package org.bukkit.block; import java.util.Collection; import org.bukkit.entity.LivingEntity; import org.bukkit.util.BoundingBox; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; /** * Represents a captured state of a conduit. */ public interface Conduit extends TileState { /** * Checks whether or not this conduit is active. *
* A conduit is considered active if there are at least 16 valid frame * blocks surrounding it and the conduit is surrounded by a 3x3x3 area of * water source blocks (or waterlogged blocks), at which point its animation * will activate, start spinning, and apply effects to nearby players. * * @return true if active, false otherwise */ public boolean isActive(); /** * Get whether or not this conduit is actively hunting for nearby hostile * creatures. *
* A conduit will hunt if it is active (see {@link #isActive()}) and its
* frame is complete (it is surrounded by at least 42 valid frame blocks).
* While hunting, the {@link #getTarget()
* conduit's target}, if within its {@link #getHuntingArea() hunting area},
* will be damaged every 2 seconds.
*
* @return true if hunting, false otherwise
*/
public boolean isHunting();
/**
* Get a {@link Collection} of all {@link Block Blocks} that make up the
* frame of this conduit. The returned collection will contain only blocks
* that match the types required by the conduit to make up a valid frame,
* not the blocks at which the conduit is searching,
* meaning it will be of variable size depending on how many valid frames
* are surrounding the conduit at the time of invocation.
*
* @return the frame blocks
*/
@NotNull
public Collection
* Note that the value set by this method may be overwritten by the
* conduit's periodic hunting logic. If the target is ever set to
* {@code null}, the conduit will continue to look for a new target.
* Additionally, if the target is set to an entity that does not meet a
* conduit's hunting conditions (e.g. the entity is not within the
* {@link #getHuntingArea() hunting area}, has already been killed, etc.)
* then the passed entity will be ignored and the conduit will also continue
* to look for a new target.
*
* @param target the target entity, or null to remove the target
*
* @return true if the target was changed, false if the target was the same
*/
public boolean setTarget(@Nullable LivingEntity target);
/**
* Get the conduit's hunting target.
*
* @return the hunting target, or null if the conduit does not have a target
*/
@Nullable
public LivingEntity getTarget();
/**
* Check whether or not this conduit has an active (alive) hunting target.
*
* @return true if has a hunting target, false otherwise
*/
public boolean hasTarget();
/**
* Get a {@link BoundingBox} (relative to real-world coordinates) in which
* the conduit will search for hostile entities to target.
*
* @return the hunting area bounding box
*/
@NotNull
public BoundingBox getHuntingArea();
}