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