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 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.metadata.Metadatable; 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, 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 * @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 * @deprecated Magic value */ @Deprecated 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 * @deprecated Magic value */ @Deprecated 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); /** * 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 */ 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 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);
/**
* 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
* @deprecated Has issues spawning non LivingEntities. Use {@link #spawnEntity(Location, EntityType) spawnEntity} instead.
*/
@Deprecated
public LivingEntity spawnCreature(Location loc, EntityType type);
/**
* 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
*/
@Deprecated
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
* 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 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
* 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
*/
public FallingBlock spawnFallingBlock(Location location, Material material, byte data) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of the specified blockId (converted to {@link Material})
*
* @param location The {@link Location} to spawn the FallingBlock
* @param blockId The id of the intended material
* @param blockData The block data
* @return The spawned FallingBlock instance
* @throws IllegalArgumentException if location is null, or blockId is invalid
* @see #spawnFallingBlock(org.bukkit.Location, org.bukkit.Material, byte)
*/
public FallingBlock spawnFallingBlock(Location location, int blockId, byte blockData) 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 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
* 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.
*/
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.
*/
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.
*/
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.
*/
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);
/**
* Get existing rules
*
* @return An array of rules
*/
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
*/
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
*/
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);
/**
* 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
*
*
*
*
*
*
*
*