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SPIGOT-1244, SPIGOT-6860, SPIGOT-6874: Various Javadoc and formatting fixes
By: Parker Hawke <hawkeboyz2@hotmail.com>
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fc3825afec
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869f647744
@ -212,7 +212,8 @@ public interface Chunk extends PersistentDataHolder {
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/**
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* Gets the amount of time in ticks that this chunk has been inhabited.
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*
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* Note that the time is incremented once per tick per player in the chunk.
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* Note that the time is incremented once per tick per player within mob
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* spawning distance of this chunk.
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*
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* @return inhabited time
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*/
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@ -230,11 +230,11 @@ public enum Effect {
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*/
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POINTED_DRIPSTONE_LAND(1045, Type.SOUND),
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/**
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* The sound played when a pointed driptone drips lava into a cauldron.
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* The sound played when a pointed dripstone drips lava into a cauldron.
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*/
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POINTED_DRIPSTONE_DRIP_LAVA_INTO_CAULDRON(1046, Type.SOUND),
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/**
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* The sound played when a pointed driptone drips water into a cauldron.
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* The sound played when a pointed dripstone drips water into a cauldron.
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*/
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POINTED_DRIPSTONE_DRIP_WATER_INTO_CAULDRON(1047, Type.SOUND),
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/**
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@ -267,7 +267,7 @@ public enum Effect {
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/**
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* The particles shown when a dripstone drips lava or water.
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*
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* This effect requires a driptone at the location as well as lava or water
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* This effect requires a dripstone at the location as well as lava or water
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* at the root of the dripstone.
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*/
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DRIPPING_DRIPSTONE(1504, Type.VISUAL),
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@ -283,11 +283,11 @@ public enum Effect {
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*/
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ENDER_DRAGON_DESTROY_BLOCK(2008, Type.VISUAL),
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/**
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* The particles shown when a sponge drys in an ultra warm world (nether).
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* The particles shown when a sponge dries in an ultra warm world (nether).
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*/
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SPONGE_DRY(2009, Type.VISUAL),
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/**
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* The particles shown when a lightning hits a lightning rod or oxidised
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* The particles shown when a lightning hits a lightning rod or oxidized
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* copper.
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*
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* Data is the axis at which the particle should be shown. If no data is
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@ -303,7 +303,7 @@ public enum Effect {
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*/
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COPPER_WAX_OFF(3004, Type.VISUAL),
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/**
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* The particles shown when oxidisation is scraped of an oxidised copper
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* The particles shown when oxidation is scraped of an oxidized copper
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* block.
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*/
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OXIDISED_COPPER_SCRAPE(3005, Type.VISUAL),
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@ -3,11 +3,26 @@ package org.bukkit;
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import java.util.Locale;
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import org.jetbrains.annotations.NotNull;
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/**
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* Represents a fluid type.
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*/
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public enum Fluid implements Keyed {
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/**
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* Stationary water.
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*/
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WATER,
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/**
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* Flowing water.
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*/
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FLOWING_WATER,
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/**
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* Stationary lava.
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*/
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LAVA,
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/**
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* Flowing lava.
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*/
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FLOWING_LAVA;
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private final NamespacedKey key;
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@ -9,6 +9,7 @@ import java.util.Map;
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import java.util.function.Consumer;
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import org.bukkit.attribute.Attribute;
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import org.bukkit.attribute.AttributeModifier;
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import org.bukkit.block.Block;
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import org.bukkit.block.data.Ageable;
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import org.bukkit.block.data.AnaloguePowerable;
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import org.bukkit.block.data.Bisected;
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@ -7334,9 +7335,22 @@ public enum Material implements Keyed {
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}
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/**
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* Check if the material is a block and completely blocks vision
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* Check if the material is a block and occludes light in the lighting engine.
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* <p>
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* Generally speaking, most full blocks will occlude light. Non-full blocks are
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* not occluding (e.g. anvils, chests, tall grass, stairs, etc.), nor are specific
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* full blocks such as barriers or spawners which block light despite their texture.
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* <p>
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* An occluding block will have the following effects:
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* <ul>
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* <li>Chests cannot be opened if an occluding block is above it.
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* <li>Mobs cannot spawn inside of occluding blocks.
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* <li>Only occluding blocks can be "powered" ({@link Block#isBlockPowered()}).
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* </ul>
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* This list may be inconclusive. For a full list of the side effects of an occluding
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* block, see the <a href="https://minecraft.fandom.com/wiki/Opacity">Minecraft Wiki</a>.
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*
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* @return True if this material is a block and completely blocks vision
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* @return True if this material is a block and occludes light
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*/
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public boolean isOccluding() {
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if (!isBlock()) {
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@ -465,7 +465,7 @@ public interface Tag<T extends Keyed> extends Keyed {
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*/
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Tag<Material> CAULDRONS = Bukkit.getTag(REGISTRY_BLOCKS, NamespacedKey.minecraft("cauldrons"), Material.class);
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/**
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* Vanilla block tag representing all blocks that make cryustal sounds.
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* Vanilla block tag representing all blocks that make crystal sounds.
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*/
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Tag<Material> CRYSTAL_SOUND_BLOCKS = Bukkit.getTag(REGISTRY_BLOCKS, NamespacedKey.minecraft("crystal_sound_blocks"), Material.class);
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/**
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@ -13,7 +13,7 @@ public class Vibration {
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private final Destination destination;
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private final int arrivalTime;
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public Vibration(@NotNull Location origin, @NotNull Destination destination, @NotNull int arrivalTime) {
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public Vibration(@NotNull Location origin, @NotNull Destination destination, int arrivalTime) {
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this.origin = origin;
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this.destination = destination;
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this.arrivalTime = arrivalTime;
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@ -1809,7 +1809,7 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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* <ul>
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* <li>A value of 1 will mean the server will attempt to spawn water ambient mobs in
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* this world on every tick.
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* <li>A value of 400 will mean the server will attempt to spawn weater ambient mobs
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* <li>A value of 400 will mean the server will attempt to spawn water ambient mobs
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* in this world every 400th tick.
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* <li>A value below 0 will be reset back to Minecraft's default.
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* </ul>
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@ -50,7 +50,7 @@ public interface Mob extends LivingEntity, Lootable {
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public boolean isAware();
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/**
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* Get the {@link Sound} this makes while ambiently existing. This sound
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* Get the {@link Sound} this mob makes while ambiently existing. This sound
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* may change depending on the current state of the entity, and may also
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* return null under specific conditions. This sound is not constant.
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* For instance, villagers will make different passive noises depending
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@ -8,7 +8,8 @@ import org.bukkit.inventory.ItemStack;
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import org.jetbrains.annotations.NotNull;
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/**
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* Called when a player interacts with an armor stand and will either swap, retrieve or place an item.
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* Called when a player interacts with an armor stand and will either swap, retrieve or
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* place an item.
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*/
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public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
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@ -26,12 +27,14 @@ public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
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}
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/**
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* Returns the item held by the player. If this Item is null and the armor stand Item is also null,
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* there will be no transaction between the player and the armor stand.
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* If the Player's item is null, but the armor stand item is not then the player will obtain the armor stand item.
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* In the case that the Player's item is not null, but the armor stand item is null, the players item will be placed on the armor stand.
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* If both items are not null, the items will be swapped.
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* In the case that the event is cancelled the original items will remain the same.
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* Returns the item held by the player.
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* <p>
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* If this item is empty and the armor stand item is also empty, there will be no
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* transaction between the player and the armor stand. If the player's item is empty
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* but the armor stand item is not, the player's item will be placed on the armor
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* stand. If both items are not empty, the items will be swapped.
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* <p>
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* In the case that this event is cancelled, the original items will remain the same.
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* @return the item held by the player.
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*/
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@NotNull
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@ -41,10 +44,14 @@ public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
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/**
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* Returns the item held by the armor stand.
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* If this Item is null and the player's Item is also null, there will be no transaction between the player and the armor stand.
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* If the Player's item is null, but the armor stand item is not then the player will obtain the armor stand item.
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* In the case that the Player's item is not null, but the armor stand item is null, the players item will be placed on the armor stand.
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* If both items are not null, the items will be swapped.
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* <p>
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* If this item is empty and the player's item is also empty, there will be no
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* transaction between the player and the armor stand. If the player's item is empty
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* but the armor stand item is not, then the player will obtain the armor stand item.
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* In the case that the player's item is not empty but the armor stand item is empty,
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* the player's item will be placed on the armor stand. If both items are not empty,
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* the items will be swapped.
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* <p>
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* In the case that the event is cancelled the original items will remain the same.
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* @return the item held by the armor stand.
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*/
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@ -20,7 +20,7 @@ public interface StructureSearchResult {
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* @return the found structure.
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*/
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@NotNull
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Structure getStructure();
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Structure getStructure();
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/**
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* Return the location of the structure.
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