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:
Bukkit/Spigot
2013-12-15 01:07:43 -05:00
parent 800679913f
commit bb50f1a774
310 changed files with 4218 additions and 2904 deletions

View File

@@ -6,18 +6,20 @@ import org.bukkit.World;
/**
* A block populator is responsible for generating a small area of blocks.
* For example, generating glowstone inside the nether or generating dungeons full of treasure
* <p>
* For example, generating glowstone inside the nether or generating dungeons
* full of treasure
*/
public abstract class BlockPopulator {
/**
* Populates an area of blocks at or around the given chunk.
* <p>
* The chunks on each side of the specified chunk must already exist; that is,
* there must be one north, east, south and west of the specified chunk.
* The "corner" chunks may not exist, in which scenario the populator should
* record any changes required for those chunks and perform the changes when
* they are ready.
* The chunks on each side of the specified chunk must already exist; that
* is, there must be one north, east, south and west of the specified
* chunk. The "corner" chunks may not exist, in which scenario the
* populator should record any changes required for those chunks and
* perform the changes when they are ready.
*
* @param world The world to generate in
* @param random The random generator to use

View File

@@ -10,17 +10,21 @@ import org.bukkit.block.Biome;
import org.bukkit.block.Block;
/**
* A chunk generator is responsible for the initial shaping of an entire chunk.
* For example, the nether chunk generator should shape netherrack and soulsand
* A chunk generator is responsible for the initial shaping of an entire
* chunk. For example, the nether chunk generator should shape netherrack and
* soulsand
*/
public abstract class ChunkGenerator {
/**
* Interface to biome data for chunk to be generated: initialized with default values for world type and seed.
* Interface to biome data for chunk to be generated: initialized with
* default values for world type and seed.
* <p>
* Custom generator is free to access and tailor values during generateBlockSections() or generateExtBlockSections().
* Custom generator is free to access and tailor values during
* generateBlockSections() or generateExtBlockSections().
*/
public interface BiomeGrid {
/**
* Get biome at x, z within chunk being generated
*
@@ -29,6 +33,7 @@ public abstract class ChunkGenerator {
* @return Biome value
*/
Biome getBiome(int x, int z);
/**
* Set biome at x, z within chunk being generated
*
@@ -43,7 +48,6 @@ public abstract class ChunkGenerator {
* Shapes the chunk for the given coordinates.
* <p>
* This method should return a byte[32768] in the following format:
*
* <pre>
* for (int x = 0; x &lt; 16; x++) {
* for (int z = 0; z &lt; 16; z++) {
@@ -57,36 +61,43 @@ public abstract class ChunkGenerator {
* Note that this method should <b>never</b> attempt to get the Chunk at
* the passed coordinates, as doing so may cause an infinite loop
* <p>
* Note this deprecated method will only be called when both generateExtBlockSections()
* and generateBlockSections() are unimplemented and return null.
* Note this deprecated method will only be called when both
* generateExtBlockSections() and generateBlockSections() are
* unimplemented and return null.
*
* @param world The world this chunk will be used for
* @param random The random generator to use
* @param x The X-coordinate of the chunk
* @param z The Z-coordinate of the chunk
* @return byte[] containing the types for each block created by this generator
* @return byte[] containing the types for each block created by this
* generator
*/
public byte[] generate(World world, Random random, int x, int z) {
throw new UnsupportedOperationException("Custom generator is missing required methods: generate(), generateBlockSections() and generateExtBlockSections()");
}
/**
* Shapes the chunk for the given coordinates, with extended block IDs supported (0-4095).
* Shapes the chunk for the given coordinates, with extended block IDs
* supported (0-4095).
* <p>
* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
* is empty (all zero), the section does not need to be supplied, reducing memory usage.
* As of 1.2, chunks are represented by a vertical array of chunk
* sections, each of which is 16 x 16 x 16 blocks. If a section is empty
* (all zero), the section does not need to be supplied, reducing memory
* usage.
* <p>
* This method must return a short[][] array in the following format:
* <pre>
* short[][] result = new short[world-height / 16][];
* </pre>
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated
* space for the 4096 blocks in that section:
* <pre>
* result[sectionID] = new short[4096];
* </pre>
* while sections that are not populated can be left null.
* <p>
* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
* Setting a block at X, Y, Z within the chunk can be done with the
* following mapping function:
* <pre>
* void setBlock(short[][] result, int x, int y, int z, short blkid) {
* if (result[y >> 4] == null) {
@@ -95,7 +106,8 @@ public abstract class ChunkGenerator {
* result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid;
* }
* </pre>
* while reading a block ID can be done with the following mapping function:
* while reading a block ID can be done with the following mapping
* function:
* <pre>
* short getBlock(short[][] result, int x, int y, int z) {
* if (result[y >> 4] == null) {
@@ -106,7 +118,8 @@ public abstract class ChunkGenerator {
* </pre>
* while sections that are not populated can be left null.
* <p>
* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
* Setting a block at X, Y, Z within the chunk can be done with the
* following mapping function:
* <pre>
* void setBlock(short[][] result, int x, int y, int z, short blkid) {
* if (result[y >> 4) == null) {
@@ -115,7 +128,8 @@ public abstract class ChunkGenerator {
* result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid;
* }
* </pre>
* while reading a block ID can be done with the following mapping function:
* while reading a block ID can be done with the following mapping
* function:
* <pre>
* short getBlock(short[][] result, int x, int y, int z) {
* if (result[y >> 4) == null) {
@@ -128,16 +142,18 @@ public abstract class ChunkGenerator {
* Note that this method should <b>never</b> attempt to get the Chunk at
* the passed coordinates, as doing so may cause an infinite loop
* <p>
* Note generators that do not return block IDs above 255 should not implement
* this method, or should have it return null (which will result in the
* generateBlockSections() method being called).
* Note generators that do not return block IDs above 255 should not
* implement this method, or should have it return null (which will result
* in the generateBlockSections() method being called).
*
* @param world The world this chunk will be used for
* @param random The random generator to use
* @param x The X-coordinate of the chunk
* @param z The Z-coordinate of the chunk
* @param biomes Proposed biome values for chunk - can be updated by generator
* @return short[][] containing the types for each block created by this generator
* @param biomes Proposed biome values for chunk - can be updated by
* generator
* @return short[][] containing the types for each block created by this
* generator
* @deprecated Magic value
*/
@Deprecated
@@ -148,20 +164,24 @@ public abstract class ChunkGenerator {
/**
* Shapes the chunk for the given coordinates.
* <p>
* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
* is empty (all zero), the section does not need to be supplied, reducing memory usage.
* As of 1.2, chunks are represented by a vertical array of chunk
* sections, each of which is 16 x 16 x 16 blocks. If a section is empty
* (all zero), the section does not need to be supplied, reducing memory
* usage.
* <p>
* This method must return a byte[][] array in the following format:
* <pre>
* byte[][] result = new byte[world-height / 16][];
* </pre>
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated space for the 4096 blocks in that section:
* Each section (sectionID = (Y>>4)) that has blocks needs to be allocated
* space for the 4096 blocks in that section:
* <pre>
* result[sectionID] = new byte[4096];
* </pre>
* while sections that are not populated can be left null.
* <p>
* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
* Setting a block at X, Y, Z within the chunk can be done with the
* following mapping function:
* <pre>
* void setBlock(byte[][] result, int x, int y, int z, byte blkid) {
* if (result[y >> 4) == null) {
@@ -170,7 +190,8 @@ public abstract class ChunkGenerator {
* result[y >> 4][((y & 0xF) << 8) | (z << 4) | x] = blkid;
* }
* </pre>
* while reading a block ID can be done with the following mapping function:
* while reading a block ID can be done with the following mapping
* function:
* <pre>
* byte getBlock(byte[][] result, int x, int y, int z) {
* if (result[y >> 4) == null) {
@@ -187,8 +208,10 @@ public abstract class ChunkGenerator {
* @param random The random generator to use
* @param x The X-coordinate of the chunk
* @param z The Z-coordinate of the chunk
* @param biomes Proposed biome values for chunk - can be updated by generator
* @return short[][] containing the types for each block created by this generator
* @param biomes Proposed biome values for chunk - can be updated by
* generator
* @return short[][] containing the types for each block created by this
* generator
* @deprecated Magic value
*/
@Deprecated
@@ -219,7 +242,8 @@ public abstract class ChunkGenerator {
}
/**
* Gets a list of default {@link BlockPopulator}s to apply to a given world
* Gets a list of default {@link BlockPopulator}s to apply to a given
* world
*
* @param world World to apply to
* @return List containing any amount of BlockPopulators