Files
Paper/paper-api/src/main/java/org/bukkit/World.java

4436 lines
177 KiB
Java

package org.bukkit;
import java.io.File;
import io.papermc.paper.raytracing.PositionedRayTraceConfigurationBuilder;
import org.bukkit.generator.ChunkGenerator;
import java.util.ArrayList;
import java.util.Collection;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.function.Consumer;
import java.util.function.Predicate;
import org.bukkit.block.Biome;
import org.bukkit.block.Block;
import org.bukkit.block.data.BlockData;
import org.bukkit.boss.DragonBattle;
import org.bukkit.entity.AbstractArrow;
import org.bukkit.entity.Arrow;
import org.bukkit.entity.Entity;
import org.bukkit.entity.FallingBlock;
import org.bukkit.entity.Item;
import org.bukkit.entity.LightningStrike;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.entity.SpawnCategory;
import org.bukkit.event.entity.CreatureSpawnEvent;
import org.bukkit.generator.BiomeProvider;
import org.bukkit.generator.BlockPopulator;
import org.bukkit.generator.ChunkGenerator;
import org.bukkit.generator.WorldInfo;
import org.bukkit.generator.structure.GeneratedStructure;
import org.bukkit.generator.structure.Structure;
import org.bukkit.generator.structure.StructureType;
import org.bukkit.inventory.ItemStack;
import org.bukkit.material.MaterialData;
import org.bukkit.metadata.Metadatable;
import org.bukkit.persistence.PersistentDataHolder;
import org.bukkit.plugin.Plugin;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.util.BiomeSearchResult;
import org.bukkit.util.BoundingBox;
import org.bukkit.util.RayTraceResult;
import org.bukkit.util.StructureSearchResult;
import org.bukkit.util.Vector;
import org.jetbrains.annotations.Contract;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a world, which may contain entities, chunks and blocks
*/
public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient, Metadatable, PersistentDataHolder, Keyed, net.kyori.adventure.audience.ForwardingAudience { // Paper
// Paper start - void damage configuration
/**
* Checks if void damage is enabled on this world.
*
* @return true if enabled
*/
boolean isVoidDamageEnabled();
/**
* Sets whether void damage is enabled on this world.
*
* @param enabled true to enable void damage
*/
void setVoidDamageEnabled(boolean enabled);
/**
* Gets the damage applied to the player when they are in the void in this world.
* Check {@link #isVoidDamageEnabled()} to see if void damage is enabled.
*
* @return amount of damage to apply
* @see #isVoidDamageEnabled()
*/
float getVoidDamageAmount();
/**
* Sets the damage applied to the player when they are in the void in this world.
* Check {@link #isVoidDamageEnabled()} to see if void damage is enabled.
*
* @param voidDamageAmount amount of damage to apply
*/
void setVoidDamageAmount(float voidDamageAmount);
/**
* Gets the offset applied to {@link #getMinHeight()} to determine the height at which void damage starts to apply.
*
* @return offset from min build height
* @see #isVoidDamageEnabled()
*/
double getVoidDamageMinBuildHeightOffset();
/**
* Sets the offset applied to {@link #getMinHeight()} to determine the height at which void damage starts to apply.
*
* @param minBuildHeightOffset offset from min build height
*/
void setVoidDamageMinBuildHeightOffset(double minBuildHeightOffset);
// Paper end - void damage configuration
// Paper start
/**
* @return The amount of Entities in this world
*/
int getEntityCount();
/**
* @return The amount of Tile Entities in this world
*/
int getTileEntityCount();
/**
* @return The amount of Tickable Tile Entities in this world
*/
int getTickableTileEntityCount();
/**
* @return The amount of Chunks in this world
*/
int getChunkCount();
/**
* @return The amount of Players in this world
*/
int getPlayerCount();
// Paper end
// Paper start - structure check API
/**
* Check if the naturally-generated structure exists at the position.
* <p>
* Note that if the position is not loaded, this may cause chunk loads/generation
* to check if a structure is at that position. Use {@link #isPositionLoaded(io.papermc.paper.math.Position)}
* to check if a position is loaded
*
* @param position the position to check at
* @param structure the structure to check for
* @return true if that structure exists at the position
*/
boolean hasStructureAt(io.papermc.paper.math.@NotNull Position position, @NotNull Structure structure);
/**
* Checks if this position is loaded.
*
* @param position position to check
* @return true if loaded
*/
default boolean isPositionLoaded(io.papermc.paper.math.@NotNull Position position) {
return this.isChunkLoaded(position.blockX() >> 4, position.blockZ() >> 4);
}
// Paper end
/**
* Gets the {@link 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 Block at the given coordinates
*/
@NotNull
public Block getBlockAt(int x, int y, int z);
/**
* Gets the {@link Block} at the given {@link Location}
*
* @param location Location of the block
* @return Block at the given location
*/
@NotNull
public Block getBlockAt(@NotNull Location location);
// Paper start
/**
* Gets the {@link Block} at the given block key
*
* @param key The block key. See {@link Block#getBlockKey()}
* @return Block at the key
* @see Block#getBlockKey(int, int, int)
* @deprecated only encodes y block ranges from -512 to 511 and represents an already changed implementation detail
*/
@NotNull
@Deprecated(since = "1.18.1")
public default Block getBlockAtKey(long key) {
int x = Block.getBlockKeyX(key);
int y = Block.getBlockKeyY(key);
int z = Block.getBlockKeyZ(key);
return getBlockAt(x, y, z);
}
/**
* Gets the {@link Location} at the given block key
*
* @param key The block key. See {@link Location#toBlockKey()}
* @return Location at the key
* @see Block#getBlockKey(int, int, int)
*/
@NotNull
@Deprecated(since = "1.18.1")
public default Location getLocationAtKey(long key) {
int x = Block.getBlockKeyX(key);
int y = Block.getBlockKeyY(key);
int z = Block.getBlockKeyZ(key);
return new Location(this, x, y, z);
}
// Paper end
/**
* Gets the highest non-empty (impassable) block at the given coordinates.
*
* @param x X-coordinate of the block
* @param z Z-coordinate of the block
* @return Highest non-empty block
*/
@NotNull
public Block getHighestBlockAt(int x, int z);
/**
* Gets the highest non-empty (impassable) block at the given coordinates.
*
* @param location Coordinates to get the highest block
* @return Highest non-empty block
*/
@NotNull
public Block getHighestBlockAt(@NotNull Location location);
/**
* Gets the highest block corresponding to the {@link HeightMap} at the
* given coordinates.
*
* @param x X-coordinate of the block
* @param z Z-coordinate of the block
* @param heightMap the heightMap that is used to determine the highest
* point
* @return Highest block corresponding to the {@link HeightMap}
*/
@NotNull
public Block getHighestBlockAt(int x, int z, @NotNull HeightMap heightMap);
/**
* Gets the highest block corresponding to the {@link HeightMap} at the
* given coordinates.
*
* @param location Coordinates to get the highest block
* @param heightMap the heightMap that is used to determine the highest
* point
* @return Highest block corresponding to the {@link HeightMap}
*/
@NotNull
public Block getHighestBlockAt(@NotNull Location location, @NotNull HeightMap heightMap);
/**
* Gets the {@link Chunk} at the given coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Chunk at the given coordinates
*/
@NotNull
public Chunk getChunkAt(int x, int z);
/**
* Gets the {@link Chunk} at the given coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param generate Whether the chunk should be fully generated or not
* @return Chunk at the given coordinates
*/
@NotNull
public Chunk getChunkAt(int x, int z, boolean generate);
/**
* Gets the {@link Chunk} at the given {@link Location}
*
* @param location Location of the chunk
* @return Chunk at the given location
*/
@NotNull
public Chunk getChunkAt(@NotNull Location location);
/**
* Gets the {@link Chunk} that contains the given {@link Block}
*
* @param block Block to get the containing chunk from
* @return The chunk that contains the given block
*/
@NotNull
public Chunk getChunkAt(@NotNull Block block);
// Paper start - chunk long key API
/**
* Gets the chunk at the specified chunk key, which is the X and Z packed into a long.
* <p>
* See {@link Chunk#getChunkKey()} for easy access to the key, or you may calculate it as:
* long chunkKey = (long) chunkX &amp; 0xffffffffL | ((long) chunkZ &amp; 0xffffffffL) &gt;&gt; 32;
*
* @param chunkKey The Chunk Key to look up the chunk by
* @return The chunk at the specified key
*/
@NotNull
default Chunk getChunkAt(long chunkKey) {
return getChunkAt(chunkKey, true);
}
/**
* Gets the chunk at the specified chunk key, which is the X and Z packed into a long.
* <p>
* See {@link Chunk#getChunkKey()} for easy access to the key, or you may calculate it as:
* long chunkKey = (long) chunkX &amp; 0xffffffffL | ((long) chunkZ &amp; 0xffffffffL) &gt;&gt; 32;
*
* @param chunkKey The Chunk Key to look up the chunk by
* @param generate Whether the chunk should be fully generated or not
* @return The chunk at the specified key
*/
@NotNull
default Chunk getChunkAt(long chunkKey, boolean generate) {
return getChunkAt((int) chunkKey, (int) (chunkKey >> 32), generate);
}
// Paper end - chunk long key API
// Paper start - isChunkGenerated API
/**
* Checks if a {@link Chunk} has been generated at the specified chunk key,
* which is the X and Z packed into a long.
*
* @param chunkKey The Chunk Key to look up the chunk by
* @return true if the chunk has been generated, otherwise false
*/
default boolean isChunkGenerated(long chunkKey) {
return isChunkGenerated((int) chunkKey, (int) (chunkKey >> 32));
}
// Paper end - isChunkGenerated API
/**
* Checks if the specified {@link Chunk} is loaded
*
* @param chunk The chunk to check
* @return true if the chunk is loaded, otherwise false
*/
public boolean isChunkLoaded(@NotNull Chunk chunk);
/**
* Gets an array of all loaded {@link Chunk}s
*
* @return Chunk[] containing all loaded chunks
*/
public @NotNull Chunk @NotNull [] getLoadedChunks();
/**
* Loads the specified {@link Chunk}.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
*
* @param chunk The chunk to load
*/
public void loadChunk(@NotNull Chunk chunk);
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is loaded, otherwise false
*/
public boolean isChunkLoaded(int x, int z);
/**
* Checks if the {@link Chunk} at the specified coordinates is generated
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is generated, otherwise false
*/
public boolean isChunkGenerated(int x, int z);
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded and
* in use by one or more players
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk is loaded and in use by one or more players,
* otherwise false
* @deprecated This method was added to facilitate chunk garbage collection.
* As of the current Minecraft version chunks are now strictly managed and
* will not be loaded for more than 1 tick unless they are in use.
*/
@Deprecated(since = "1.14")
public boolean isChunkInUse(int x, int z);
/**
* Loads the {@link Chunk} at the specified coordinates.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
* <p>
* If the chunk does not exist, it will be generated.
* <p>
* This method is analogous to {@link #loadChunk(int, int, boolean)} where
* generate is true.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
*/
public void loadChunk(int x, int z);
/**
* Loads the {@link Chunk} at the specified coordinates.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param generate Whether or not to generate a chunk if it doesn't
* already exist
* @return true if the chunk has loaded successfully, otherwise false
*/
public boolean loadChunk(int x, int z, boolean generate);
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*
* @param chunk the chunk to unload
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(@NotNull Chunk chunk);
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(int x, int z);
/**
* Safely unloads and optionally saves the {@link Chunk} at the specified
* coordinates.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param save Whether or not to save the chunk
* @return true if the chunk has unloaded successfully, otherwise false
*/
public boolean unloadChunk(int x, int z, boolean save);
/**
* Safely queues the {@link Chunk} at the specified coordinates for
* unloading.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return true is the queue attempt was successful, otherwise false
*/
public boolean unloadChunkRequest(int x, int z);
/**
* Regenerates the {@link Chunk} at the specified coordinates
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Whether the chunk was actually regenerated
*
* @throws UnsupportedOperationException not implemented
* @deprecated regenerating a single chunk is not likely to produce the same
* chunk as before as terrain decoration may be spread across chunks. It may
* or may not change blocks in the adjacent chunks as well.
*/
@Deprecated(since = "1.13", forRemoval = true)
default boolean regenerateChunk(int x, int z) {
throw new UnsupportedOperationException("Not supported in this Minecraft version! This is not a bug.");
}
/**
* Resends the {@link Chunk} to all clients
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return Whether the chunk was actually refreshed
*
*/
// @Deprecated(since = "1.8") // Paper
public boolean refreshChunk(int x, int z);
/**
* Get a list of all players who are can view the specified chunk from their
* client
* <p>
* This list will be empty if no players are viewing the chunk, or the chunk
* is unloaded.
*
* @param chunk the chunk to check
* @return collection of players who can see the chunk
*/
@NotNull
public Collection<Player> getPlayersSeeingChunk(@NotNull Chunk chunk);
/**
* Get a list of all players who are can view the specified chunk from their
* client
* <p>
* This list will be empty if no players are viewing the chunk, or the chunk
* is unloaded.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return collection of players who can see the chunk
*/
@NotNull
public Collection<Player> getPlayersSeeingChunk(int x, int z);
/**
* Gets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return force load status
*/
public boolean isChunkForceLoaded(int x, int z);
/**
* Sets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param forced force load status
*/
public void setChunkForceLoaded(int x, int z, boolean forced);
/**
* Returns all force loaded chunks in this world.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*
* @return unmodifiable collection of force loaded chunks
*/
@NotNull
public Collection<Chunk> getForceLoadedChunks();
/**
* Adds a plugin ticket for the specified chunk, loading the chunk if it is
* not already loaded.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param plugin Plugin which owns the ticket
* @return {@code true} if a plugin ticket was added, {@code false} if the
* ticket already exists for the plugin
* @throws IllegalStateException If the specified plugin is not enabled
* @see #removePluginChunkTicket(int, int, Plugin)
*/
public boolean addPluginChunkTicket(int x, int z, @NotNull Plugin plugin);
/**
* Removes the specified plugin's ticket for the specified chunk
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param plugin Plugin which owns the ticket
* @return {@code true} if the plugin ticket was removed, {@code false} if
* there is no plugin ticket for the chunk
* @see #addPluginChunkTicket(int, int, Plugin)
*/
public boolean removePluginChunkTicket(int x, int z, @NotNull Plugin plugin);
/**
* Removes all plugin tickets for the specified plugin
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*
* @param plugin Specified plugin
* @see #addPluginChunkTicket(int, int, Plugin)
* @see #removePluginChunkTicket(int, int, Plugin)
*/
public void removePluginChunkTickets(@NotNull Plugin plugin);
/**
* Retrieves a collection specifying which plugins have tickets for the
* specified chunk. This collection is not updated when plugin tickets are
* added or removed to the chunk.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return unmodifiable collection containing which plugins have tickets for
* the chunk
* @see #addPluginChunkTicket(int, int, Plugin)
* @see #removePluginChunkTicket(int, int, Plugin)
*/
@NotNull
public Collection<Plugin> getPluginChunkTickets(int x, int z);
/**
* Returns a map of which plugins have tickets for what chunks. The returned
* map is not updated when plugin tickets are added or removed to chunks. If
* a plugin has no tickets, it will be absent from the map.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*
* @return unmodifiable map containing which plugins have tickets for what
* chunks
* @see #addPluginChunkTicket(int, int, Plugin)
* @see #removePluginChunkTicket(int, int, Plugin)
*/
@NotNull
public Map<Plugin, Collection<Chunk>> getPluginChunkTickets();
/**
* Gets all Chunks intersecting the given BoundingBox.
*
* @param box BoundingBox to check
* @return A collection of Chunks intersecting the given BoundingBox
*/
@NotNull
public Collection<Chunk> getIntersectingChunks(@NotNull BoundingBox box);
/**
* Drops an item at the specified {@link Location}
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItem(@NotNull Location location, @NotNull ItemStack item);
/**
* Drops an item at the specified {@link Location}
* Note that functions will run before the entity is spawned
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @param function the function to be run before the entity is spawned.
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItem(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function);
/**
* Drops an item at the specified {@link Location} with a random offset
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItemNaturally(@NotNull Location location, @NotNull ItemStack item);
/**
* Drops an item at the specified {@link Location} with a random offset
* Note that functions will run before the entity is spawned
*
* @param location Location to drop the item
* @param item ItemStack to drop
* @param function the function to be run before the entity is spawned.
* @return ItemDrop entity created as a result of this method
*/
@NotNull
public Item dropItemNaturally(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function);
/**
* Creates an {@link Arrow} entity at the given {@link Location}
*
* @param location Location to spawn the arrow
* @param direction Direction to shoot the arrow in
* @param speed Speed of the arrow. A recommend speed is 0.6
* @param spread Spread of the arrow. A recommend spread is 12
* @return Arrow entity spawned as a result of this method
*/
@NotNull
public Arrow spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread);
/**
* Creates an arrow entity of the given class at the given {@link Location}
*
* @param <T> type of arrow to spawn
* @param location Location to spawn the arrow
* @param direction Direction to shoot the arrow in
* @param speed Speed of the arrow. A recommend speed is 0.6
* @param spread Spread of the arrow. A recommend spread is 12
* @param clazz the Entity class for the arrow
* {@link org.bukkit.entity.SpectralArrow},{@link org.bukkit.entity.Arrow},{@link org.bukkit.entity.TippedArrow}
* @return Arrow entity spawned as a result of this method
*/
@NotNull
public <T extends AbstractArrow> T spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread, @NotNull Class<T> clazz);
/**
* Creates a tree at the given {@link Location}
*
* @param location Location to spawn the tree
* @param type Type of the tree to create
* @return true if the tree was created successfully, otherwise false
*/
public boolean generateTree(@NotNull Location location, @NotNull TreeType type);
/**
* Creates a tree at the given {@link Location}
*
* @param loc Location to spawn the tree
* @param type Type of the tree to create
* @param delegate A class to call for each block changed as a result of
* this method
* @return true if the tree was created successfully, otherwise false
* @see #generateTree(org.bukkit.Location, java.util.Random, org.bukkit.TreeType, java.util.function.Consumer)
* @deprecated this method does not handle tile entities (bee nests)
*/
@Deprecated(since = "1.17.1")
public boolean generateTree(@NotNull Location loc, @NotNull TreeType type, @NotNull BlockChangeDelegate delegate);
/**
* Strikes lightning at the given {@link Location}
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
@NotNull
public LightningStrike strikeLightning(@NotNull Location loc);
/**
* Strikes lightning at the given {@link Location} without doing damage
*
* @param loc The location to strike lightning
* @return The lightning entity.
*/
@NotNull
public LightningStrike strikeLightningEffect(@NotNull Location loc);
// Paper start
/**
* Finds the location of the nearest unobstructed Lightning Rod in a 128-block
* radius around the given location. Returns {@code null} if no Lightning Rod is found.
*
* <p>Note: To activate a Lightning Rod, the position one block above it must be struck by lightning.</p>
*
* @param location {@link Location} to search for Lightning Rod around
* @return {@link Location} of Lightning Rod or {@code null}
*/
@Nullable
public Location findLightningRod(@NotNull Location location);
/**
* Finds a target {@link Location} for lightning to strike.
* <p>It selects from (in the following order):</p>
* <ol>
* <li>the block above the nearest Lightning Rod, found using {@link World#findLightningRod(Location)}</li>
* <li>a random {@link LivingEntity} that can see the sky in a 6x6 cuboid
* around input X/Z coordinates. Y ranges from <i>the highest motion-blocking
* block at the input X/Z - 3</i> to <i>the height limit + 3</i></li>
* </ol>
* <p>Returns {@code null} if no target is found.</p>
*
* @param location {@link Location} to search for target around
* @return lightning target or {@code null}
*/
@Nullable
public Location findLightningTarget(@NotNull Location location);
// Paper end
/**
* Get a list of all entities in this World
*
* @return A List of all Entities currently residing in this world
*/
@NotNull
public List<Entity> getEntities();
/**
* Get a list of all living entities in this World
*
* @return A List of all LivingEntities currently residing in this world
*/
@NotNull
public List<LivingEntity> getLivingEntities();
/**
* Get a collection of all entities in this World matching the given
* class/interface
*
* @param <T> an entity subclass
* @param classes The classes representing the types of entity to match
* @return A List of all Entities currently residing in this world that
* match the given class/interface
*/
@Deprecated(since = "1.1")
@NotNull
public <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T>... classes);
/**
* Get a collection of all entities in this World matching the given
* class/interface
*
* @param <T> 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 that
* match the given class/interface
*/
@NotNull
public <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T> cls);
/**
* Get a collection of all entities in this World 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 that
* match one or more of the given classes/interfaces
*/
@NotNull
public Collection<Entity> getEntitiesByClasses(@NotNull Class<?>... classes);
// Paper start - additional getNearbyEntities API
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param radius Radius
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double radius) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, radius, radius, radius);
}
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param xzRadius X/Z Radius
* @param yRadius Y Radius
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double xzRadius, final double yRadius) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, xzRadius, yRadius, xzRadius);
}
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z radius
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, xRadius, yRadius, zRadius);
}
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param radius X Radius
* @param predicate a predicate used to filter results
* @return the collection of living entities near location. This will always be a non-null collection
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double radius, final @Nullable Predicate<? super LivingEntity> predicate) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, radius, radius, radius, predicate);
}
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param xzRadius X/Z Radius
* @param yRadius Y Radius
* @param predicate a predicate used to filter results
* @return the collection of living entities near location. This will always be a non-null collection
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double xzRadius, final double yRadius, final @Nullable Predicate<? super LivingEntity> predicate) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, xzRadius, yRadius, xzRadius, predicate);
}
/**
* Gets nearby LivingEntities within the specified radius (bounding box)
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z radius
* @param predicate a predicate used to filter results
* @return the collection of living entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<LivingEntity> getNearbyLivingEntities(final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius, final @Nullable Predicate<? super LivingEntity> predicate) {
return this.getNearbyEntitiesByType(LivingEntity.class, loc, xRadius, yRadius, zRadius, predicate);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param radius X/Y/Z Radius
* @return the collection of living entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double radius) {
return this.getNearbyEntitiesByType(Player.class, loc, radius, radius, radius);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param xzRadius X/Z Radius
* @param yRadius Y Radius
* @return the collection of living entities near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double xzRadius, final double yRadius) {
return this.getNearbyEntitiesByType(Player.class, loc, xzRadius, yRadius, xzRadius);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z Radius
* @return the collection of players near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius) {
return this.getNearbyEntitiesByType(Player.class, loc, xRadius, yRadius, zRadius);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param radius X/Y/Z Radius
* @param predicate a predicate used to filter results
* @return the collection of players near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double radius, final @Nullable Predicate<? super Player> predicate) {
return this.getNearbyEntitiesByType(Player.class, loc, radius, radius, radius, predicate);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param xzRadius X/Z Radius
* @param yRadius Y Radius
* @param predicate a predicate used to filter results
* @return the collection of players near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double xzRadius, final double yRadius, final @Nullable Predicate<? super Player> predicate) {
return this.getNearbyEntitiesByType(Player.class, loc, xzRadius, yRadius, xzRadius, predicate);
}
/**
* Gets nearby players within the specified radius (bounding box)
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z Radius
* @param predicate a predicate used to filter results
* @return the collection of players near location. This will always be a non-null collection.
*/
default @NotNull Collection<Player> getNearbyPlayers(final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius, final @Nullable Predicate<? super Player> predicate) {
return this.getNearbyEntitiesByType(Player.class, loc, xRadius, yRadius, zRadius, predicate);
}
/**
* Gets all nearby entities of the specified type, within the specified radius (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param radius X/Y/Z radius to search within
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull <T extends Entity> Collection<T> getNearbyEntitiesByType(final @Nullable Class<? extends T> clazz, final @NotNull Location loc, final double radius) {
return this.getNearbyEntitiesByType(clazz, loc, radius, radius, radius, null);
}
/**
* Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param xzRadius X/Z radius to search within
* @param yRadius Y radius to search within
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull <T extends Entity> Collection<T> getNearbyEntitiesByType(final @Nullable Class<? extends T> clazz, final @NotNull Location loc, final double xzRadius, final double yRadius) {
return this.getNearbyEntitiesByType(clazz, loc, xzRadius, yRadius, xzRadius, null);
}
/**
* Gets all nearby entities of the specified type, within the specified radius (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z Radius
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull <T extends Entity> Collection<T> getNearbyEntitiesByType(final @Nullable Class<? extends T> clazz, final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius) {
return this.getNearbyEntitiesByType(clazz, loc, xRadius, yRadius, zRadius, null);
}
/**
* Gets all nearby entities of the specified type, within the specified radius (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param radius X/Y/Z radius to search within
* @param predicate a predicate used to filter results
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull <T extends Entity> Collection<T> getNearbyEntitiesByType(final @Nullable Class<? extends T> clazz, final @NotNull Location loc, final double radius, final @Nullable Predicate<? super T> predicate) {
return this.getNearbyEntitiesByType(clazz, loc, radius, radius, radius, predicate);
}
/**
* Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param xzRadius X/Z radius to search within
* @param yRadius Y radius to search within
* @param predicate a predicate used to filter results
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default @NotNull <T extends Entity> Collection<T> getNearbyEntitiesByType(final @Nullable Class<? extends T> clazz, final @NotNull Location loc, final double xzRadius, final double yRadius, final @Nullable Predicate<? super T> predicate) {
return this.getNearbyEntitiesByType(clazz, loc, xzRadius, yRadius, xzRadius, predicate);
}
/**
* Gets all nearby entities of the specified type, within the specified radius (bounding box)
* @param clazz Type to filter by
* @param loc Center location
* @param xRadius X Radius
* @param yRadius Y Radius
* @param zRadius Z Radius
* @param predicate a predicate used to filter results
* @param <T> the entity type
* @return the collection of entities near location. This will always be a non-null collection.
*/
default <T extends Entity> @NotNull Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends Entity> clazz, final @NotNull Location loc, final double xRadius, final double yRadius, final double zRadius, final @Nullable Predicate<? super T> predicate) {
if (clazz == null) {
clazz = Entity.class;
}
final List<T> nearby = new ArrayList<>();
for (final Entity bukkitEntity : this.getNearbyEntities(loc, xRadius, yRadius, zRadius)) {
//noinspection unchecked
if (clazz.isAssignableFrom(bukkitEntity.getClass()) && (predicate == null || predicate.test((T) bukkitEntity))) {
//noinspection unchecked
nearby.add((T) bukkitEntity);
}
}
return nearby;
}
// Paper end - additional getNearbyEntities API
// Paper start - async chunks API
/**
* This is the Legacy API before Java 8 was supported. Java 8 Consumer is provided,
* as well as future support
*
* Used by {@link World#getChunkAtAsync(Location,ChunkLoadCallback)} methods
* to request a {@link Chunk} to be loaded, with this callback receiving
* the chunk when it is finished.
*
* This callback will be executed on synchronously on the main thread.
*
* Timing and order this callback is fired is intentionally not defined and
* and subject to change.
*
* @deprecated Use either the Future or the Consumer based methods
*/
@Deprecated(since = "1.13.1")
public static interface ChunkLoadCallback extends java.util.function.Consumer<Chunk> {
public void onLoad(@NotNull Chunk chunk);
// backwards compat to old api
@Override
default void accept(@NotNull Chunk chunk) {
onLoad(chunk);
}
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link ChunkLoadCallback} will always be executed synchronously
* on the main Server Thread.
*
* @deprecated Use either the Future or the Consumer based methods
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
@Deprecated(since = "1.13.1")
public default void getChunkAtAsync(int x, int z, @NotNull ChunkLoadCallback cb) {
this.getChunkAtAsync(x, z, (java.util.function.Consumer<Chunk>)cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given {@link Location}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link ChunkLoadCallback} will always be executed synchronously
* on the main Server Thread.
*
* @deprecated Use either the Future or the Consumer based methods
* @param loc Location of the chunk
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
@Deprecated(since = "1.13.1")
public default void getChunkAtAsync(@NotNull Location loc, @NotNull ChunkLoadCallback cb) {
this.getChunkAtAsync(loc.getBlockX() >> 4, loc.getBlockZ() >> 4, cb);
}
/**
* Requests {@link Chunk} to be loaded that contains the given {@link Block}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link ChunkLoadCallback} will always be executed synchronously
* on the main Server Thread.
*
* @deprecated Use either the Future or the Consumer based methods
* @param block Block to get the containing chunk from
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
@Deprecated(since = "1.13.1")
public default void getChunkAtAsync(@NotNull Block block, @NotNull ChunkLoadCallback cb) {
this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final int x, final int z, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync(x, z, true, cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param gen Should we generate a chunk if it doesn't exist or not
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final int x, final int z, final boolean gen, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync(x, z, gen, false, cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param gen Should we generate a chunk if it doesn't exist or not
* @param urgent If true, the chunk may be prioritised to be loaded above other chunks in queue
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
void getChunkAtAsync(final int x, final int z, final boolean gen, final boolean urgent, final @NotNull Consumer<? super Chunk> cb);
/**
* Requests all chunks with x between [minX, maxZ] and z
* between [minZ, maxZ] to be loaded.
*
* This method makes no guarantee on how fast the chunk will load,
* and will invoke the callback at possibly a later time.
*
* You should use this method if you need chunks loaded but do not need them
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link Runnable} will always be executed synchronously
* on the main Server Thread, and when invoked all chunks requested will be loaded.
*
* @param minX Minimum chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param minZ Minimum chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param maxX Maximum chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param maxZ Maximum chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param urgent If true, the chunks may be prioritised to be loaded above other chunks in queue
* @param cb Callback to invoke when all chunks are loaded.
* Will be executed synchronously
* @see Chunk
*/
void getChunksAtAsync(final int minX, final int minZ, final int maxX, final int maxZ, final boolean urgent,
final @NotNull Runnable cb);
/**
* Requests a {@link Chunk} to be loaded at the given {@link Location}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param loc Location of the chunk
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final @NotNull Location loc, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, true, cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given {@link Location}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param loc Location of the chunk
* @param gen Should the chunk generate if it doesn't exist
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final @NotNull Location loc, final boolean gen, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, gen, cb);
}
/**
* Requests {@link Chunk} to be loaded that contains the given {@link Block}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param block Block to get the containing chunk from
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final @NotNull Block block, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, true, cb);
}
/**
* Requests {@link Chunk} to be loaded that contains the given {@link Block}
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The {@link java.util.function.Consumer} will always be executed synchronously
* on the main Server Thread.
*
* @param block Block to get the containing chunk from
* @param gen Should the chunk generate if it doesn't exist
* @param cb Callback to receive the chunk when it is loaded.
* will be executed synchronously
*/
default void getChunkAtAsync(final @NotNull Block block, final boolean gen, final @NotNull Consumer<? super Chunk> cb) {
this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, gen, cb);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
* @param loc Location to load the corresponding chunk from
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final @NotNull Location loc) {
return this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
* @param loc Location to load the corresponding chunk from
* @param gen Should the chunk generate if it doesn't exist
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final @NotNull Location loc, final boolean gen) {
return this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, gen);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
* @param block Block to load the corresponding chunk from
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final @NotNull Block block) {
return this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
* @param block Block to load the corresponding chunk from
* @param gen Should the chunk generate if it doesn't exist
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final @NotNull Block block, final boolean gen) {
return this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, gen);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final int x, final int z) {
return this.getChunkAtAsync(x, z, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
*
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
*
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
*
* The future will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk X-coordinate of the chunk - floor(world coordinate / 16)
* @param z Chunk Z-coordinate of the chunk - floor(world coordinate / 16)
* @param gen Should we generate a chunk if it doesn't exist or not
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(final int x, final int z, final boolean gen) {
return this.getChunkAtAsync(x, z, gen, false);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish for it to be prioritised over other
* chunk loads in queue.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
* @param loc Location to load the corresponding chunk from
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsyncUrgently(final @NotNull Location loc) {
return this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, true, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish for it to be prioritised over other
* chunk loads in queue.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
* @param loc Location to load the corresponding chunk from
* @param gen Should the chunk generate if it doesn't exist
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsyncUrgently(final @NotNull Location loc, final boolean gen) {
return this.getChunkAtAsync((int) Math.floor(loc.getX()) >> 4, (int) Math.floor(loc.getZ()) >> 4, gen, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish for it to be prioritised over other
* chunk loads in queue.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
* @param block Block to load the corresponding chunk from
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsyncUrgently(final @NotNull Block block) {
return this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, true, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish for it to be prioritised over other
* chunk loads in queue.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
* @param block Block to load the corresponding chunk from
* @param gen Should the chunk generate if it doesn't exist
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsyncUrgently(final @NotNull Block block, final boolean gen) {
return this.getChunkAtAsync(block.getX() >> 4, block.getZ() >> 4, gen, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will complete the future at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish for it to be prioritised over other
* chunk loads in queue.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk x-coordinate
* @param z Chunk z-coordinate
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsyncUrgently(final int x, final int z) {
return this.getChunkAtAsync(x, z, true, true);
}
/**
* Requests a {@link Chunk} to be loaded at the given coordinates.
* <p>
* This method makes no guarantee on how fast the chunk will load,
* and will return the chunk to the callback at a later time.
* <p>
* You should use this method if you need a chunk but do not need it
* immediately, and you wish to let the server control the speed
* of chunk loads, keeping performance in mind.
* <p>
* The future will always be executed synchronously
* on the main Server Thread.
*
* @param x Chunk x-coordinate
* @param z Chunk z-coordinate
* @param gen Should the chunk generate if it doesn't exist
* @param urgent If true, the chunk may be prioritised to be loaded above other chunks in queue
*
* @return Future that will resolve when the chunk is loaded
*/
default @NotNull java.util.concurrent.CompletableFuture<Chunk> getChunkAtAsync(int x, int z, boolean gen, boolean urgent) {
java.util.concurrent.CompletableFuture<Chunk> ret = new java.util.concurrent.CompletableFuture<>();
this.getChunkAtAsync(x, z, gen, urgent, ret::complete);
return ret;
}
// Paper end - async chunks API
/**
* Get a list of all players in this World
*
* @return A list of all Players currently residing in this world
*/
@NotNull
public List<Player> getPlayers();
// Paper start
@NotNull
@Override
default Iterable<? extends net.kyori.adventure.audience.Audience> audiences() {
return this.getPlayers();
}
// Paper end
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param location The center of the bounding box
* @param x 1/2 the size of the box along x axis
* @param y 1/2 the size of the box along y axis
* @param z 1/2 the size of the box along z axis
* @return the collection of entities near location. This will always be a
* non-null collection.
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z);
// Paper start - getEntity by UUID API
/**
* Gets an entity in this world by its UUID
*
* @param uuid the UUID of the entity
* @return the entity with the given UUID, or null if it isn't found
*/
@Nullable
public Entity getEntity(@NotNull java.util.UUID uuid);
// Paper end
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param location The center of the bounding box
* @param x 1/2 the size of the box along x axis
* @param y 1/2 the size of the box along y axis
* @param z 1/2 the size of the box along z axis
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the collection of entities near location. This will always be a
* non-null collection.
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z, @Nullable Predicate<? super Entity> filter);
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param boundingBox the bounding box
* @return the collection of entities within the bounding box, will always
* be a non-null collection
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox);
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*
* @param boundingBox the bounding box
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the collection of entities within the bounding box, will always
* be a non-null collection
*/
@NotNull
public Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox, @Nullable Predicate<? super Entity> filter);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
* <p>
* <b>Note:</b> Due to display entities having a zero size hitbox, this method will not detect them.
* To detect display entities use {@link #rayTraceEntities(Location, Vector, double, double)} with a positive raySize
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrunk) by this value before doing collision checks
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
* <p>
* <b>Note:</b> Due to display entities having a zero size hitbox, this method will not detect them.
* To detect display entities use {@link #rayTraceEntities(Location, Vector, double, double, Predicate)} with a positive raySize
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
* @see #rayTraceEntities(Location, Vector, double, double, Predicate)
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, @Nullable Predicate<? super Entity> filter);
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrunk) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
*/
@Nullable
public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
// Paper start
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrinked) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result, or <code>null</code> if there
* is no hit
*/
@Nullable RayTraceResult rayTraceEntities(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
// Paper end
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account, but ignores
* fluids.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @return the ray trace hit result, or <code>null</code> if there is no hit
* @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance);
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @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
* @see #rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode);
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within
* them. Apart from that collisions with portal blocks will be considered
* even if collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @return the ray trace hit result, or <code>null</code> if there is no hit
*/
@Nullable
public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks);
// Paper start
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within
* them. Apart from that collisions with portal blocks will be considered
* even if collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @param canCollide predicate for blocks the ray can potentially collide
* with, or <code>null</code> to consider all blocks
* @return the ray trace hit result, or <code>null</code> if there is no hit
*/
@Nullable RayTraceResult rayTraceBlocks(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, @Nullable Predicate<? super Block> canCollide);
// Paper end
/**
* Performs a ray trace that checks for both block and entity collisions.
* <p>
* Block collisions use the blocks' precise collision shapes. The
* <code>raySize</code> parameter is only taken into account for entity
* collision checks.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within them.
* Apart from that collisions with portal blocks will be considered even if
* collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start location
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrunk) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @return the closest ray trace hit result with either a block or an
* entity, or <code>null</code> if there is no hit
*/
@Nullable
public RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter);
// Paper start
/**
* Performs a ray trace that checks for both block and entity collisions.
* <p>
* Block collisions use the blocks' precise collision shapes. The
* <code>raySize</code> parameter is only taken into account for entity
* collision checks.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within them.
* Apart from that collisions with portal blocks will be considered even if
* collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param start the start position
* @param direction the ray direction
* @param maxDistance the maximum distance
* @param fluidCollisionMode the fluid collision mode
* @param ignorePassableBlocks whether to ignore passable but collidable
* blocks (ex. tall grass, signs, fluids, ..)
* @param raySize entity bounding boxes will be uniformly expanded (or
* shrinked) by this value before doing collision checks
* @param filter only entities that fulfill this predicate are considered,
* or <code>null</code> to consider all entities
* @param canCollide predicate for blocks the ray can potentially collide
* with, or <code>null</code> to consider all blocks
* @return the closest ray trace hit result with either a block or an
* entity, or <code>null</code> if there is no hit
*/
@Nullable RayTraceResult rayTrace(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter, @Nullable Predicate<? super Block> canCollide);
// Paper end
/**
* Performs a ray trace that checks for collisions with the specified
* targets.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param builderConsumer a consumer to configure the ray trace configuration.
* The received builder is not valid for use outside the consumer
* @return the closest ray trace hit result with either a block or an
* entity, or <code>null</code> if there is no hit
*/
@Nullable RayTraceResult rayTrace(@NotNull Consumer<PositionedRayTraceConfigurationBuilder> builderConsumer);
/**
* Gets the default spawn {@link Location} of this world
*
* @return The spawn location of this world
*/
@NotNull
public Location getSpawnLocation();
/**
* Sets the spawn location of the world.
* <br>
* The location provided must be equal to this world.
*
* @param location The {@link Location} to set the spawn for this world at.
* @return True if it was successfully set.
*/
public boolean setSpawnLocation(@NotNull Location location);
/**
* Sets the spawn location of the world
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param angle the angle
* @return True if it was successfully set.
*/
public boolean setSpawnLocation(int x, int y, int z, float angle);
/**
* Sets the spawn location of the world
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @return True if it was successfully set.
*/
public boolean setSpawnLocation(int x, int y, int z);
/**
* Gets the relative in-game time of this world.
* <p>
* The relative time is analogous to hours * 1000
*
* @return The current relative time
* @see #getFullTime() Returns an absolute time of this world
*/
public long getTime();
/**
* Sets the relative in-game time on the server.
* <p>
* The relative time is analogous to hours * 1000
* <p>
* Note that setting the relative time below the current relative time
* will actually move the clock forward a day. If you require to rewind
* time, please see {@link #setFullTime(long)}
*
* @param time The new relative time to set the in-game time to (in
* hours*1000)
* @see #setFullTime(long) Sets the absolute time of this world
*/
public void setTime(long time);
/**
* Gets the full in-game time on this world
*
* @return The current absolute time
* @see #getTime() Returns a relative time of this world
*/
public long getFullTime();
/**
* Sets the in-game time on the server
* <p>
* Note that this sets the full time of the world, which may cause adverse
* effects such as breaking redstone clocks and any scheduled events
*
* @param time The new absolute time to set this world to
* @see #setTime(long) Sets the relative time of this world
*/
public void setFullTime(long time);
// Paper start
/**
* Check if it is currently daytime in this world
*
* @return True if it is daytime
*/
public boolean isDayTime();
// Paper end
/**
* Gets the full in-game time on this world since the world generation
*
* @return The current absolute time since the world generation
* @see #getTime() Returns a relative time of this world
* @see #getFullTime() Returns an absolute time of this world
*/
public long getGameTime();
/**
* Returns whether the world has an ongoing storm.
*
* @return Whether there is an ongoing storm
*/
public boolean hasStorm();
/**
* Set whether there is a storm. A duration will be set for the new
* current conditions.
*
* This will implicitly call {@link #setClearWeatherDuration(int)} with 0
* ticks to reset the world's clear weather.
*
* @param hasStorm Whether there is rain and snow
*/
public void setStorm(boolean hasStorm);
/**
* Get the remaining time in ticks of the current conditions.
*
* @return Time in ticks
*/
public int getWeatherDuration();
/**
* Set the remaining time in ticks of the current conditions.
*
* @param duration Time in ticks
*/
public void setWeatherDuration(int duration);
/**
* Returns whether there is thunder.
*
* @return Whether there is thunder
*/
public boolean isThundering();
/**
* Set whether it is thundering.
*
* This will implicitly call {@link #setClearWeatherDuration(int)} with 0
* ticks to reset the world's clear weather.
*
* @param thundering Whether it is thundering
*/
public void setThundering(boolean thundering);
/**
* Get the thundering duration.
*
* @return Duration in ticks
*/
public int getThunderDuration();
/**
* Set the thundering duration.
*
* @param duration Duration in ticks
*/
public void setThunderDuration(int duration);
/**
* Returns whether the world has clear weather.
*
* This will be true such that {@link #isThundering()} and
* {@link #hasStorm()} are both false.
*
* @return true if clear weather
*/
public boolean isClearWeather();
/**
* Set the clear weather duration.
*
* The clear weather ticks determine whether or not the world will be
* allowed to rain or storm. If clear weather ticks are &gt; 0, the world will
* not naturally do either until the duration has elapsed.
*
* This method is equivalent to calling {@code /weather clear} with a set
* amount of ticks.
*
* @param duration duration in ticks
*/
public void setClearWeatherDuration(int duration);
/**
* Get the clear weather duration.
*
* @return duration in ticks
*/
public int getClearWeatherDuration();
/**
* Creates explosion at given coordinates with given power
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power, boolean setFire);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
* <p>
* Note that if a non-null {@code source} Entity is provided and {@code
* breakBlocks} is {@code true}, the value of {@code breakBlocks} will be
* ignored if {@link GameRule#MOB_GRIEFING} is {@code false} in the world
* in which the explosion occurs. In other words, the mob griefing gamerule
* will take priority over {@code breakBlocks} if explosions are not allowed.
*
* @param x X coordinate
* @param y Y coordinate
* @param z Z coordinate
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @param source the source entity, used for tracking damage
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source);
/**
* Creates explosion at given coordinates with given power
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power, boolean setFire);
// Paper start
/**
* Creates explosion at given location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* @param source The source entity of the explosion
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @param excludeSourceFromDamage whether the explosion should exclude the passed source from taking damage like vanilla explosions do.
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@Nullable Entity source, @NotNull Location loc, float power, boolean setFire, boolean breakBlocks, boolean excludeSourceFromDamage);
/**
* Creates explosion at given location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* @param source The source entity of the explosion
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @return false if explosion was canceled, otherwise true
*/
default boolean createExplosion(@Nullable Entity source, @NotNull Location loc, float power, boolean setFire, boolean breakBlocks) {
return createExplosion(source, loc, power, setFire, breakBlocks, true);
}
/**
* Creates explosion at given location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* Will destroy other blocks
*
* @param source The source entity of the explosion
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public default boolean createExplosion(@Nullable Entity source, @NotNull Location loc, float power, boolean setFire) {
return createExplosion(source, loc, power, setFire, true);
}
/**
* Creates explosion at given location with given power, with the specified entity as the source.
* Will set blocks on fire and destroy blocks.
*
* @param source The source entity of the explosion
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public default boolean createExplosion(@Nullable Entity source, @NotNull Location loc, float power) {
return createExplosion(source, loc, power, true, true);
}
/**
* Creates explosion at given entities location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* @param source The source entity of the explosion
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @return false if explosion was canceled, otherwise true
*/
public default boolean createExplosion(@NotNull Entity source, float power, boolean setFire, boolean breakBlocks) {
return createExplosion(source, source.getLocation(), power, setFire, breakBlocks);
}
/**
* Creates explosion at given entities location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* Will destroy blocks.
*
* @param source The source entity of the explosion
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @return false if explosion was canceled, otherwise true
*/
public default boolean createExplosion(@NotNull Entity source, float power, boolean setFire) {
return createExplosion(source, source.getLocation(), power, setFire, true);
}
/**
* Creates explosion at given entities location with given power and optionally
* setting blocks on fire, with the specified entity as the source.
*
* @param source The source entity of the explosion
* @param power The power of explosion, where 4F is TNT
* @return false if explosion was canceled, otherwise true
*/
public default boolean createExplosion(@NotNull Entity source, float power) {
return createExplosion(source, source.getLocation(), power, true, true);
}
// Paper end
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks);
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
* <p>
* Note that if a non-null {@code source} Entity is provided and {@code
* breakBlocks} is {@code true}, the value of {@code breakBlocks} will be
* ignored if {@link GameRule#MOB_GRIEFING} is {@code false} in the world
* in which the explosion occurs. In other words, the mob griefing gamerule
* will take priority over {@code breakBlocks} if explosions are not allowed.
*
* @param loc Location to blow up
* @param power The power of explosion, where 4F is TNT
* @param setFire Whether or not to set blocks on fire
* @param breakBlocks Whether or not to have blocks be destroyed
* @param source the source entity, used for tracking damage
* @return false if explosion was canceled, otherwise true
*/
public boolean createExplosion(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source);
/**
* Gets the current PVP setting for this world.
*
* @return True if PVP is enabled
*/
public boolean getPVP();
/**
* Sets the PVP setting for this world.
*
* @param pvp True/False whether PVP should be Enabled.
*/
public void setPVP(boolean pvp);
/**
* Gets the chunk generator for this world
*
* @return ChunkGenerator associated with this world
*/
@Nullable
public ChunkGenerator getGenerator();
/**
* Gets the biome provider for this world
*
* @return BiomeProvider associated with this world
*/
@Nullable
public BiomeProvider getBiomeProvider();
/**
* Saves world to disk
*/
public void save();
/**
* Gets a list of all applied {@link BlockPopulator}s for this World
*
* @return List containing any or none BlockPopulators
*/
@NotNull
public List<BlockPopulator> getPopulators();
/**
* Creates a new entity at the given {@link Location} with the supplied
* function run before the entity is added to the world.
* <br>
* 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 LivingEntity} that is to be spawned.
* @param <T> the generic type of the entity that is being created.
* @param spawnReason the reason provided during the {@link CreatureSpawnEvent} call.
* @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 extends LivingEntity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, @NotNull CreatureSpawnEvent.SpawnReason spawnReason, boolean randomizeData, @Nullable Consumer<? super T> function) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link MaterialData}. The MaterialData dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* data.getItemType().isBlock()}. The Material may not be air.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param data The block data
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* MaterialData} are null or {@link Material} of the {@link MaterialData} is not a block
* @deprecated Use {@link #spawn(Location, Class, Consumer)} (or a variation thereof) in combination with {@link FallingBlock#setBlockData(BlockData)}
*/
@NotNull
@Deprecated(since = "1.20.2") // Paper
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull MaterialData data) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link BlockData}. The BlockData dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param data The {@link BlockData} of the FallingBlock to spawn
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* BlockData} are null
* @deprecated Use {@link #spawn(Location, Class, Consumer)} (or a variation thereof) in combination with {@link FallingBlock#setBlockData(BlockData)}
*/
@NotNull
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.2") // Paper
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull BlockData data) throws IllegalArgumentException;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of the
* specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*
* @param location The {@link Location} to spawn the FallingBlock
* @param material The block {@link Material} type
* @param data The block data
* @return The spawned {@link FallingBlock} instance
* @throws IllegalArgumentException if {@link Location} or {@link
* Material} are null or {@link Material} is not a block
* @deprecated Magic value. Use {@link #spawn(Location, Class, Consumer)} (or a variation thereof) in combination with {@link FallingBlock#setBlockData(BlockData)}
*/
@Deprecated(since = "1.7.5")
@NotNull
public FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull Material material, byte data) throws IllegalArgumentException;
/**
* Plays an effect to all players within a default radius around a given
* location.
*
* @param location the {@link Location} around which players must be to
* hear the sound
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
*/
public void playEffect(@NotNull Location location, @NotNull Effect effect, int data);
/**
* Plays an effect to all players within a given radius around a location.
*
* @param location the {@link Location} around which players must be to
* hear the effect
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
* @param radius the radius around the location
*/
public void playEffect(@NotNull Location location, @NotNull Effect effect, int data, int radius);
/**
* Plays an effect to all players within a default radius around a given
* location.
*
* @param <T> data dependant on the type of effect
* @param location the {@link Location} around which players must be to
* hear the sound
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
*/
public <T> void playEffect(@NotNull Location location, @NotNull Effect effect, @Nullable T data);
/**
* Plays an effect to all players within a given radius around a location.
*
* @param <T> data dependant on the type of effect
* @param location the {@link Location} around which players must be to
* hear the effect
* @param effect the {@link Effect}
* @param data a data bit needed for some effects
* @param radius the radius around the location
*/
public <T> void playEffect(@NotNull Location location, @NotNull Effect effect, @Nullable T data, int radius);
/**
* Get empty chunk snapshot (equivalent to all air blocks), optionally
* including valid biome data. Used for representing an ungenerated chunk,
* or for fetching only biome data without loading a chunk.
*
* @param x - chunk x coordinate
* @param z - chunk z coordinate
* @param includeBiome - if true, snapshot includes per-coordinate biome
* type
* @param includeBiomeTemp - if true, snapshot includes per-coordinate
* raw biome temperature
* @return The empty snapshot.
*/
@NotNull
public ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTemp);
/**
* Sets the spawn flags for this.
*
* @param allowMonsters - if true, monsters are allowed to spawn in this
* world.
* @param allowAnimals - if true, animals are allowed to spawn in this
* world.
*/
public void setSpawnFlags(boolean allowMonsters, boolean allowAnimals);
/**
* Gets whether animals can spawn in this world.
*
* @return whether animals can spawn in this world.
*/
public boolean getAllowAnimals();
/**
* Gets whether monsters can spawn in this world.
*
* @return whether monsters can spawn in this world.
*/
public boolean getAllowMonsters();
/**
* Gets the biome for the given block coordinates.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Biome of the requested block
* @deprecated biomes are now 3-dimensional
*/
@NotNull
@Deprecated(since = "1.15")
Biome getBiome(int x, int z);
/**
* Sets the biome for the given block coordinates
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @param bio new Biome type for this block
* @deprecated biomes are now 3-dimensional
*/
@Deprecated(since = "1.15")
void setBiome(int x, int z, @NotNull Biome bio);
/**
* Gets the temperature for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Temperature of the requested block
* @deprecated biomes are now 3-dimensional
*/
@Deprecated(since = "1.15")
public double getTemperature(int x, int z);
/**
* Gets the temperature for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*
* @param x X coordinate of the block
* @param y Y coordinate of the block
* @param z Z coordinate of the block
* @return Temperature of the requested block
*/
public double getTemperature(int x, int y, int z);
/**
* Gets the humidity for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*
* @param x X coordinate of the block
* @param z Z coordinate of the block
* @return Humidity of the requested block
* @deprecated biomes are now 3-dimensional
*/
@Deprecated(since = "1.15")
public double getHumidity(int x, int z);
/**
* Gets the humidity for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*
* @param x X coordinate of the block
* @param y Y coordinate of the block
* @param z Z coordinate of the block
* @return Humidity of the requested block
*/
public double getHumidity(int x, int y, int z);
/**
* Gets the maximum height to which chorus fruits and nether portals can
* bring players within this dimension.
*
* This excludes portals that were already built above the limit as they
* still connect normally. May not be greater than {@link #getMaxHeight()}.
*
* @return maximum logical height for chorus fruits and nether portals
*/
public int getLogicalHeight();
/**
* Gets if this world is natural.
*
* When false, compasses spin randomly, and using a bed to set the respawn
* point or sleep, is disabled. When true, nether portals can spawn
* zombified piglins.
*
* @return true if world is natural
*/
public boolean isNatural();
/**
* Gets if beds work in this world.
*
* A non-working bed will blow up when trying to sleep. {@link #isNatural()}
* defines if a bed can be used to set spawn point.
*
* @return true if beds work in this world
*/
public boolean isBedWorks();
/**
* Gets if this world has skylight access.
*
* @return true if this world has skylight access
*/
public boolean hasSkyLight();
/**
* Gets if this world has a ceiling.
*
* @return true if this world has a bedrock ceiling
*/
public boolean hasCeiling();
/**
* Gets if this world allow to piglins to survive without shaking and
* transforming to zombified piglins.
*
* @return true if piglins will not transform to zombified piglins
*/
public boolean isPiglinSafe();
/**
* Gets if this world allows players to charge and use respawn anchors.
*
* @return true if players can charge and use respawn anchors
*/
public boolean isRespawnAnchorWorks();
/**
* Gets if players with the bad omen effect in this world will trigger a
* raid.
*
* @return true if raids will be triggered
*/
public boolean hasRaids();
/**
* Gets if various water/lava mechanics will be triggered in this world, eg:
* <br>
* <ul>
* <li>Water is evaporated</li>
* <li>Sponges dry</li>
* <li>Lava spreads faster and further</li>
* </ul>
*
* @return true if this world has the above mechanics
*/
public boolean isUltraWarm();
/**
* Gets the sea level for this world.
* <p>
* This is often half of {@link #getMaxHeight()}
*
* @return Sea level
*/
public int getSeaLevel();
/**
* Gets whether the world's spawn area should be kept loaded into memory
* or not.
*
* @return true if the world's spawn area will be kept loaded into memory.
* @deprecated use {@link GameRule#SPAWN_CHUNK_RADIUS} for finer control
*/
@Deprecated(since = "1.20.5")
public boolean getKeepSpawnInMemory();
/**
* Sets whether the world's spawn area should be kept loaded into memory
* or not.
*
* @param keepLoaded if true then the world's spawn area will be kept
* loaded into memory.
* @deprecated use {@link GameRule#SPAWN_CHUNK_RADIUS} for finer control
*/
@Deprecated(since = "1.20.5")
public void setKeepSpawnInMemory(boolean keepLoaded);
/**
* Gets whether or not the world will automatically save
*
* @return true if the world will automatically save, otherwise false
*/
public boolean isAutoSave();
/**
* Sets whether or not the world will automatically save
*
* @param value true if the world should automatically save, otherwise
* false
* @apiNote This does not disable saving entirely, the world will still be saved on shutdown.<br>
* The intended use of this method is to disable the periodical autosave by the game.
*/
public void setAutoSave(boolean value);
/**
* Sets the Difficulty of the world.
*
* @param difficulty the new difficulty you want to set the world to
*/
public void setDifficulty(@NotNull Difficulty difficulty);
/**
* Gets the Difficulty of the world.
*
* @return The difficulty of the world.
*/
@NotNull
public Difficulty getDifficulty();
/**
* Returns the view distance used for this world.
*
* @return the view distance used for this world
*/
int getViewDistance();
/**
* Returns the simulation distance used for this world.
*
* @return the simulation distance used for this world
*/
int getSimulationDistance();
/**
* Gets the folder of this world on disk.
*
* @return The folder of this world.
*/
@NotNull
public File getWorldFolder();
/**
* Gets the type of this world.
*
* @return Type of this world.
* @deprecated world type is only used to select the default word generation
* settings and is not stored in Vanilla worlds, making it impossible for
* this method to always return the correct value.
*/
@Nullable
@Deprecated(since = "1.16.1")
public WorldType getWorldType();
/**
* Gets whether or not structures are being generated.
*
* @return True if structures are being generated.
*/
public boolean canGenerateStructures();
/**
* Gets whether the world is hardcore or not.
*
* In a hardcore world the difficulty is locked to hard.
*
* @return hardcore status
*/
public boolean isHardcore();
/**
* Sets whether the world is hardcore or not.
*
* In a hardcore world the difficulty is locked to hard.
*
* @param hardcore Whether the world is hardcore
*/
public void setHardcore(boolean hardcore);
/**
* Gets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*
* @return The world's ticks per animal spawns value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerAnimalSpawns();
/**
* Sets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*
* @param ticksPerAnimalSpawns the ticks per animal spawns value you want
* to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerAnimalSpawns(int ticksPerAnimalSpawns);
/**
* Gets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*
* @return The world's ticks per monster spawns value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerMonsterSpawns();
/**
* Sets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*
* @param ticksPerMonsterSpawns the ticks per monster spawns value you
* want to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerMonsterSpawns(int ticksPerMonsterSpawns);
/**
* Gets the world's ticks per water mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn water mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water mobs in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn water mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, water mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @return The world's ticks per water mob spawns value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerWaterSpawns();
/**
* Sets the world's ticks per water mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn water mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water mobs in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn water mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, water mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param ticksPerWaterSpawns the ticks per water mob spawns value you
* want to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerWaterSpawns(int ticksPerWaterSpawns);
/**
* Gets the default ticks per water ambient mob spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water ambient mobs
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn water ambient mobs
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, ambient mobs spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per water ambient mobs spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerWaterAmbientSpawns();
/**
* Sets the world's ticks per water ambient mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn water ambient mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water ambient mobs in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn water ambient mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, water ambient mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param ticksPerAmbientSpawns the ticks per water ambient mob spawns value you
* want to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerWaterAmbientSpawns(int ticksPerAmbientSpawns);
/**
* Gets the default ticks per water underground creature spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water underground creature
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn water underground creature
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, water underground creature spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per water underground creature spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerWaterUndergroundCreatureSpawns();
/**
* Sets the world's ticks per water underground creature spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn water underground creature.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water underground creature in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn water underground creature
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, water underground creature spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param ticksPerWaterUndergroundCreatureSpawns the ticks per water underground creature spawns value you
* want to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerWaterUndergroundCreatureSpawns(int ticksPerWaterUndergroundCreatureSpawns);
/**
* Gets the world's ticks per ambient mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn ambient mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn ambient mobs in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn ambient mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, ambient mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per ambient mobs spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
public long getTicksPerAmbientSpawns();
/**
* Sets the world's ticks per ambient mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn ambient mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn ambient mobs in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn ambient mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, ambient mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param ticksPerAmbientSpawns the ticks per ambient mob spawns value you
* want to set the world to
* @deprecated Deprecated in favor of {@link #setTicksPerSpawns(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
public void setTicksPerAmbientSpawns(int ticksPerAmbientSpawns);
/**
* Gets the world's ticks per {@link SpawnCategory} mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn {@link SpawnCategory} mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn {@link SpawnCategory} mobs in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn {@link SpawnCategory} mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, {@link SpawnCategory} mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param spawnCategory the category spawn
* @return The world's ticks per {@link SpawnCategory} mob spawns value
*/
public long getTicksPerSpawns(@NotNull SpawnCategory spawnCategory);
/**
* Sets the world's ticks per {@link SpawnCategory} mob spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn {@link SpawnCategory} mobs.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn {@link SpawnCategory} mobs in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn {@link SpawnCategory} mobs
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, {@link SpawnCategory} mobs spawning will be disabled for this world.
* <p>
* Minecraft default: 1.
*
* @param spawnCategory the category spawn
* @param ticksPerCategorySpawn the ticks per {@link SpawnCategory} mob spawns value you
* want to set the world to
*/
public void setTicksPerSpawns(@NotNull SpawnCategory spawnCategory, int ticksPerCategorySpawn);
/**
* Gets limit for number of monsters that can spawn in a chunk in this
* world
*
* @return The monster spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getMonsterSpawnLimit();
/**
* Sets the limit for number of monsters that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #setSpawnLimit(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
void setMonsterSpawnLimit(int limit);
/**
* Gets the limit for number of animals that can spawn in a chunk in this
* world
*
* @return The animal spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getAnimalSpawnLimit();
/**
* Sets the limit for number of animals that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
void setAnimalSpawnLimit(int limit);
/**
* Gets the limit for number of water animals that can spawn in a chunk in
* this world
*
* @return The water animal spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getWaterAnimalSpawnLimit();
/**
* Sets the limit for number of water animals that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #setSpawnLimit(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
void setWaterAnimalSpawnLimit(int limit);
/**
* Gets the limit for number of water underground creature that can spawn in a chunk in
* this world
*
* @return The water underground creature spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getWaterUndergroundCreatureSpawnLimit();
/**
* Sets the limit for number of water underground creature that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #setSpawnLimit(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
void setWaterUndergroundCreatureSpawnLimit(int limit);
/**
* Gets user-specified limit for number of water ambient mobs that can spawn
* in a chunk.
*
* @return the water ambient spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getWaterAmbientSpawnLimit();
/**
* Sets the limit for number of water ambient mobs that can spawn in a chunk
* in this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #setSpawnLimit(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
void setWaterAmbientSpawnLimit(int limit);
/**
* Gets the limit for number of ambient mobs that can spawn in a chunk in
* this world
*
* @return The ambient spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated(since = "1.18.1")
int getAmbientSpawnLimit();
/**
* Sets the limit for number of ambient mobs that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param limit the new mob limit
* @deprecated Deprecated in favor of {@link #setSpawnLimit(SpawnCategory, int)}
*/
@Deprecated(since = "1.18.1")
void setAmbientSpawnLimit(int limit);
/**
* Gets the limit for number of {@link SpawnCategory} entities that can spawn in a chunk in
* this world
*
* @param spawnCategory the entity category
* @return The ambient spawn limit
*/
int getSpawnLimit(@NotNull SpawnCategory spawnCategory);
/**
* Sets the limit for number of {@link SpawnCategory} entities that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*
* @param spawnCategory the entity category
* @param limit the new mob limit
*/
void setSpawnLimit(@NotNull SpawnCategory spawnCategory, int limit);
/**
* Play a note at the provided Location in the World. <br>
* This <i>will</i> work with cake.
* <p>
* This method will fail silently when called with {@link Instrument#CUSTOM_HEAD}.
*
* @param loc The location to play the note
* @param instrument The instrument
* @param note The note
*/
void playNote(@NotNull Location loc, @NotNull Instrument instrument, @NotNull Note note);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null.
*
* @param location The location to play the sound
* @param sound The sound to play
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull Sound sound, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No
* sound will be heard by the players if their clients do not have the
* respective sound for the value passed.
*
* @param location The location to play the sound
* @param sound The internal sound name to play
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull String sound, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null.
*
* @param location The location to play the sound
* @param sound The sound to play
* @param category the category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No sound
* will be heard by the players if their clients do not have the respective
* sound for the value passed.
*
* @param location The location to play the sound
* @param sound The internal sound name to play
* @param category The category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Play a Sound at the provided Location in the World. For sounds with multiple
* variations passing the same seed will always play the same variation.
* <p>
* This function will fail silently if Location or Sound are null.
*
* @param location The location to play the sound
* @param sound The sound to play
* @param category the category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
* @param seed The seed for the sound
*/
void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
/**
* Play a Sound at the provided Location in the World. For sounds with multiple
* variations passing the same seed will always play the same variation.
* <p>
* This function will fail silently if Location or Sound are null. No sound will
* be heard by the players if their clients do not have the respective sound for
* the value passed.
*
* @param location The location to play the sound
* @param sound The internal sound name to play
* @param category the category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
* @param seed The seed for the sound
*/
void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
/**
* Play a Sound at the location of the provided entity in the World.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Entity entity, @NotNull Sound sound, float volume, float pitch);
/**
* Play a Sound at the location of the provided entity in the World.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Entity entity, @NotNull String sound, float volume, float pitch);
/**
* Play a Sound at the location of the provided entity in the World.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param category The category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Play a Sound at the location of the provided entity in the World.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param category The category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
*/
void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch);
/**
* Play a Sound at the location of the provided entity in the World. For sounds
* with multiple variations passing the same seed will always play the same
* variation.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param category The category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
* @param seed The seed for the sound
*/
void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
/**
* Play a Sound at the location of the provided entity in the World. For sounds
* with multiple variations passing the same seed will always play the same
* variation.
* <p>
* This function will fail silently if Entity or Sound are null.
*
* @param entity The entity to play the sound
* @param sound The sound to play
* @param category The category of the sound
* @param volume The volume of the sound
* @param pitch The pitch of the sound
* @param seed The seed for the sound
*/
void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed);
/**
* Get an array containing the names of all the {@link GameRule}s.
*
* @return An array of {@link GameRule} names.
*/
public @NotNull String @NotNull [] getGameRules();
/**
* Gets the current state of the specified rule
* <p>
* Will return null if rule passed is null
*
* @param rule Rule to look up value of
* @return String value of rule
* @deprecated use {@link #getGameRuleValue(GameRule)} instead
*/
@Deprecated(since = "1.13")
@Contract("null -> null; !null -> !null")
@Nullable
public String getGameRuleValue(@Nullable String rule);
/**
* Set the specified gamerule to specified value.
* <p>
* The rule may attempt to validate the value passed, will return true if
* value was set.
* <p>
* If rule is null, the function will return false.
*
* @param rule Rule to set
* @param value Value to set rule to
* @return True if rule was set
* @deprecated use {@link #setGameRule(GameRule, Object)} instead.
*/
@Deprecated(since = "1.13")
public boolean setGameRuleValue(@NotNull String rule, @NotNull String value);
/**
* Checks if string is a valid game rule
*
* @param rule Rule to check
* @return True if rule exists
*/
public boolean isGameRule(@NotNull String rule);
/**
* Get the current value for a given {@link GameRule}.
*
* @param rule the GameRule to check
* @param <T> the GameRule's type
* @return the current value
*/
@Nullable
public <T> T getGameRuleValue(@NotNull GameRule<T> rule);
/**
* Get the default value for a given {@link GameRule}. This value is not
* guaranteed to match the current value.
*
* @param rule the rule to return a default value for
* @param <T> the type of GameRule
* @return the default value
*/
@Nullable
public <T> T getGameRuleDefault(@NotNull GameRule<T> rule);
/**
* Set the given {@link GameRule}'s new value.
*
* @param rule the GameRule to update
* @param newValue the new value
* @param <T> the value type of the GameRule
* @return true if the value was successfully set
*/
public <T> boolean setGameRule(@NotNull GameRule<T> rule, @NotNull T newValue);
/**
* Gets the world border for this world.
*
* @return The world border for this world.
*/
@NotNull
public WorldBorder getWorldBorder();
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public default <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, null, null, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }// Paper start - Expand Particle API
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param receivers List of players to receive the particles, or null for all in world
* @param source Source of the particles to be used in visibility checks, or null if no player source
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param <T> Type
*/
public default <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @NotNull Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, receivers, source, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param receivers List of players to receive the particles, or null for all in world
* @param source Source of the particles to be used in visibility checks, or null if no player source
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param <T> Type
* @param force allows the particle to be seen further away from the player
* and shows to players using any vanilla client particle settings
*/
public <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @Nullable Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
// Paper end
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param force whether to send the particle to players within an extended
* range and encourage their client to render it regardless of
* settings
*/
public <T> void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param <T> type of particle data (see {@link Particle#getDataType()}
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
* @param force whether to send the particle to players within an extended
* range and encourage their client to render it regardless of
* settings
*/
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
/**
* Find the closest nearby structure of a given {@link StructureType}.
* Finding unexplored structures can, and will, block if the world is
* looking in chunks that have not generated yet. This can lead to the world
* temporarily freezing while locating an unexplored structure.
* <p>
* The {@code radius} is not a rigid square radius. Each structure may alter
* how many chunks to check for each iteration. Do not assume that only a
* radius x radius chunk area will be checked. For example,
* {@link StructureType#WOODLAND_MANSION} can potentially check up to 20,000
* blocks away (or more) regardless of the radius used.
* <p>
* This will <i>not</i> load or generate chunks. This can also lead to
* instances where the server can hang if you are only looking for
* unexplored structures. This is because it will keep looking further and
* further out in order to find the structure.
*
* @param origin where to start looking for a structure
* @param structureType the type of structure to find
* @param radius the radius, in chunks, around which to search
* @param findUnexplored true to only find unexplored structures
* @return the closest {@link Location}, or null if no structure of the
* specified type exists.
* @see #locateNearestStructure(Location, Structure, int, boolean)
* @see #locateNearestStructure(Location, StructureType, int, boolean)
* @deprecated Use
* {@link #locateNearestStructure(Location, Structure, int, boolean)} or
* {@link #locateNearestStructure(Location, StructureType, int, boolean)}
* instead.
*/
@Nullable
@Deprecated(since = "1.19")
public Location locateNearestStructure(@NotNull Location origin, @NotNull org.bukkit.StructureType structureType, int radius, boolean findUnexplored);
/**
* Find the closest nearby structure of a given {@link StructureType}.
* Finding unexplored structures can, and will, block if the world is
* looking in chunks that have not generated yet. This can lead to the world
* temporarily freezing while locating an unexplored structure.
* <p>
* The {@code radius} is not a rigid square radius. Each structure may alter
* how many chunks to check for each iteration. Do not assume that only a
* radius x radius chunk area will be checked. For example,
* {@link StructureType#WOODLAND_MANSION} can potentially check up to 20,000
* blocks away (or more) regardless of the radius used.
* <p>
* This will <i>not</i> load or generate chunks. This can also lead to
* instances where the server can hang if you are only looking for
* unexplored structures. This is because it will keep looking further and
* further out in order to find the structure.
* <p>
* The difference between searching for a {@link StructureType} and a
* {@link Structure} is, that a {@link StructureType} can refer to multiple
* {@link Structure Structures} while searching for a {@link Structure}
* while only search for the given {@link Structure}.
*
* @param origin where to start looking for a structure
* @param structureType the type of structure to find
* @param radius the radius, in chunks, around which to search
* @param findUnexplored true to only find unexplored structures
* @return the closest {@link Location} and {@link Structure}, or null if no
* structure of the specified type exists.
* @see #locateNearestStructure(Location, Structure, int, boolean)
*/
@Nullable
StructureSearchResult locateNearestStructure(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored);
/**
* Find the closest nearby structure of a given {@link Structure}. Finding
* unexplored structures can, and will, block if the world is looking in
* chunks that have not generated yet. This can lead to the world
* temporarily freezing while locating an unexplored structure.
* <p>
* The {@code radius} is not a rigid square radius. Each structure may alter
* how many chunks to check for each iteration. Do not assume that only a
* radius x radius chunk area will be checked. For example,
* {@link Structure#MANSION} can potentially check up to 20,000 blocks away
* (or more) regardless of the radius used.
* <p>
* This will <i>not</i> load or generate chunks. This can also lead to
* instances where the server can hang if you are only looking for
* unexplored structures. This is because it will keep looking further and
* further out in order to find the structure.
* <p>
* The difference between searching for a {@link StructureType} and a
* {@link Structure} is, that a {@link StructureType} can refer to multiple
* {@link Structure Structures} while searching for a {@link Structure}
* while only search for the given {@link Structure}.
*
* @param origin where to start looking for a structure
* @param structure the structure to find
* @param radius the radius, in chunks, around which to search
* @param findUnexplored true to only find unexplored structures
* @return the closest {@link Location} and {@link Structure}, or null if no
* structure was found.
* @see #locateNearestStructure(Location, StructureType, int, boolean)
*/
@Nullable
StructureSearchResult locateNearestStructure(@NotNull Location origin, @NotNull Structure structure, int radius, boolean findUnexplored);
// Paper start
/**
* Locates the nearest biome based on an origin, biome type, and radius to search.
* Step defaults to {@code 8}.
*
* @param origin Origin location
* @param biome Biome to find
* @param radius radius to search
* @return Location of biome or null if not found in specified radius
* @deprecated use {@link #locateNearestBiome(Location, int, Biome...)}
*/
@Deprecated
@Nullable
default Location locateNearestBiome(@NotNull Location origin, @NotNull Biome biome, int radius) {
return java.util.Optional.ofNullable(this.locateNearestBiome(origin, radius, 8, 8, biome)).map(BiomeSearchResult::getLocation).orElse(null);
}
/**
* Locates the nearest biome based on an origin, biome type, and radius to search
* and step
*
* @param origin Origin location
* @param biome Biome to find
* @param radius radius to search
* @param step Search step 1 would mean checking every block, 8 would be every 8th block
* @return Location of biome or null if not found in specified radius
* @deprecated use {@link #locateNearestBiome(Location, int, int, int, Biome...)}
*/
@Deprecated
@Nullable
default Location locateNearestBiome(@NotNull Location origin, @NotNull Biome biome, int radius, int step) {
return java.util.Optional.ofNullable(this.locateNearestBiome(origin, radius, step, step, biome)).map(BiomeSearchResult::getLocation).orElse(null);
}
/**
* Gets the coordinate scaling of this world.
*
* @return the coordinate scale
*/
double getCoordinateScale();
/**
* Checks if this world has a fixed time
*
* @return whether this world has fixed time
*/
boolean isFixedTime();
/**
* Gets the collection of materials that burn infinitely in this world.
*
* @return the materials that will forever stay lit by fire
*/
@NotNull
Collection<Material> getInfiniburn();
/**
* Posts a specified game event at a location
*
* @param sourceEntity optional source entity
* @param gameEvent the game event to post
* @param position the position in the world where to post the event to listeners
*/
void sendGameEvent(@Nullable Entity sourceEntity, @NotNull GameEvent gameEvent, @NotNull Vector position);
// Paper end
// Spigot start
@Deprecated(forRemoval = true) // Paper
public class Spigot {
/**
* Strikes lightning at the given {@link Location} and possibly without sound
*
* @param loc The location to strike lightning
* @param isSilent Whether this strike makes no sound
* @return The lightning entity.
* @deprecated sound is now client side and cannot be removed
* @see World#strikeLightning(org.bukkit.Location)
*/
@NotNull
@Deprecated(since = "1.20.4")
public LightningStrike strikeLightning(@NotNull Location loc, boolean isSilent) {
throw new UnsupportedOperationException("Not supported yet.");
}
/**
* Strikes lightning at the given {@link Location} without doing damage and possibly without sound
*
* @param loc The location to strike lightning
* @param isSilent Whether this strike makes no sound
* @return The lightning entity.
* @deprecated sound is now client side and cannot be removed
* @see World#strikeLightningEffect(org.bukkit.Location)
*/
@NotNull
@Deprecated(since = "1.20.4")
public LightningStrike strikeLightningEffect(@NotNull Location loc, boolean isSilent) {
throw new UnsupportedOperationException("Not supported yet.");
}
}
/**
* @deprecated Unsupported api
*/
@NotNull
@Deprecated // Paper
Spigot spigot();
// Spigot end
/**
* Find the closest nearby location with a biome matching the provided
* {@link Biome}(s). Finding biomes can, and will, block if the world is looking
* in chunks that have not generated yet. This can lead to the world temporarily
* freezing while locating a biome.
* <p>
* <b>Note:</b> This will <i>not</i> reflect changes made to the world after
* generation, this method only sees the biome at the time of world generation.
* This will <i>not</i> load or generate chunks.
* <p>
* If multiple biomes are provided {@link BiomeSearchResult#getBiome()} will
* indicate which one was located.
* <p>
* This method will use a horizontal interval of 32 and a vertical interval of
* 64, equal to the /locate command.
*
* @param origin where to start looking for a biome
* @param radius the radius, in blocks, around which to search
* @param biomes the biomes to search for
* @return a BiomeSearchResult containing the closest {@link Location} and
* {@link Biome}, or null if no biome was found.
* @see #locateNearestBiome(Location, int, int, int, Biome...)
*/
@Nullable
BiomeSearchResult locateNearestBiome(@NotNull Location origin, int radius, @NotNull Biome... biomes);
/**
* Find the closest nearby location with a biome matching the provided
* {@link Biome}(s). Finding biomes can, and will, block if the world is looking
* in chunks that have not generated yet. This can lead to the world temporarily
* freezing while locating a biome.
* <p>
* <b>Note:</b> This will <i>not</i> reflect changes made to the world after
* generation, this method only sees the biome at the time of world generation.
* This will <i>not</i> load or generate chunks.
* <p>
* If multiple biomes are provided {@link BiomeSearchResult#getBiome()} will
* indicate which one was located. Higher values for {@code horizontalInterval}
* and {@code verticalInterval} will result in faster searches, but may lead to
* small biomes being missed.
*
* @param origin where to start looking for a biome
* @param radius the radius, in blocks, around which to search
* @param horizontalInterval the horizontal distance between each check
* @param verticalInterval the vertical distance between each check
* @param biomes the biomes to search for
* @return a BiomeSearchResult containing the closest {@link Location} and
* {@link Biome}, or null if no biome was found.
* @see #locateNearestBiome(Location, int, Biome...)
*/
@Nullable
BiomeSearchResult locateNearestBiome(@NotNull Location origin, int radius, int horizontalInterval, int verticalInterval, @NotNull Biome... biomes);
/**
* Finds the nearest raid close to the given location.
*
* @param location the origin location
* @param radius the radius
* @return the closest {@link Raid}, or null if no raids were found
*/
@Nullable
public Raid locateNearestRaid(@NotNull Location location, int radius);
// Paper start - more Raid API
/**
* Get a raid with the specific id from {@link Raid#getId}
* from this world.
*
* @param id the id of the raid
* @return the raid or null if none with that id
*/
@Nullable Raid getRaid(int id);
// Paper end - more Raid API
/**
* Gets all raids that are going on over this world.
*
* @return the list of all active raids
*/
@NotNull
public List<Raid> getRaids();
/**
* Get the {@link DragonBattle} associated with this world.
*
* If this world's environment is not {@link Environment#THE_END}, null will
* be returned.
* <p>
* If an end world, a dragon battle instance will be returned regardless of
* whether or not a dragon is present in the world or a fight sequence has
* been activated. The dragon battle instance acts as a state holder.
*
* @return the dragon battle instance
*/
@Nullable
public DragonBattle getEnderDragonBattle();
/**
* Get all {@link FeatureFlag} enabled in this world.
*
* @return all enabled {@link FeatureFlag}
*/
@NotNull
public Set<FeatureFlag> getFeatureFlags();
// Paper start - view distance api
/**
* Sets the view distance for this world.
* @param viewDistance view distance in [2, 32]
*/
void setViewDistance(int viewDistance);
/**
* Sets the simulation distance for this world.
* @param simulationDistance simulation distance in [2, 32]
*/
void setSimulationDistance(int simulationDistance);
/**
* Returns the no-tick view distance for this world.
* <p>
* No-tick view distance is the view distance where chunks will load, however the chunks and their entities will not
* be set to tick.
* </p>
* @return The no-tick view distance for this world.
* @deprecated Use {@link #getViewDistance()}
*/
@Deprecated
default int getNoTickViewDistance() {
return this.getViewDistance();
}
/**
* Sets the no-tick view distance for this world.
* <p>
* No-tick view distance is the view distance where chunks will load, however the chunks and their entities will not
* be set to tick.
* </p>
* @param viewDistance view distance in [2, 32]
* @deprecated Use {@link #setViewDistance(int)}
*/
@Deprecated
default void setNoTickViewDistance(int viewDistance) {
this.setViewDistance(viewDistance);
}
/**
* Gets the sending view distance for this world.
* <p>
* Sending view distance is the view distance where chunks will load in for players in this world.
* </p>
* @return The sending view distance for this world.
*/
int getSendViewDistance();
/**
* Sets the sending view distance for this world.
* <p>
* Sending view distance is the view distance where chunks will load in for players in this world.
* </p>
* @param viewDistance view distance in [2, 32] or -1
*/
void setSendViewDistance(int viewDistance);
// Paper end - view distance api
/**
* Gets all generated structures that intersect the chunk at the given
* coordinates. <br>
* If no structures are present an empty collection will be returned.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @return a collection of placed structures in the chunk at the given
* coordinates
*/
@NotNull
public Collection<GeneratedStructure> getStructures(int x, int z);
/**
* Gets all generated structures of a given {@link Structure} that intersect
* the chunk at the given coordinates. <br>
* If no structures are present an empty collection will be returned.
*
* @param x X-coordinate of the chunk
* @param z Z-coordinate of the chunk
* @param structure the structure to find
* @return a collection of placed structures in the chunk at the given
* coordinates
*/
@NotNull
public Collection<GeneratedStructure> getStructures(int x, int z, @NotNull Structure structure);
/**
* Represents various map environment types that a world may be
*/
public enum Environment {
/**
* Represents the "normal"/"surface world" map
*/
NORMAL(0),
/**
* Represents a nether based map ("hell")
*/
NETHER(-1),
/**
* Represents the "end" map
*/
THE_END(1),
/**
* Represents a custom dimension
*/
CUSTOM(-999);
private final int id;
private static final Map<Integer, Environment> lookup = new HashMap<Integer, Environment>();
private Environment(int id) {
this.id = id;
}
/**
* Gets the dimension ID of this environment
*
* @return dimension ID
* @apiNote Internal Use Only
*/
@org.jetbrains.annotations.ApiStatus.Internal // Paper
public int getId() {
return id;
}
/**
* Get an environment by ID
*
* @param id The ID of the environment
* @return The environment
* @apiNote Internal Use Only
*/
@org.jetbrains.annotations.ApiStatus.Internal // Paper
@Nullable
public static Environment getEnvironment(int id) {
return lookup.get(id);
}
static {
for (Environment env : values()) {
lookup.put(env.getId(), env);
}
}
}
}