SPIGOT-1244, SPIGOT-6860, SPIGOT-6874: Various Javadoc and formatting fixes

By: Parker Hawke <hawkeboyz2@hotmail.com>
This commit is contained in:
Bukkit/Spigot 2022-09-24 09:31:42 +10:00
parent fc3825afec
commit 869f647744
10 changed files with 62 additions and 25 deletions

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@ -212,7 +212,8 @@ public interface Chunk extends PersistentDataHolder {
/**
* Gets the amount of time in ticks that this chunk has been inhabited.
*
* Note that the time is incremented once per tick per player in the chunk.
* Note that the time is incremented once per tick per player within mob
* spawning distance of this chunk.
*
* @return inhabited time
*/

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@ -230,11 +230,11 @@ public enum Effect {
*/
POINTED_DRIPSTONE_LAND(1045, Type.SOUND),
/**
* The sound played when a pointed driptone drips lava into a cauldron.
* The sound played when a pointed dripstone drips lava into a cauldron.
*/
POINTED_DRIPSTONE_DRIP_LAVA_INTO_CAULDRON(1046, Type.SOUND),
/**
* The sound played when a pointed driptone drips water into a cauldron.
* The sound played when a pointed dripstone drips water into a cauldron.
*/
POINTED_DRIPSTONE_DRIP_WATER_INTO_CAULDRON(1047, Type.SOUND),
/**
@ -267,7 +267,7 @@ public enum Effect {
/**
* The particles shown when a dripstone drips lava or water.
*
* This effect requires a driptone at the location as well as lava or water
* This effect requires a dripstone at the location as well as lava or water
* at the root of the dripstone.
*/
DRIPPING_DRIPSTONE(1504, Type.VISUAL),
@ -283,11 +283,11 @@ public enum Effect {
*/
ENDER_DRAGON_DESTROY_BLOCK(2008, Type.VISUAL),
/**
* The particles shown when a sponge drys in an ultra warm world (nether).
* The particles shown when a sponge dries in an ultra warm world (nether).
*/
SPONGE_DRY(2009, Type.VISUAL),
/**
* The particles shown when a lightning hits a lightning rod or oxidised
* The particles shown when a lightning hits a lightning rod or oxidized
* copper.
*
* Data is the axis at which the particle should be shown. If no data is
@ -303,7 +303,7 @@ public enum Effect {
*/
COPPER_WAX_OFF(3004, Type.VISUAL),
/**
* The particles shown when oxidisation is scraped of an oxidised copper
* The particles shown when oxidation is scraped of an oxidized copper
* block.
*/
OXIDISED_COPPER_SCRAPE(3005, Type.VISUAL),

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@ -3,11 +3,26 @@ package org.bukkit;
import java.util.Locale;
import org.jetbrains.annotations.NotNull;
/**
* Represents a fluid type.
*/
public enum Fluid implements Keyed {
/**
* Stationary water.
*/
WATER,
/**
* Flowing water.
*/
FLOWING_WATER,
/**
* Stationary lava.
*/
LAVA,
/**
* Flowing lava.
*/
FLOWING_LAVA;
private final NamespacedKey key;

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@ -9,6 +9,7 @@ import java.util.Map;
import java.util.function.Consumer;
import org.bukkit.attribute.Attribute;
import org.bukkit.attribute.AttributeModifier;
import org.bukkit.block.Block;
import org.bukkit.block.data.Ageable;
import org.bukkit.block.data.AnaloguePowerable;
import org.bukkit.block.data.Bisected;
@ -7334,9 +7335,22 @@ public enum Material implements Keyed {
}
/**
* Check if the material is a block and completely blocks vision
* Check if the material is a block and occludes light in the lighting engine.
* <p>
* Generally speaking, most full blocks will occlude light. Non-full blocks are
* not occluding (e.g. anvils, chests, tall grass, stairs, etc.), nor are specific
* full blocks such as barriers or spawners which block light despite their texture.
* <p>
* An occluding block will have the following effects:
* <ul>
* <li>Chests cannot be opened if an occluding block is above it.
* <li>Mobs cannot spawn inside of occluding blocks.
* <li>Only occluding blocks can be "powered" ({@link Block#isBlockPowered()}).
* </ul>
* This list may be inconclusive. For a full list of the side effects of an occluding
* block, see the <a href="https://minecraft.fandom.com/wiki/Opacity">Minecraft Wiki</a>.
*
* @return True if this material is a block and completely blocks vision
* @return True if this material is a block and occludes light
*/
public boolean isOccluding() {
if (!isBlock()) {

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@ -465,7 +465,7 @@ public interface Tag<T extends Keyed> extends Keyed {
*/
Tag<Material> CAULDRONS = Bukkit.getTag(REGISTRY_BLOCKS, NamespacedKey.minecraft("cauldrons"), Material.class);
/**
* Vanilla block tag representing all blocks that make cryustal sounds.
* Vanilla block tag representing all blocks that make crystal sounds.
*/
Tag<Material> CRYSTAL_SOUND_BLOCKS = Bukkit.getTag(REGISTRY_BLOCKS, NamespacedKey.minecraft("crystal_sound_blocks"), Material.class);
/**

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@ -13,7 +13,7 @@ public class Vibration {
private final Destination destination;
private final int arrivalTime;
public Vibration(@NotNull Location origin, @NotNull Destination destination, @NotNull int arrivalTime) {
public Vibration(@NotNull Location origin, @NotNull Destination destination, int arrivalTime) {
this.origin = origin;
this.destination = destination;
this.arrivalTime = arrivalTime;

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@ -1809,7 +1809,7 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
* <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 weater ambient mobs
* <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>

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@ -50,7 +50,7 @@ public interface Mob extends LivingEntity, Lootable {
public boolean isAware();
/**
* Get the {@link Sound} this makes while ambiently existing. This sound
* Get the {@link Sound} this mob makes while ambiently existing. This sound
* may change depending on the current state of the entity, and may also
* return null under specific conditions. This sound is not constant.
* For instance, villagers will make different passive noises depending

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@ -8,7 +8,8 @@ import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.NotNull;
/**
* Called when a player interacts with an armor stand and will either swap, retrieve or place an item.
* Called when a player interacts with an armor stand and will either swap, retrieve or
* place an item.
*/
public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
@ -26,12 +27,14 @@ public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
}
/**
* Returns the item held by the player. If this Item is null and the armor stand Item is also null,
* there will be no transaction between the player and the armor stand.
* If the Player's item is null, but the armor stand item is not then the player will obtain the armor stand item.
* 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.
* If both items are not null, the items will be swapped.
* In the case that the event is cancelled the original items will remain the same.
* Returns the item held by the player.
* <p>
* If this item is empty and the armor stand item is also empty, there will be no
* transaction between the player and the armor stand. If the player's item is empty
* but the armor stand item is not, the player's item will be placed on the armor
* stand. If both items are not empty, the items will be swapped.
* <p>
* In the case that this event is cancelled, the original items will remain the same.
* @return the item held by the player.
*/
@NotNull
@ -41,10 +44,14 @@ public class PlayerArmorStandManipulateEvent extends PlayerInteractEntityEvent {
/**
* Returns the item held by the armor stand.
* 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.
* If the Player's item is null, but the armor stand item is not then the player will obtain the armor stand item.
* 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.
* If both items are not null, the items will be swapped.
* <p>
* If this item is empty and the player's item is also empty, there will be no
* transaction between the player and the armor stand. If the player's item is empty
* but the armor stand item is not, then the player will obtain the armor stand item.
* In the case that the player's item is not empty but the armor stand item is empty,
* the player's item will be placed on the armor stand. If both items are not empty,
* the items will be swapped.
* <p>
* In the case that the event is cancelled the original items will remain the same.
* @return the item held by the armor stand.
*/

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@ -20,7 +20,7 @@ public interface StructureSearchResult {
* @return the found structure.
*/
@NotNull
Structure getStructure();
Structure getStructure();
/**
* Return the location of the structure.