraceResult rayTraceEntities(Location start, Vector direction, double maxDistance, double raySize, Predicate filter); /** * Performs a ray trace that checks for block collisions using the blocks' * precise collision shapes. *

* This takes collisions with passable blocks into account, but ignores * fluids. *

* 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 null if there is no hit * @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean) */ public RayTraceResult rayTraceBlocks(Location start, Vector direction, double maxDistance); /** * Performs a ray trace that checks for block collisions using the blocks' * precise collision shapes. *

* This takes collisions with passable blocks into account. *

* 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 null if there is no hit * @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean) */ public RayTraceResult rayTraceBlocks(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode); /** * Performs a ray trace that checks for block collisions using the blocks' * precise collision shapes. *

* If collisions with passable blocks are ignored, fluid collisions are * ignored as well regardless of the fluid collision mode. *

* 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. *

* 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 null if there is no hit */ public RayTraceResult rayTraceBlocks(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks); /** * Performs a ray trace that checks for both block and entity collisions. *

* Block collisions use the blocks' precise collision shapes. The * raySize parameter is only taken into account for entity * collision checks. *

* If collisions with passable blocks are ignored, fluid collisions are * ignored as well regardless of the fluid collision mode. *

* 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. *

* 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 null to consider all entities * @return the closest ray trace hit result with either a block or an * entity, or null if there is no hit */ public RayTraceResult rayTrace(Location start, Vector direction, double maxDistance, FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, Predicate filter); /** * 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 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. *
* 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. */ public boolean setSpawnLocation(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. *

* 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 {@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 *

* 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(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; /** * 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. *
* 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 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, Consumer 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. *

* 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 */ public FallingBlock spawnFallingBlock(Location location, 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. *

* 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 */ public FallingBlock spawnFallingBlock(Location location, 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. *

* 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 public FallingBlock spawnFallingBlock(Location location, 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(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 some effects * @param radius the radius around the location */ public void playEffect(Location location, Effect effect, int data, int radius); /** * Plays an effect to all players within a default radius around a given * location. * * @param 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 void playEffect(Location location, Effect effect, T data); /** * Plays an effect to all players within a given radius around a location. * * @param 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 void playEffect(Location location, Effect effect, 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. */ 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 */ 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, Biome bio); /** * 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(); /** * 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 *

* This value determines how many ticks there are between attempts to * spawn animals. *

* Example Usage: *

*

* Note: * If set to 0, animal spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *

* Minecraft default: 400. * * @return The world's ticks per animal spawns value */ public long getTicksPerAnimalSpawns(); /** * Sets the world's ticks per animal spawns value *

* This value determines how many ticks there are between attempts to * spawn animals. *

* Example Usage: *

*

* Note: * If set to 0, animal spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *

* 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 *

* This value determines how many ticks there are between attempts to * spawn monsters. *

* Example Usage: *

*

* Note: * If set to 0, monsters spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *

* Minecraft default: 1. * * @return The world's ticks per monster spawns value */ public long getTicksPerMonsterSpawns(); /** * Sets the world's ticks per monster spawns value *

* This value determines how many ticks there are between attempts to * spawn monsters. *

* Example Usage: *

*

* Note: * If set to 0, monsters spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *

* 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 *

* Note: 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 *

* Note: 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 *

* Note: 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 *

* Note: 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 *

* 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(Location location, Sound sound, float volume, float pitch); /** * Play a Sound at the provided Location in the World. *

* 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(Location location, String sound, float volume, float pitch); /** * Play a Sound at the provided Location in the World. *

* 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(Location location, Sound sound, SoundCategory category, float volume, float pitch); /** * Play a Sound at the provided Location in the World. *

* 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(Location location, String sound, 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. */ public String[] getGameRules(); /** * Gets the current state of the specified rule *

* 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 public String getGameRuleValue(String rule); /** * Set the specified gamerule to specified value. *

* The rule may attempt to validate the value passed, will return true if * value was set. *

* 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(String rule, String value); /** * Checks if string is a valid game rule * * @param rule Rule to check * @return True if rule exists */ public boolean isGameRule(String rule); /** * Get the current value for a given {@link GameRule}. * * @param rule the GameRule to check * @param the GameRule's type * @return the current value */ public T getGameRuleValue(GameRule 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 the type of GameRule * @return the default value */ public T getGameRuleDefault(GameRule rule); /** * Set the given {@link GameRule}'s new value. * * @param rule the GameRule to update * @param newValue the new value * @param the value type of the GameRule * @return true if the value was successfully set */ public boolean setGameRule(GameRule rule, T newValue); /** * Gets the world border for this world. * * @return The world border for this world. */ 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(Particle particle, 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(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 void spawnParticle(Particle particle, Location location, int count, 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 void spawnParticle(Particle particle, double x, double y, double z, int count, 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(Particle particle, 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(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 void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, 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 void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, 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(Particle particle, 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(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 void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, 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 void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, 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 void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, 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 void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, 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. *

* 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. *

* This will not 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. */ public Location locateNearestStructure(Location origin, 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 lookup = new HashMap(); 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 public static Environment getEnvironment(int id) { return lookup.get(id); } static { for (Environment env : values()) { lookup.put(env.getId(), env); } } } }