Paper/paper-api/src/main/java/org/bukkit/RegionAccessor.java
2017-06-10 16:59:40 -05:00

426 lines
17 KiB
Java

package org.bukkit;
import java.util.Collection;
import java.util.List;
import java.util.Random;
import java.util.function.Consumer;
import java.util.function.Predicate;
import org.bukkit.block.Biome;
import org.bukkit.block.BlockState;
import org.bukkit.block.data.BlockData;
import org.bukkit.entity.Entity;
import org.bukkit.entity.EntityType;
import org.bukkit.entity.LivingEntity;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* A RegionAccessor gives access to getting, modifying and spawning {@link Biome}, {@link BlockState} and {@link Entity},
* as well as generating some basic structures.
*/
public interface RegionAccessor {
/**
* Gets the {@link Biome} at the given {@link Location}.
*
* @param location the location of the biome
* @return Biome at the given location
*/
@NotNull
Biome getBiome(@NotNull Location location);
/**
* Gets the {@link Biome} 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 Biome at the given coordinates
*/
@NotNull
Biome getBiome(int x, int y, int z);
/**
* Sets the {@link Biome} at the given {@link Location}.
*
* @param location the location of the biome
* @param biome New Biome type for this block
*/
void setBiome(@NotNull Location location, @NotNull Biome biome);
/**
* Sets the {@link Biome} for the given block coordinates
*
* @param x X-coordinate of the block
* @param y Y-coordinate of the block
* @param z Z-coordinate of the block
* @param biome New Biome type for this block
*/
void setBiome(int x, int y, int z, @NotNull Biome biome);
/**
* Gets the {@link BlockState} at the given {@link Location}.
*
* @param location The location of the block state
* @return Block state at the given location
*/
@NotNull
BlockState getBlockState(@NotNull Location location);
/**
* Gets the {@link BlockState} at the given coordinates.
*
* @param x X-coordinate of the block state
* @param y Y-coordinate of the block state
* @param z Z-coordinate of the block state
* @return Block state at the given coordinates
*/
@NotNull
BlockState getBlockState(int x, int y, int z);
/**
* Gets the {@link BlockData} at the given {@link Location}.
*
* @param location The location of the block data
* @return Block data at the given location
*/
@NotNull
BlockData getBlockData(@NotNull Location location);
/**
* Gets the {@link BlockData} at the given coordinates.
*
* @param x X-coordinate of the block data
* @param y Y-coordinate of the block data
* @param z Z-coordinate of the block data
* @return Block data at the given coordinates
*/
@NotNull
BlockData getBlockData(int x, int y, int z);
/**
* Gets the type of the block at the given {@link Location}.
*
* @param location The location of the block
* @return Material at the given coordinates
*/
@NotNull
Material getType(@NotNull Location location);
/**
* Gets the type of the 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 Material at the given coordinates
*/
@NotNull
Material getType(int x, int y, int z);
/**
* Sets the {@link BlockData} at the given {@link Location}.
*
* @param location The location of the block
* @param blockData The block data to set the block to
*/
void setBlockData(@NotNull Location location, @NotNull BlockData blockData);
/**
* Sets the {@link BlockData} 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
* @param blockData The block data to set the block to
*/
void setBlockData(int x, int y, int z, @NotNull BlockData blockData);
/**
* Sets the {@link Material} at the given {@link Location}.
*
* @param location The location of the block
* @param material The type to set the block to
*/
void setType(@NotNull Location location, @NotNull Material material);
/**
* Sets the {@link Material} 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
* @param material The type to set the block to
*/
void setType(int x, int y, int z, @NotNull Material material);
/**
* Creates a tree at the given {@link Location}
*
* @param location Location to spawn the tree
* @param random Random to use to generate the tree
* @param type Type of the tree to create
* @return true if the tree was created successfully, otherwise false
*/
boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type);
/**
* Creates a tree at the given {@link Location}
* <p>
* The provided consumer gets called for every block which gets changed
* as a result of the tree generation. When the consumer gets called no
* modifications to the world are done yet. Which means, that calling
* {@link #getBlockState(Location)} in the consumer will return the state
* of the block before the generation.
* <p>
* Modifications done to the {@link BlockState} in the consumer are respected,
* which means that it is not necessary to call {@link BlockState#update()}
*
* @param location Location to spawn the tree
* @param random Random to use to generate the tree
* @param type Type of the tree to create
* @param stateConsumer The consumer which should get called for every block which gets changed
* @return true if the tree was created successfully, otherwise false
*/
boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Consumer<? super BlockState> stateConsumer);
/**
* Creates a tree at the given {@link Location}
* <p>
* The provided predicate gets called for every block which gets changed
* as a result of the tree generation. When the predicate gets called no
* modifications to the world are done yet. Which means, that calling
* {@link #getBlockState(Location)} in the predicate will return the state
* of the block before the generation.
* <p>
* If the predicate returns {@code true} the block gets set in the world.
* If it returns {@code false} the block won't get set in the world.
*
* @param location Location to spawn the tree
* @param random Random to use to generate the tree
* @param type Type of the tree to create
* @param statePredicate The predicate which should get used to test if a block should be set or not.
* @return true if the tree was created successfully, otherwise false
*/
boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Predicate<? super BlockState> statePredicate);
/**
* Creates a entity at the given {@link Location}
*
* @param location The location to spawn the entity
* @param type The entity to spawn
* @return Resulting Entity of this method
*/
@NotNull
Entity spawnEntity(@NotNull Location location, @NotNull EntityType type);
/**
* Creates a new entity at the given {@link Location}.
*
* @param loc the location at which the entity will be spawned.
* @param type the entity type that determines the entity to spawn.
* @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.
* @return the spawned entity instance.
*/
@NotNull
public Entity spawnEntity(@NotNull Location loc, @NotNull EntityType type, boolean randomizeData);
/**
* Get a list of all entities in this RegionAccessor
*
* @return A List of all Entities currently residing in this world accessor
*/
@NotNull
List<Entity> getEntities();
/**
* Get a list of all living entities in this RegionAccessor
*
* @return A List of all LivingEntities currently residing in this world accessor
*/
@NotNull
List<LivingEntity> getLivingEntities();
/**
* Get a collection of all entities in this RegionAccessor 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 accessor
* that match the given class/interface
*/
@NotNull
<T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T> cls);
/**
* Get a collection of all entities in this RegionAccessor 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 accessor
* that match one or more of the given classes/interfaces
*/
@NotNull
Collection<Entity> getEntitiesByClasses(@NotNull Class<?>... classes);
/**
* Creates an entity of a specific class at the given {@link Location} but
* does not spawn it in the world.
* <p>
* <b>Note:</b> The created entity keeps a reference to the world it was
* created in, care should be taken that the entity does not outlive the
* world instance as this will lead to memory leaks.
*
* @param <T> the class of the {@link Entity} to create
* @param location the {@link Location} to create the entity at
* @param clazz the class of the {@link Entity} to spawn
* @return an instance of the created {@link Entity}
* @see #addEntity(Entity)
* @see Entity#createSnapshot()
*/
@NotNull
<T extends Entity> T createEntity(@NotNull Location location, @NotNull Class<T> clazz);
/**
* Spawn an entity of a specific class at the given {@link Location}
*
* @param location the {@link Location} to spawn the entity at
* @param clazz the class of the {@link Entity} to spawn
* @param <T> the class of the {@link Entity} to spawn
* @return an instance of the spawned {@link Entity}
* @throws IllegalArgumentException if either parameter is null or the
* {@link Entity} requested cannot be spawned
*/
@NotNull
<T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz) throws IllegalArgumentException;
/**
* Spawn an entity of a specific class 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.
*
* @param location the {@link Location} to spawn the entity at
* @param clazz the class of the {@link Entity} to spawn
* @param function the function to be run before the entity is spawned.
* @param <T> the class of the {@link Entity} to spawn
* @return an instance of the spawned {@link Entity}
* @throws IllegalArgumentException if either parameter is null or the
* {@link Entity} requested cannot be spawned
*/
@NotNull
<T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<? super T> function) throws IllegalArgumentException;
/**
* 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 Entity} that is to be spawned.
* @param <T> the generic type of the entity that is being created.
* @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 Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, boolean randomizeData, @Nullable Consumer<? super T> function) throws IllegalArgumentException;
/**
* Gets the highest non-empty (impassable) coordinate at the given
* coordinates.
*
* @param x X-coordinate of the blocks
* @param z Z-coordinate of the blocks
* @return Y-coordinate of the highest non-empty block
*/
public int getHighestBlockYAt(int x, int z);
/**
* Gets the highest non-empty (impassable) coordinate at the given
* {@link Location}.
*
* @param location Location of the blocks
* @return Y-coordinate of the highest non-empty block
*/
public int getHighestBlockYAt(@NotNull Location location);
/**
* Gets the highest coordinate corresponding to the {@link HeightMap} at the
* given coordinates.
*
* @param x X-coordinate of the blocks
* @param z Z-coordinate of the blocks
* @param heightMap the heightMap that is used to determine the highest
* point
*
* @return Y-coordinate of the highest block corresponding to the
* {@link HeightMap}
*/
public int getHighestBlockYAt(int x, int z, @NotNull HeightMap heightMap);
/**
* Gets the highest coordinate corresponding to the {@link HeightMap} at the
* given {@link Location}.
*
* @param location Location of the blocks
* @param heightMap the heightMap that is used to determine the highest
* point
* @return Y-coordinate of the highest block corresponding to the
* {@link HeightMap}
*/
public int getHighestBlockYAt(@NotNull Location location, @NotNull HeightMap heightMap);
/**
* Spawns a previously created entity in the world. <br>
* The provided entity must not have already been spawned in a world.
*
* @param <T> the generic type of the entity that is being added.
* @param entity the entity to add
* @return the entity now in the world
*/
@NotNull
public <T extends Entity> T addEntity(@NotNull T entity);
}