Essentials/Essentials/src/main/java/com/earth2me/essentials/api/IAsyncTeleport.java

136 lines
6.1 KiB
Java

package com.earth2me.essentials.api;
import com.earth2me.essentials.Trade;
import net.ess3.api.IUser;
import org.bukkit.Location;
import org.bukkit.entity.Player;
import org.bukkit.event.player.PlayerTeleportEvent;
import java.util.concurrent.CompletableFuture;
/**
* Manages EssentialsX's teleport functionality for a player.
* Use this if you want to access EssentialsX's async/safe teleport functionality and teleport warmups and cooldowns.
*/
public interface IAsyncTeleport {
/**
* Used to skip teleportPlayer delay when teleporting someone to a location or player.
*
* @param loc - Where should the player end up
* @param cooldown - If cooldown should be enforced
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void now(Location loc, boolean cooldown, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Used to skip teleportPlayer delay when teleporting someone to a location or player.
*
* @param entity - Where should the player end up
* @param cooldown - If cooldown should be enforced
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void now(Player entity, boolean cooldown, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Used to skip all safety checks while teleporting a player asynchronously.
*
* @param loc - Where should the player end up
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void nowUnsafe(Location loc, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport a player to a specific location
*
* @param loc - Where should the player end up
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause.
* @param future - Future which is completed with the success status of the execution
*/
void teleport(Location loc, Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport a player to a specific player
*
* @param entity - Where should the player end up
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void teleport(Player entity, Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport a player to a specific location
*
* @param otherUser - Which user will be teleported
* @param loc - Where should the player end up
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void teleportPlayer(IUser otherUser, Location loc, Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport a player to a specific player
*
* @param otherUser - Which user will be teleported
* @param entity - Where should the player end up
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void teleportPlayer(IUser otherUser, Player entity, Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport wrapper used to handle tp fallback on /jail and /home
*
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void respawn(final Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport wrapper used to handle /warp teleports
*
* @param otherUser - Which user will be teleported
* @param warp - The name of the warp the user will be teleported too.
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param cause - The reported teleportPlayer cause
* @param future - Future which is completed with the success status of the execution
*/
void warp(IUser otherUser, String warp, Trade chargeFor, PlayerTeleportEvent.TeleportCause cause, CompletableFuture<Boolean> future);
/**
* Teleport wrapper used to handle /back teleports
*
* @param chargeFor - What the user will be charged if teleportPlayer is successful
* @param future - Future which is completed with the success status of the execution
*/
void back(Trade chargeFor, CompletableFuture<Boolean> future);
/**
* Teleport wrapper used to handle /back teleports that
* are executed by a different player with this
* instance of teleport as a target.
*
* @param teleporter - The user performing the /back command.
* This value may be {@code null} to indicate console.
* @param chargeFor - What the {@code teleporter} will be charged if teleportPlayer is successful
* @param future - Future which is completed with the success status of the execution
*/
void back(IUser teleporter, Trade chargeFor, CompletableFuture<Boolean> future);
/**
* Teleport wrapper used to handle throwing user home after a jail sentence
*
* @param future - Future which is completed with the success status of the execution
*/
void back(CompletableFuture<Boolean> future);
}