Generic cleanup of warnings, whitespace and style.

By: Erik Broes <erikbroes@grum.nl>
This commit is contained in:
Bukkit/Spigot
2011-12-25 16:02:30 +01:00
parent 98960fd73e
commit aaab1cba23
257 changed files with 1408 additions and 1152 deletions

View File

@@ -6,13 +6,14 @@ import org.bukkit.event.Cancellable;
/**
* Called when a block is broken by a player.
*<p />
* <p />
* Note:
* Plugins wanting to simulate a traditional block drop should set the block to air and utilise their own methods for determining
* what the default drop for the block being broken is and what to do about it, if anything.
*<p />
* <p />
* If a Block Break event is cancelled, the block will not break.
*/
@SuppressWarnings("serial")
public class BlockBreakEvent extends BlockEvent implements Cancellable {
private Player player;

View File

@@ -5,9 +5,10 @@ import org.bukkit.event.Cancellable;
/**
* Called when a block is destroyed as a result of being burnt by fire.
*<p />
* <p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*/
@SuppressWarnings("serial")
public class BlockBurnEvent extends BlockEvent implements Cancellable {
private boolean cancelled;

View File

@@ -5,13 +5,14 @@ import org.bukkit.Material;
/**
* Called when we try to place a block, to see if we can build it here or not.
*<p />
* <p />
* Note:
* <ul>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link #getMaterial()} or {@link #getMaterialId()} instead.</li>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link #getMaterial()} or {@link #getMaterialId()} instead.</li>
* </ul>
*/
@SuppressWarnings("serial")
public class BlockCanBuildEvent extends BlockEvent {
protected boolean buildable;
protected int material;

View File

@@ -10,6 +10,7 @@ import org.bukkit.inventory.ItemStack;
* <p />
* If a Block Damage event is cancelled, the block will not be damaged.
*/
@SuppressWarnings("serial")
public class BlockDamageEvent extends BlockEvent implements Cancellable {
private Player player;
private boolean instaBreak;

View File

@@ -7,9 +7,10 @@ import org.bukkit.util.Vector;
/**
* Called when an item is dispensed from a block.
*<p />
* <p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*/
@SuppressWarnings("serial")
public class BlockDispenseEvent extends BlockEvent implements Cancellable {
private boolean cancelled = false;
@@ -43,7 +44,7 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
/**
* Gets the velocity.
*<p />
* <p />
* Note: Modifying the returned Vector will not change the velocity, you must use {@link #setVelocity(org.bukkit.util.Vector)} instead.
*
* @return A Vector for the dispensed item's velocity

View File

@@ -6,6 +6,7 @@ import org.bukkit.event.Event;
/**
* Represents a block related event.
*/
@SuppressWarnings("serial")
public class BlockEvent extends Event {
protected Block block;

View File

@@ -3,17 +3,19 @@ package org.bukkit.event.block;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
import org.bukkit.event.Cancellable;
/**
* Called when a block fades, melts or disappears based on world conditions
* <p />
* Examples:
* <ul>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* </ul>
* <p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
*/
@SuppressWarnings("serial")
public class BlockFadeEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
private BlockState newState;

View File

@@ -7,16 +7,18 @@ import org.bukkit.event.Cancellable;
/**
* Called when a block is formed or spreads based on world conditions.
* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't just "randomly" form.
*<p />
* <p />
* Examples:
*<ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Taiga or Tundra.</li>
* <ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Taiga or Tundra.</li>
* </ul>
*<p />
* <p />
* If a Block Form event is cancelled, the block will not be formed.
*
* @see BlockSpreadEvent
*/
@SuppressWarnings("serial")
public class BlockFormEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
private BlockState newState;

View File

@@ -6,9 +6,10 @@ import org.bukkit.event.Cancellable;
/**
* Represents events with a source block and a destination block, currently only applies to liquid (lava and water).
*<p />
* <p />
* If a Block From To event is cancelled, the block will not move (the liquid will not flow).
*/
@SuppressWarnings("serial")
public class BlockFromToEvent extends BlockEvent implements Cancellable {
protected Block to;
protected BlockFace face;

View File

@@ -7,9 +7,10 @@ import org.bukkit.event.Event;
/**
* Called when a block is ignited. If you want to catch when a Player places fire, you need to use {@link BlockPlaceEvent}.
*<p />
* <p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*/
@SuppressWarnings("serial")
public class BlockIgniteEvent extends BlockEvent implements Cancellable {
private IgniteCause cause;
private boolean cancel;

View File

@@ -23,11 +23,11 @@ public class BlockListener implements Listener {
/**
* Called when we try to place a block, to see if we can build it here or not.
*<p />
* <p />
* Note:
* <ul>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link BlockCanBuildEvent#getMaterial()} or {@link BlockCanBuildEvent#getMaterialId()} instead.</li>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link BlockCanBuildEvent#getMaterial()} or {@link BlockCanBuildEvent#getMaterialId()} instead.</li>
* </ul>
*
* @param event Relevant event details
@@ -36,7 +36,7 @@ public class BlockListener implements Listener {
/**
* Represents events with a source block and a destination block, currently only applies to liquid (lava and water).
*<p />
* <p />
* If a Block From To event is cancelled, the block will not move (the liquid will not flow).
*
* @param event Relevant event details
@@ -45,7 +45,7 @@ public class BlockListener implements Listener {
/**
* Called when a block is ignited. If you want to catch when a Player places fire, you need to use {@link BlockPlaceEvent}.
*<p />
* <p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*
* @param event Relevant event details
@@ -61,7 +61,7 @@ public class BlockListener implements Listener {
/**
* Called when a block is placed by a player.
*<p />
* <p />
* If a Block Place event is cancelled, the block will not be placed.
*
* @param event Relevant event details
@@ -79,7 +79,7 @@ public class BlockListener implements Listener {
/**
* Called when leaves are decaying naturally.
*<p />
* <p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*
* @param event Relevant event details
@@ -97,7 +97,7 @@ public class BlockListener implements Listener {
/**
* Called when a block is destroyed as a result of being burnt by fire.
*<p />
* <p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*
* @param event Relevant event details
@@ -106,11 +106,11 @@ public class BlockListener implements Listener {
/**
* Called when a block is broken by a player.
*<p />
* <p />
* Note:
* Plugins wanting to simulate a traditional block drop should set the block to air and utilise their own methods for determining
* what the default drop for the block being broken is and what to do about it, if anything.
*<p />
* <p />
* If a Block Break event is cancelled, the block will not break.
*
* @param event Relevant event details
@@ -120,13 +120,13 @@ public class BlockListener implements Listener {
/**
* Called when a block is formed or spreads based on world conditions.
* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't just "randomly" form.
*<p />
* <p />
* Examples:
*<ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Tiga or Tundra.</li>
* <ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Tiga or Tundra.</li>
* </ul>
*<p />
* <p />
* If a Block Form event is cancelled, the block will not be formed or will not spread.
*
* @see BlockSpreadEvent
@@ -137,13 +137,13 @@ public class BlockListener implements Listener {
/**
* Called when a block spreads based on world conditions.
* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of actually spread.
*<p />
* <p />
* Examples:
*<ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* <ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* </ul>
*<p />
* <p />
* If a Block Spread event is cancelled, the block will not spread.
*
* @param event Relevant event details
@@ -155,8 +155,8 @@ public class BlockListener implements Listener {
* <p />
* Examples:
* <ul>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* </ul>
* <p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
@@ -167,7 +167,7 @@ public class BlockListener implements Listener {
/**
* Called when an item is dispensed from a block.
*<p />
* <p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*
* @param event Relevant event details

View File

@@ -7,6 +7,7 @@ import org.bukkit.event.Cancellable;
/**
* Thrown when a block physics check is called
*/
@SuppressWarnings("serial")
public class BlockPhysicsEvent extends BlockEvent implements Cancellable {
private final int changed;
private boolean cancel = false;

View File

@@ -4,9 +4,9 @@ import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
import org.bukkit.event.Cancellable;
import org.bukkit.material.PistonBaseMaterial;
public abstract class BlockPistonEvent extends BlockEvent implements Cancellable {
@SuppressWarnings("serial")
public abstract class BlockPistonEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
private BlockFace direction;

View File

@@ -7,6 +7,7 @@ import java.util.List;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
@SuppressWarnings("serial")
public class BlockPistonExtendEvent extends BlockPistonEvent {
private int length;
private List<Block> blocks;

View File

@@ -4,6 +4,7 @@ import org.bukkit.Location;
import org.bukkit.block.Block;
import org.bukkit.block.BlockFace;
@SuppressWarnings("serial")
public class BlockPistonRetractEvent extends BlockPistonEvent {
public BlockPistonRetractEvent(Block block, BlockFace direction) {
super(Type.BLOCK_PISTON_RETRACT, block, direction);

View File

@@ -8,9 +8,10 @@ import org.bukkit.inventory.ItemStack;
/**
* Called when a block is placed by a player.
*<p />
* <p />
* If a Block Place event is cancelled, the block will not be placed.
*/
@SuppressWarnings("serial")
public class BlockPlaceEvent extends BlockEvent implements Cancellable {
protected boolean cancel;
protected boolean canBuild;

View File

@@ -5,6 +5,7 @@ import org.bukkit.block.Block;
/**
* Called when a redstone current changes
*/
@SuppressWarnings("serial")
public class BlockRedstoneEvent extends BlockEvent {
private int oldCurrent;
private int newCurrent;

View File

@@ -2,19 +2,22 @@ package org.bukkit.event.block;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
/**
* Called when a block spreads based on world conditions.
* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of actually spread.
*<p />
* <p />
* Examples:
*<ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* <ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* </ul>
*<p />
* <p />
* If a Block Spread event is cancelled, the block will not spread.
*
* @see BlockFormEvent
*/
@SuppressWarnings("serial")
public class BlockSpreadEvent extends BlockFormEvent {
private Block source;

View File

@@ -5,9 +5,10 @@ import org.bukkit.event.Cancellable;
/**
* Called when leaves are decaying naturally.
*<p />
* <p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*/
@SuppressWarnings("serial")
public class LeavesDecayEvent extends BlockEvent implements Cancellable {
private boolean cancel = false;

View File

@@ -9,6 +9,7 @@ import org.bukkit.event.Cancellable;
* <p />
* If a Sign Change event is cancelled, the sign will not be changed.
*/
@SuppressWarnings("serial")
public class SignChangeEvent extends BlockEvent implements Cancellable {
private boolean cancel = false;
private Player player;