package org.bukkit.block; import java.util.Collection; import org.bukkit.Chunk; import org.bukkit.Material; import org.bukkit.World; import org.bukkit.Location; import org.bukkit.block.data.BlockData; import org.bukkit.inventory.ItemStack; import org.bukkit.metadata.Metadatable; /** * Represents a block. This is a live object, and only one Block may exist for * any given location in a world. The state of the block may change * concurrently to your own handling of it; use block.getState() to get a * snapshot state of a block which will not be modified. * *
* Note that parts of this class which require access to the world at large * (i.e. lighting and power) may not be able to be safely accessed during world * generation when used in cases like BlockPhysicsEvent!!!! */ public interface Block extends Metadatable { /** * Gets the metadata for this block * * @return block specific metadata * @deprecated Magic value */ @Deprecated byte getData(); /** * Gets the complete block data for this block * * @return block specific data */ BlockData getBlockData(); /** * Gets the block at the given offsets * * @param modX X-coordinate offset * @param modY Y-coordinate offset * @param modZ Z-coordinate offset * @return Block at the given offsets */ Block getRelative(int modX, int modY, int modZ); /** * Gets the block at the given face *

* This method is equal to getRelative(face, 1) * * @param face Face of this block to return * @return Block at the given face * @see #getRelative(BlockFace, int) */ Block getRelative(BlockFace face); /** * Gets the block at the given distance of the given face *

* For example, the following method places water at 100,102,100; two * blocks above 100,100,100. * *

     * Block block = world.getBlockAt(100, 100, 100);
     * Block shower = block.getRelative(BlockFace.UP, 2);
     * shower.setType(Material.WATER);
     * 
* * @param face Face of this block to return * @param distance Distance to get the block at * @return Block at the given face */ Block getRelative(BlockFace face, int distance); /** * Gets the type of this block * * @return block type */ Material getType(); /** * Gets the light level between 0-15 * * @return light level */ byte getLightLevel(); /** * Get the amount of light at this block from the sky. *

* Any light given from other sources (such as blocks like torches) will * be ignored. * * @return Sky light level */ byte getLightFromSky(); /** * Get the amount of light at this block from nearby blocks. *

* Any light given from other sources (such as the sun) will be ignored. * * @return Block light level */ byte getLightFromBlocks(); /** * Gets the world which contains this Block * * @return World containing this block */ World getWorld(); /** * Gets the x-coordinate of this block * * @return x-coordinate */ int getX(); /** * Gets the y-coordinate of this block * * @return y-coordinate */ int getY(); /** * Gets the z-coordinate of this block * * @return z-coordinate */ int getZ(); /** * Gets the Location of the block * * @return Location of block */ Location getLocation(); /** * Stores the location of the block in the provided Location object. *

* If the provided Location is null this method does nothing and returns * null. * * @param loc the location to copy into * @return The Location object provided or null */ Location getLocation(Location loc); /** * Gets the chunk which contains this block * * @return Containing Chunk */ Chunk getChunk(); /** * Sets the complete data for this block * * @param data new block specific data */ void setBlockData(BlockData data); /** * Sets the complete data for this block * * @param data new block specific data * @param applyPhysics false to cancel physics from the changed block */ void setBlockData(BlockData data, boolean applyPhysics); /** * Sets the type of this block * * @param type Material to change this block to */ void setType(Material type); /** * Sets the type of this block * * @param type Material to change this block to * @param applyPhysics False to cancel physics on the changed block. */ void setType(Material type, boolean applyPhysics); /** * Gets the face relation of this block compared to the given block. *

* For example: *

{@code
     * Block current = world.getBlockAt(100, 100, 100);
     * Block target = world.getBlockAt(100, 101, 100);
     *
     * current.getFace(target) == BlockFace.Up;
     * }
*
* If the given block is not connected to this block, null may be returned * * @param block Block to compare against this block * @return BlockFace of this block which has the requested block, or null */ BlockFace getFace(Block block); /** * Captures the current state of this block. You may then cast that state * into any accepted type, such as Furnace or Sign. *

* The returned object will never be updated, and you are not guaranteed * that (for example) a sign is still a sign after you capture its state. * * @return BlockState with the current state of this block. */ BlockState getState(); /** * Returns the biome that this block resides in * * @return Biome type containing this block */ Biome getBiome(); /** * Sets the biome that this block resides in * * @param bio new Biome type for this block */ void setBiome(Biome bio); /** * Returns true if the block is being powered by Redstone. * * @return True if the block is powered. */ boolean isBlockPowered(); /** * Returns true if the block is being indirectly powered by Redstone. * * @return True if the block is indirectly powered. */ boolean isBlockIndirectlyPowered(); /** * Returns true if the block face is being powered by Redstone. * * @param face The block face * @return True if the block face is powered. */ boolean isBlockFacePowered(BlockFace face); /** * Returns true if the block face is being indirectly powered by Redstone. * * @param face The block face * @return True if the block face is indirectly powered. */ boolean isBlockFaceIndirectlyPowered(BlockFace face); /** * Returns the redstone power being provided to this block face * * @param face the face of the block to query or BlockFace.SELF for the * block itself * @return The power level. */ int getBlockPower(BlockFace face); /** * Returns the redstone power being provided to this block * * @return The power level. */ int getBlockPower(); /** * Checks if this block is empty. *

* A block is considered empty when {@link #getType()} returns {@link * Material#AIR}. * * @return true if this block is empty */ boolean isEmpty(); /** * Checks if this block is liquid. *

* A block is considered liquid when {@link #getType()} returns {@link * Material#WATER} or {@link Material#LAVA}. * * @return true if this block is liquid */ boolean isLiquid(); /** * Gets the temperature of the biome of this block * * @return Temperature of this block */ double getTemperature(); /** * Gets the humidity of the biome of this block * * @return Humidity of this block */ double getHumidity(); /** * Returns the reaction of the block when moved by a piston * * @return reaction */ PistonMoveReaction getPistonMoveReaction(); /** * Breaks the block and spawns items as if a player had digged it * * @return true if the block was destroyed */ boolean breakNaturally(); /** * Breaks the block and spawns items as if a player had digged it with a * specific tool * * @param tool The tool or item in hand used for digging * @return true if the block was destroyed */ boolean breakNaturally(ItemStack tool); /** * Returns a list of items which would drop by destroying this block * * @return a list of dropped items for this type of block */ Collection getDrops(); /** * Returns a list of items which would drop by destroying this block with * a specific tool * * @param tool The tool or item in hand used for digging * @return a list of dropped items for this type of block */ Collection getDrops(ItemStack tool); }