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Paper/paper-api/src/main/java/org/bukkit/block/Block.java

525 lines
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Java

package org.bukkit.block;
import java.util.Collection;
import org.bukkit.Chunk;
import org.bukkit.FluidCollisionMode;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.Translatable;
import org.bukkit.World;
import org.bukkit.block.data.Bisected;
import org.bukkit.block.data.BlockData;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.bukkit.metadata.Metadatable;
import org.bukkit.util.BoundingBox;
import org.bukkit.util.RayTraceResult;
import org.bukkit.util.Vector;
import org.bukkit.util.VoxelShape;
import org.jetbrains.annotations.Contract;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a block. This is a live object, and only one Block may exist for
* any given location in a world. The state of the block may change
* concurrently to your own handling of it; use block.getState() to get a
* snapshot state of a block which will not be modified.
*
* <br>
* Note that parts of this class which require access to the world at large
* (i.e. lighting and power) may not be able to be safely accessed during world
* generation when used in cases like BlockPhysicsEvent!!!!
*/
public interface Block extends Metadatable, Translatable {
/**
* Gets the metadata for this block
*
* @return block specific metadata
* @deprecated Magic value
*/
@Deprecated
byte getData();
/**
* Gets the complete block data for this block
*
* @return block specific data
*/
@NotNull
BlockData getBlockData();
/**
* Gets the block at the given offsets
*
* @param modX X-coordinate offset
* @param modY Y-coordinate offset
* @param modZ Z-coordinate offset
* @return Block at the given offsets
*/
@NotNull
Block getRelative(int modX, int modY, int modZ);
/**
* Gets the block at the given face
* <p>
* This method is equal to getRelative(face, 1)
*
* @param face Face of this block to return
* @return Block at the given face
* @see #getRelative(BlockFace, int)
*/
@NotNull
Block getRelative(@NotNull BlockFace face);
/**
* Gets the block at the given distance of the given face
* <p>
* For example, the following method places water at 100,102,100; two
* blocks above 100,100,100.
*
* <pre>
* Block block = world.getBlockAt(100, 100, 100);
* Block shower = block.getRelative(BlockFace.UP, 2);
* shower.setType(Material.WATER);
* </pre>
*
* @param face Face of this block to return
* @param distance Distance to get the block at
* @return Block at the given face
*/
@NotNull
Block getRelative(@NotNull BlockFace face, int distance);
/**
* Gets the type of this block
*
* @return block type
*/
@NotNull
Material getType();
/**
* Gets the light level between 0-15
*
* @return light level
*/
byte getLightLevel();
/**
* Get the amount of light at this block from the sky.
* <p>
* Any light given from other sources (such as blocks like torches) will
* be ignored.
*
* @return Sky light level
*/
byte getLightFromSky();
/**
* Get the amount of light at this block from nearby blocks.
* <p>
* Any light given from other sources (such as the sun) will be ignored.
*
* @return Block light level
*/
byte getLightFromBlocks();
/**
* Gets the world which contains this Block
*
* @return World containing this block
*/
@NotNull
World getWorld();
/**
* Gets the x-coordinate of this block
*
* @return x-coordinate
*/
int getX();
/**
* Gets the y-coordinate of this block
*
* @return y-coordinate
*/
int getY();
/**
* Gets the z-coordinate of this block
*
* @return z-coordinate
*/
int getZ();
/**
* Gets the Location of the block
*
* @return Location of block
*/
@NotNull
Location getLocation();
/**
* Stores the location of the block in the provided Location object.
* <p>
* If the provided Location is null this method does nothing and returns
* null.
*
* @param loc the location to copy into
* @return The Location object provided or null
*/
@Contract("null -> null; !null -> !null")
@Nullable
Location getLocation(@Nullable Location loc);
/**
* Gets the chunk which contains this block
*
* @return Containing Chunk
*/
@NotNull
Chunk getChunk();
/**
* Sets the complete data for this block
*
* @param data new block specific data
*/
void setBlockData(@NotNull BlockData data);
/**
* Sets the complete data for this block
*
* <br>
* Note that applyPhysics = false is not in general safe. It should only be
* used when you need to avoid triggering a physics update of neighboring
* blocks, for example when creating a {@link Bisected} block. If you are
* using a custom populator, then this parameter may also be required to
* prevent triggering infinite chunk loads on border blocks. This method
* should NOT be used to "hack" physics by placing blocks in impossible
* locations. Such blocks are liable to be removed on various events such as
* world upgrades. Furthermore setting large amounts of such blocks in close
* proximity may overload the server physics engine if an update is
* triggered at a later point. If this occurs, the resulting behavior is
* undefined.
*
* @param data new block specific data
* @param applyPhysics false to cancel physics from the changed block
*/
void setBlockData(@NotNull BlockData data, boolean applyPhysics);
/**
* Sets the type of this block
*
* @param type Material to change this block to
*/
void setType(@NotNull Material type);
/**
* Sets the type of this block
*
* <br>
* Note that applyPhysics = false is not in general safe. It should only be
* used when you need to avoid triggering a physics update of neighboring
* blocks, for example when creating a {@link Bisected} block. If you are
* using a custom populator, then this parameter may also be required to
* prevent triggering infinite chunk loads on border blocks. This method
* should NOT be used to "hack" physics by placing blocks in impossible
* locations. Such blocks are liable to be removed on various events such as
* world upgrades. Furthermore setting large amounts of such blocks in close
* proximity may overload the server physics engine if an update is
* triggered at a later point. If this occurs, the resulting behavior is
* undefined.
*
* @param type Material to change this block to
* @param applyPhysics False to cancel physics on the changed block.
*/
void setType(@NotNull Material type, boolean applyPhysics);
/**
* Gets the face relation of this block compared to the given block.
* <p>
* For example:
* <pre>{@code
* Block current = world.getBlockAt(100, 100, 100);
* Block target = world.getBlockAt(100, 101, 100);
*
* current.getFace(target) == BlockFace.Up;
* }</pre>
* <br>
* If the given block is not connected to this block, null may be returned
*
* @param block Block to compare against this block
* @return BlockFace of this block which has the requested block, or null
*/
@Nullable
BlockFace getFace(@NotNull Block block);
/**
* Captures the current state of this block. You may then cast that state
* into any accepted type, such as Furnace or Sign.
* <p>
* The returned object will never be updated, and you are not guaranteed
* that (for example) a sign is still a sign after you capture its state.
*
* @return BlockState with the current state of this block.
*/
@NotNull
BlockState getState();
/**
* Returns the biome that this block resides in
*
* @return Biome type containing this block
*/
@NotNull
Biome getBiome();
/**
* Sets the biome that this block resides in
*
* @param bio new Biome type for this block
*/
void setBiome(@NotNull Biome bio);
/**
* Returns true if the block is being powered by Redstone.
*
* @return True if the block is powered.
*/
boolean isBlockPowered();
/**
* Returns true if the block is being indirectly powered by Redstone.
*
* @return True if the block is indirectly powered.
*/
boolean isBlockIndirectlyPowered();
/**
* Returns true if the block face is being powered by Redstone.
*
* @param face The block face
* @return True if the block face is powered.
*/
boolean isBlockFacePowered(@NotNull BlockFace face);
/**
* Returns true if the block face is being indirectly powered by Redstone.
*
* @param face The block face
* @return True if the block face is indirectly powered.
*/
boolean isBlockFaceIndirectlyPowered(@NotNull BlockFace face);
/**
* Returns the redstone power being provided to this block face
*
* @param face the face of the block to query or BlockFace.SELF for the
* block itself
* @return The power level.
*/
int getBlockPower(@NotNull BlockFace face);
/**
* Returns the redstone power being provided to this block
*
* @return The power level.
*/
int getBlockPower();
/**
* Checks if this block is empty.
* <p>
* A block is considered empty when {@link #getType()} returns {@link
* Material#AIR}.
*
* @return true if this block is empty
*/
boolean isEmpty();
/**
* Checks if this block is liquid.
* <p>
* A block is considered liquid when {@link #getType()} returns {@link
* Material#WATER} or {@link Material#LAVA}.
*
* @return true if this block is liquid
*/
boolean isLiquid();
/**
* Gets the temperature of this block.
* <p>
* If the raw biome temperature without adjusting for height effects is
* required then please use {@link World#getTemperature(int, int)}.
*
* @return Temperature of this block
*/
double getTemperature();
/**
* Gets the humidity of the biome of this block
*
* @return Humidity of this block
*/
double getHumidity();
/**
* Returns the reaction of the block when moved by a piston
*
* @return reaction
*/
@NotNull
PistonMoveReaction getPistonMoveReaction();
/**
* Breaks the block and spawns items as if a player had digged it regardless
* of the tool.
*
* @return true if the block was destroyed
*/
boolean breakNaturally();
/**
* Breaks the block and spawns items as if a player had digged it with a
* specific tool
*
* @param tool The tool or item in hand used for digging
* @return true if the block was destroyed
*/
boolean breakNaturally(@Nullable ItemStack tool);
/**
* Simulate bone meal application to this block (if possible).
*
* @param face the face on which bonemeal should be applied
*
* @return true if the block was bonemealed, false otherwise
*/
boolean applyBoneMeal(@NotNull BlockFace face);
/**
* Returns a list of items which would drop by destroying this block
*
* @return a list of dropped items for this type of block
*/
@NotNull
Collection<ItemStack> getDrops();
/**
* Returns a list of items which would drop by destroying this block with
* a specific tool
*
* @param tool The tool or item in hand used for digging
* @return a list of dropped items for this type of block
*/
@NotNull
Collection<ItemStack> getDrops(@Nullable ItemStack tool);
/**
* Returns a list of items which would drop by the entity destroying this
* block with a specific tool
*
* @param tool The tool or item in hand used for digging
* @param entity the entity destroying the block
* @return a list of dropped items for this type of block
*/
@NotNull
Collection<ItemStack> getDrops(@NotNull ItemStack tool, @Nullable Entity entity);
/**
* Returns if the given item is a preferred choice to break this Block.
*
* In some cases this determines if a block will drop anything or extra
* loot.
*
* @param tool The tool or item used for breaking this block
* @return true if the tool is preferred for breaking this block.
*/
boolean isPreferredTool(@NotNull ItemStack tool);
/**
* Gets the speed at which the given player would break this block, taking
* into account tools, potion effects, whether or not the player is in
* water, enchantments, etc.
*
* The returned value is the amount of progress made in breaking the block
* each tick. When the total breaking progress reaches {@code 1.0f}, the
* block is broken. Note that the break speed can change in the course of
* breaking a block, e.g. if a potion effect is applied or expires, or the
* player jumps/enters water.
*
* @param player player breaking the block
* @return the speed at which the player breaks this block
*/
float getBreakSpeed(@NotNull Player player);
/**
* Checks if this block is passable.
* <p>
* A block is passable if it has no colliding parts that would prevent
* players from moving through it.
* <p>
* Examples: Tall grass, flowers, signs, etc. are passable, but open doors,
* fence gates, trap doors, etc. are not because they still have parts that
* can be collided with.
*
* @return <code>true</code> if passable
*/
boolean isPassable();
/**
* Performs a ray trace that checks for collision with this specific block
* in its current state using its precise collision shape.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @return the ray trace hit result, or <code>null</code> if there is no hit
*/
@Nullable
RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode);
/**
* Gets the approximate bounding box for this block.
* <p>
* This isn't exact as some blocks {@link org.bukkit.block.data.type.Stairs}
* contain many bounding boxes to establish their complete form.
*
* Also, the box may not be exactly the same as the collision shape (such as
* cactus, which is 16/16 of a block with 15/16 collisional bounds).
*
* This method will return an empty bounding box if the geometric shape of
* the block is empty (such as air blocks).
*
* @return the approximate bounding box of the block
*/
@NotNull
BoundingBox getBoundingBox();
/**
* Gets the collision shape of this block.
*
* @return a {@link VoxelShape} representing the collision shape of this
* block.
*/
@NotNull
VoxelShape getCollisionShape();
/**
* Checks if this block is a valid placement location for the specified
* block data.
*
* @param data the block data to check
* @return <code>true</code> if the block data can be placed here
*/
boolean canPlace(@NotNull BlockData data);
}