Pulling all pending Bukkit-JavaDoc changes
A special thanks goes to @aerouk for almost all of the changes found here. By: Wesley Wolfe <weswolf@aol.com>
This commit is contained in:
@@ -20,6 +20,14 @@ public enum Action {
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RIGHT_CLICK_AIR,
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/**
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* Stepping onto or into a block (Ass-pressure)
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*
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* Examples:
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* <ul>
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* <li>Jumping on soil
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* <li>Standing on pressure plate
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* <li>Triggering redstone ore
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* <li>Triggering tripwire
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* </ul>
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*/
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PHYSICAL,
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}
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@@ -8,20 +8,23 @@ import org.bukkit.event.HandlerList;
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/**
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* Called when a block is broken by a player.
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* <p>
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* If you wish to have the block drop experience, you must set the experience value above 0.
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* By default, experience will be set in the event if:
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* If you wish to have the block drop experience, you must set the experience
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* value above 0. By default, experience will be set in the event if:
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* <ol>
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* <li />The player is not in creative or adventure mode
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* <li />The player can loot the block (ie: does not destroy it completely, by using the correct tool)
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* <li />The player does not have silk touch
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* <li />The block drops experience in vanilla Minecraft
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* <li>The player is not in creative or adventure mode
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* <li>The player can loot the block (ie: does not destroy it completely, by
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* using the correct tool)
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* <li>The player does not have silk touch
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* <li>The block drops experience in vanilla Minecraft
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* </ol>
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* <p>
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* Note:
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* Plugins wanting to simulate a traditional block drop should set the block to air and utilize their own methods for determining
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* what the default drop for the block being broken is and what to do about it, if anything.
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* Plugins wanting to simulate a traditional block drop should set the block
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* to air and utilize their own methods for determining what the default drop
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* for the block being broken is and what to do about it, if anything.
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* <p>
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* If a Block Break event is cancelled, the block will not break and experience will not drop.
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* If a Block Break event is cancelled, the block will not break and
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* experience will not drop.
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*/
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public class BlockBreakEvent extends BlockExpEvent implements Cancellable {
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private final Player player;
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@@ -7,7 +7,8 @@ import org.bukkit.event.HandlerList;
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/**
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* Called when a block is destroyed as a result of being burnt by fire.
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* <p>
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* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
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* If a Block Burn event is cancelled, the block will not be destroyed as a
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* result of being burnt by fire.
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*/
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public class BlockBurnEvent extends BlockEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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@@ -9,13 +9,16 @@ import org.bukkit.event.HandlerList;
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* <p>
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* Note:
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* <ul>
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* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
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* <li>If you want to figure out what is being placed, use {@link #getMaterial()} or {@link #getMaterialId()} instead.</li>
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* <li>The Block returned by getBlock() is the block we are trying to place
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* on, not the block we are trying to place.
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* <li>If you want to figure out what is being placed, use {@link
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* #getMaterial()} or {@link #getMaterialId()} instead.
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* </ul>
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*/
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public class BlockCanBuildEvent extends BlockEvent {
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private static final HandlerList handlers = new HandlerList();
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protected boolean buildable;
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/**
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*
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* @deprecated Magic value
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@@ -36,7 +39,9 @@ public class BlockCanBuildEvent extends BlockEvent {
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/**
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* Gets whether or not the block can be built here.
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* By default, returns Minecraft's answer on whether the block can be built here or not.
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* <p>
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* By default, returns Minecraft's answer on whether the block can be
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* built here or not.
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*
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* @return boolean whether or not the block can be built
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*/
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@@ -47,7 +52,8 @@ public class BlockCanBuildEvent extends BlockEvent {
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/**
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* Sets whether the block can be built here or not.
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*
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* @param cancel true if you want to allow the block to be built here despite Minecraft's default behaviour
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* @param cancel true if you want to allow the block to be built here
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* despite Minecraft's default behaviour
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*/
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public void setBuildable(boolean cancel) {
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this.buildable = cancel;
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@@ -38,7 +38,8 @@ public class BlockDamageEvent extends BlockEvent implements Cancellable {
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/**
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* Gets if the block is set to instantly break when damaged by the player.
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*
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* @return true if the block should instantly break when damaged by the player
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* @return true if the block should instantly break when damaged by the
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* player
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*/
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public boolean getInstaBreak() {
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return instaBreak;
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@@ -47,7 +48,8 @@ public class BlockDamageEvent extends BlockEvent implements Cancellable {
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/**
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* Sets if the block should instantly break when damaged by the player.
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*
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* @param bool true if you want the block to instantly break when damaged by the player
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* @param bool true if you want the block to instantly break when damaged
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* by the player
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*/
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public void setInstaBreak(boolean bool) {
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this.instaBreak = bool;
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@@ -9,7 +9,8 @@ import org.bukkit.util.Vector;
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/**
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* Called when an item is dispensed from a block.
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* <p>
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* If a Block Dispense event is cancelled, the block will not dispense the item.
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* If a Block Dispense event is cancelled, the block will not dispense the
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* item.
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*/
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public class BlockDispenseEvent extends BlockEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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@@ -24,8 +25,9 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
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}
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/**
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* Gets the item that is being dispensed. Modifying the returned item
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* will have no effect, you must use {@link #setItem(org.bukkit.inventory.ItemStack)} instead.
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* Gets the item that is being dispensed. Modifying the returned item will
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* have no effect, you must use {@link
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* #setItem(org.bukkit.inventory.ItemStack)} instead.
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*
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* @return An ItemStack for the item being dispensed
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*/
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@@ -45,7 +47,8 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
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/**
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* Gets the velocity.
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* <p>
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* Note: Modifying the returned Vector will not change the velocity, you must use {@link #setVelocity(org.bukkit.util.Vector)} instead.
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* Note: Modifying the returned Vector will not change the velocity, you
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* must use {@link #setVelocity(org.bukkit.util.Vector)} instead.
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*
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* @return A Vector for the dispensed item's velocity
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*/
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@@ -26,7 +26,8 @@ public class BlockExpEvent extends BlockEvent {
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}
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/**
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* Set the amount of experience dropped by the block after the event has processed
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* Set the amount of experience dropped by the block after the event has
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* processed
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*
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* @param exp 1 or higher to drop experience, else nothing will drop
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*/
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@@ -10,12 +10,13 @@ import org.bukkit.event.HandlerList;
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* <p>
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* Examples:
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* <ul>
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* <li>Snow melting due to being near a light source.</li>
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* <li>Ice melting due to being near a light source.</li>
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* <li>Fire burning out after time, without destroying fuel block.</li>
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* <li>Snow melting due to being near a light source.
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* <li>Ice melting due to being near a light source.
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* <li>Fire burning out after time, without destroying fuel block.
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* </ul>
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* <p>
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* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
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* If a Block Fade event is cancelled, the block will not fade, melt or
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* disappear.
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*/
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public class BlockFadeEvent extends BlockEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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@@ -29,9 +30,11 @@ public class BlockFadeEvent extends BlockEvent implements Cancellable {
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}
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/**
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* Gets the state of the block that will be fading, melting or disappearing.
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* Gets the state of the block that will be fading, melting or
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* disappearing.
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*
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* @return The block state of the block that will be fading, melting or disappearing
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* @return The block state of the block that will be fading, melting or
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* disappearing
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*/
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public BlockState getNewState() {
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return newState;
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@@ -7,12 +7,14 @@ import org.bukkit.event.HandlerList;
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/**
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* Called when a block is formed or spreads based on world conditions.
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* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't just "randomly" form.
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* <p>
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* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't
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* just "randomly" form.
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* <p>
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* Examples:
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* <ul>
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* <li>Snow forming due to a snow storm.</li>
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* <li>Ice forming in a snowy Biome like Taiga or Tundra.</li>
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* <li>Snow forming due to a snow storm.
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* <li>Ice forming in a snowy Biome like Taiga or Tundra.
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* </ul>
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* <p>
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* If a Block Form event is cancelled, the block will not be formed.
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@@ -6,10 +6,11 @@ import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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/**
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* Represents events with a source block and a destination block, currently only applies to liquid (lava and water)
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* and teleporting dragon eggs.
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* Represents events with a source block and a destination block, currently
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* only applies to liquid (lava and water) and teleporting dragon eggs.
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* <p>
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* If a Block From To event is cancelled, the block will not move (the liquid will not flow).
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* If a Block From To event is cancelled, the block will not move (the liquid
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* will not flow).
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*/
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public class BlockFromToEvent extends BlockEvent implements Cancellable {
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private static final HandlerList handlers = new HandlerList();
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@@ -10,11 +10,11 @@ import org.bukkit.event.HandlerList;
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* <p>
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* Examples:
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* <ul>
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* <li>Wheat</li>
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* <li>Sugar Cane</li>
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* <li>Cactus</li>
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* <li>Watermelon</li>
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* <li>Pumpkin</li>
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* <li>Wheat
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* <li>Sugar Cane
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* <li>Cactus
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* <li>Watermelon
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* <li>Pumpkin
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* </ul>
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* <p>
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* If a Block Grow event is cancelled, the block will not grow.
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@@ -7,7 +7,8 @@ import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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/**
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* Called when a block is ignited. If you want to catch when a Player places fire, you need to use {@link BlockPlaceEvent}.
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* Called when a block is ignited. If you want to catch when a Player places
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* fire, you need to use {@link BlockPlaceEvent}.
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* <p>
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* If a Block Ignite event is cancelled, the block will not be ignited.
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*/
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@@ -19,7 +20,8 @@ public class BlockIgniteEvent extends BlockEvent implements Cancellable {
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private boolean cancel;
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/**
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* Deprecated. Use {@link BlockIgniteEvent#BlockIgniteEvent(Block, IgniteCause, Entity)} instead.
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* @deprecated use {@link BlockIgniteEvent#BlockIgniteEvent(Block,
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* IgniteCause, Entity)} instead.
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*/
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@Deprecated
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public BlockIgniteEvent(final Block theBlock, final IgniteCause cause, final Player thePlayer) {
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@@ -5,6 +5,9 @@ import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.event.Cancellable;
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/**
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* Called when a piston block is triggered
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*/
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public abstract class BlockPistonEvent extends BlockEvent implements Cancellable {
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private boolean cancelled;
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private final BlockFace direction;
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@@ -8,6 +8,9 @@ import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.event.HandlerList;
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/**
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* Called when a piston extends
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*/
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public class BlockPistonExtendEvent extends BlockPistonEvent {
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private static final HandlerList handlers = new HandlerList();
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private final int length;
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@@ -29,7 +32,8 @@ public class BlockPistonExtendEvent extends BlockPistonEvent {
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}
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/**
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* Get an immutable list of the blocks which will be moved by the extending.
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* Get an immutable list of the blocks which will be moved by the
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* extending.
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*
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* @return Immutable list of the moved blocks.
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*/
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@@ -5,6 +5,9 @@ import org.bukkit.block.Block;
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import org.bukkit.block.BlockFace;
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import org.bukkit.event.HandlerList;
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/**
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* Called when a piston retracts
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*/
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public class BlockPistonRetractEvent extends BlockPistonEvent {
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private static final HandlerList handlers = new HandlerList();
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public BlockPistonRetractEvent(final Block block, final BlockFace direction) {
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@@ -12,8 +15,8 @@ public class BlockPistonRetractEvent extends BlockPistonEvent {
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}
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/**
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* Gets the location where the possible moving block might be if the retracting
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* piston is sticky.
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* Gets the location where the possible moving block might be if the
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* retracting piston is sticky.
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*
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* @return The possible location of the possibly moving block.
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*/
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@@ -49,8 +49,8 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
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}
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/**
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* Clarity method for getting the placed block. Not really needed
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* except for reasons of clarity.
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* Clarity method for getting the placed block. Not really needed except
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* for reasons of clarity.
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*
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* @return The Block that was placed
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*/
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@@ -59,7 +59,8 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
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}
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/**
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* Gets the BlockState for the block which was replaced. Material type air mostly.
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* Gets the BlockState for the block which was replaced. Material type air
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* mostly.
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*
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* @return The BlockState for the block which was replaced.
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*/
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@@ -79,7 +80,8 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
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/**
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* Gets the item in the player's hand when they placed the block.
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*
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* @return The ItemStack for the item in the player's hand when they placed the block
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* @return The ItemStack for the item in the player's hand when they
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* placed the block
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*/
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public ItemStack getItemInHand() {
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return itemInHand;
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@@ -6,12 +6,14 @@ import org.bukkit.event.HandlerList;
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/**
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* Called when a block spreads based on world conditions.
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* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of actually spread.
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* <p>
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* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of
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* actually spread.
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* <p>
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* Examples:
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* <ul>
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* <li>Mushrooms spreading.</li>
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* <li>Fire spreading.</li>
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* <li>Mushrooms spreading.
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* <li>Fire spreading.
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* </ul>
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* <p>
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* If a Block Spread event is cancelled, the block will not spread.
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@@ -9,7 +9,7 @@ import org.bukkit.entity.Entity;
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* <p>
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* Examples:
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* <ul>
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* <li>Snow formed by a {@link org.bukkit.entity.Snowman}.</li>
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* <li>Snow formed by a {@link org.bukkit.entity.Snowman}.
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* </ul>
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*/
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public class EntityBlockFormEvent extends BlockFormEvent {
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@@ -7,7 +7,8 @@ import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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/**
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* Called when a note block is being played through player interaction or a redstone current.
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* Called when a note block is being played through player interaction or a
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* redstone current.
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*/
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public class NotePlayEvent extends BlockEvent implements Cancellable {
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Reference in New Issue
Block a user