package org.bukkit; import java.util.Collection; import java.util.List; import java.util.Random; import java.util.function.Predicate; import org.bukkit.block.Biome; import org.bukkit.block.BlockState; import org.bukkit.block.data.BlockData; import org.bukkit.entity.Entity; import org.bukkit.entity.EntityType; import org.bukkit.entity.LivingEntity; import org.bukkit.util.Consumer; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; /** * A RegionAccessor gives access to getting, modifying and spawning {@link Biome}, {@link BlockState} and {@link Entity}, * as well as generating some basic structures. */ public interface RegionAccessor { /** * Gets the {@link Biome} at the given {@link Location}. * * @param location the location of the biome * @return Biome at the given location */ @NotNull Biome getBiome(@NotNull Location location); /** * Gets the {@link Biome} 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 Biome at the given coordinates */ @NotNull Biome getBiome(int x, int y, int z); /** * Sets the {@link Biome} at the given {@link Location}. * * @param location the location of the biome * @param biome New Biome type for this block */ void setBiome(@NotNull Location location, @NotNull Biome biome); /** * Sets the {@link Biome} for the given block coordinates * * @param x X-coordinate of the block * @param y Y-coordinate of the block * @param z Z-coordinate of the block * @param biome New Biome type for this block */ void setBiome(int x, int y, int z, @NotNull Biome biome); /** * Gets the {@link BlockState} at the given {@link Location}. * * @param location The location of the block state * @return Block state at the given location */ @NotNull BlockState getBlockState(@NotNull Location location); /** * Gets the {@link BlockState} at the given coordinates. * * @param x X-coordinate of the block state * @param y Y-coordinate of the block state * @param z Z-coordinate of the block state * @return Block state at the given coordinates */ @NotNull BlockState getBlockState(int x, int y, int z); /** * Gets the {@link BlockData} at the given {@link Location}. * * @param location The location of the block data * @return Block data at the given location */ @NotNull BlockData getBlockData(@NotNull Location location); /** * Gets the {@link BlockData} at the given coordinates. * * @param x X-coordinate of the block data * @param y Y-coordinate of the block data * @param z Z-coordinate of the block data * @return Block data at the given coordinates */ @NotNull BlockData getBlockData(int x, int y, int z); /** * Gets the type of the block at the given {@link Location}. * * @param location The location of the block * @return Material at the given coordinates */ @NotNull Material getType(@NotNull Location location); /** * Gets the type of the 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 Material at the given coordinates */ @NotNull Material getType(int x, int y, int z); /** * Sets the {@link BlockData} at the given {@link Location}. * * @param location The location of the block * @param blockData The block data to set the block to */ void setBlockData(@NotNull Location location, @NotNull BlockData blockData); /** * Sets the {@link BlockData} 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 * @param blockData The block data to set the block to */ void setBlockData(int x, int y, int z, @NotNull BlockData blockData); /** * Sets the {@link Material} at the given {@link Location}. * * @param location The location of the block * @param material The type to set the block to */ void setType(@NotNull Location location, @NotNull Material material); /** * Sets the {@link Material} 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 * @param material The type to set the block to */ void setType(int x, int y, int z, @NotNull Material material); /** * Creates a tree at the given {@link Location} * * @param location Location to spawn the tree * @param random Random to use to generated the tree * @param type Type of the tree to create * @return true if the tree was created successfully, otherwise false */ boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type); /** * Creates a tree at the given {@link Location} *

* The provided consumer gets called for every block which gets changed * as a result of the tree generation. When the consumer gets called no * modifications to the world are done yet. Which means, that calling * {@link #getBlockState(Location)} in the consumer while return the state * of the block before the generation. *

* Modifications done to the {@link BlockState} in the consumer are respected, * which means that it is not necessary to call {@link BlockState#update()} * * @param location Location to spawn the tree * @param random Random to use to generated the tree * @param type Type of the tree to create * @param stateConsumer The consumer which should get called for every block which gets changed * @return true if the tree was created successfully, otherwise false */ boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Consumer stateConsumer); /** * Creates a tree at the given {@link Location} *

* The provided predicate gets called for every block which gets changed * as a result of the tree generation. When the predicate gets called no * modifications to the world are done yet. Which means, that calling * {@link #getBlockState(Location)} in the predicate will return the state * of the block before the generation. *

* If the predicate returns {@code true} the block gets set in the world. * If it returns {@code false} the block won't get set in the world. * * @param location Location to spawn the tree * @param random Random to use to generated the tree * @param type Type of the tree to create * @param statePredicate The predicate which should get used to test if a block should be set or not. * @return true if the tree was created successfully, otherwise false */ boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Predicate statePredicate); /** * Creates a entity at the given {@link Location} * * @param location The location to spawn the entity * @param type The entity to spawn * @return Resulting Entity of this method */ @NotNull Entity spawnEntity(@NotNull Location location, @NotNull EntityType type); /** * Creates a new entity at the given {@link Location}. * * @param loc the location at which the entity will be spawned. * @param type the entity type that determines the entity to spawn. * @param randomizeData whether or not the entity's data should be randomised * before spawning. By default entities are randomised * before spawning in regards to their equipment, age, * attributes, etc. * An example of this randomization would be the color of * a sheep, random enchantments on the equipment of mobs * or even a zombie becoming a chicken jockey. * If set to false, the entity will not be randomised * before spawning, meaning all their data will remain * in their default state and not further modifications * to the entity will be made. * Notably only entities that extend the * {@link org.bukkit.entity.Mob} interface provide * randomisation logic for their spawn. * This parameter is hence useless for any other type * of entity. * @return the spawned entity instance. */ @NotNull public Entity spawnEntity(@NotNull Location loc, @NotNull EntityType type, boolean randomizeData); /** * Get a list of all entities in this RegionAccessor * * @return A List of all Entities currently residing in this world accessor */ @NotNull List getEntities(); /** * Get a list of all living entities in this RegionAccessor * * @return A List of all LivingEntities currently residing in this world accessor */ @NotNull List getLivingEntities(); /** * Get a collection of all entities in this RegionAccessor matching the given * class/interface * * @param an entity subclass * @param cls The class representing the type of entity to match * @return A List of all Entities currently residing in this world accessor * that match the given class/interface */ @NotNull Collection getEntitiesByClass(@NotNull Class cls); /** * Get a collection of all entities in this RegionAccessor matching any of the * given classes/interfaces * * @param classes The classes representing the types of entity to match * @return A List of all Entities currently residing in this world accessor * that match one or more of the given classes/interfaces */ @NotNull Collection getEntitiesByClasses(@NotNull Class... classes); /** * Spawn an entity of a specific class at the given {@link Location} * * @param location the {@link Location} to spawn the entity at * @param clazz the class of the {@link Entity} to spawn * @param the class of the {@link Entity} to spawn * @return an instance of the spawned {@link Entity} * @throws IllegalArgumentException if either parameter is null or the * {@link Entity} requested cannot be spawned */ @NotNull T spawn(@NotNull Location location, @NotNull Class clazz) throws IllegalArgumentException; /** * Spawn an entity of a specific class at the given {@link Location}, with * the supplied function run before the entity is added to the world. *
* Note that when the function is run, the entity will not be actually in * the world. Any operation involving such as teleporting the entity is undefined * until after this function returns. * * @param location the {@link Location} to spawn the entity at * @param clazz the class of the {@link Entity} to spawn * @param function the function to be run before the entity is spawned. * @param the class of the {@link Entity} to spawn * @return an instance of the spawned {@link Entity} * @throws IllegalArgumentException if either parameter is null or the * {@link Entity} requested cannot be spawned */ @NotNull T spawn(@NotNull Location location, @NotNull Class clazz, @Nullable Consumer function) throws IllegalArgumentException; /** * Creates a new entity at the given {@link Location} with the supplied * function run before the entity is added to the world. *
* Note that when the function is run, the entity will not be actually in * the world. Any operation involving such as teleporting the entity is undefined * until after this function returns. * The passed function however is run after the potential entity's spawn * randomization and hence already allows access to the values of the mob, * whether or not those were randomized, such as attributes or the entity * equipment. * * @param location the location at which the entity will be spawned. * @param clazz the class of the {@link Entity} that is to be spawned. * @param the generic type of the entity that is being created. * @param randomizeData whether or not the entity's data should be randomised * before spawning. By default entities are randomised * before spawning in regards to their equipment, age, * attributes, etc. * An example of this randomization would be the color of * a sheep, random enchantments on the equipment of mobs * or even a zombie becoming a chicken jockey. * If set to false, the entity will not be randomised * before spawning, meaning all their data will remain * in their default state and not further modifications * to the entity will be made. * Notably only entities that extend the * {@link org.bukkit.entity.Mob} interface provide * randomisation logic for their spawn. * This parameter is hence useless for any other type * of entity. * @param function the function to be run before the entity is spawned. * @return the spawned entity instance. * @throws IllegalArgumentException if either the world or clazz parameter are null. */ @NotNull public T spawn(@NotNull Location location, @NotNull Class clazz, boolean randomizeData, @Nullable Consumer function) throws IllegalArgumentException; }