1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
|
package org.bukkit.block;
import org.bukkit.Chunk;
import org.bukkit.Material;
import org.bukkit.World;
import org.bukkit.Location;
import org.bukkit.block.BlockState;
/**
* 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.
*/
public interface Block {
/**
* Gets the metadata for this block
*
* @return block specific metadata
*/
byte getData();
/**
* Gets the block at the given face<br />
* <br />
* This method is equal to getFace(face, 1)
*
* @param face Face of this block to return
* @return Block at the given face
* @see Block.getFace(BlockFace face, int distance);
*/
Block getFace(BlockFace face);
/**
* Gets the block at the given distance of the given face<br />
* <br />
* For example, the following method places water at 100,102,100; two blocks
* above 100,100,100.
* <pre>
* Block block = world.getBlockAt(100,100,100);
* Block shower = block.getFace(BlockFace.Up, 2);
* shower.setType(Material.WATER);
* </pre>
*
* @param face Face of this block to return
* @param distance Distance to get the block at
* @return Block at the given face
*/
Block getFace(BlockFace face, int distance);
/**
* 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 offsets
*
* @param face face
* @return Block at the given offsets
*/
Block getRelative(BlockFace face);
/**
* Gets the type of this block
*
* @return block type
*/
Material getType();
/**
* Gets the type-id of this block
*
* @return block type-id
*/
int getTypeId();
/**
* Gets the light level between 0-15
*
* @return light level
*/
byte getLightLevel();
/**
* 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();
/**
* Gets the chunk which contains this block
*
* @return Containing Chunk
*/
Chunk getChunk();
/**
* Sets the metadata for this block
*
* @param data New block specific metadata
*/
void setData(byte data);
/**
* Sets the type of this block
*
* @param type Material to change this block to
*/
void setType(Material type);
/**
* Sets the type-id of this block
*
* @param type Type-Id to change this block to
* @return whether the block was changed
*/
boolean setTypeId(int type);
/**
* Gets the face relation of this block compared to the given block<br />
* <br />
* For example:
* <pre>
* Block current = world.getBlockAt(100, 100, 100);
* Block target = world.getBlockAt(100, 101, 100);
*
* current.getFace(target) == BlockFace.Up;
* </pre>
* <br />
* 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();
/**
* Returns true if the block is being powered by Redstone.
*
* @return
*/
boolean isBlockPowered();
/**
* Returns true if the block is being indirectly powered by Redstone.
*
* @return
*/
boolean isBlockIndirectlyPowered();
}
|