package org.bukkit; import org.bukkit.block.Biome; import org.bukkit.block.Block; import org.bukkit.entity.Arrow; import org.bukkit.entity.CreatureType; import org.bukkit.entity.Entity; import org.bukkit.entity.EntityType; 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.generator.BlockPopulator; import org.bukkit.generator.ChunkGenerator; import org.bukkit.inventory.ItemStack; import org.bukkit.metadata.Metadatable; import org.bukkit.plugin.messaging.PluginMessageRecipient; import org.bukkit.util.Vector; import java.io.File; import java.util.Collection; import java.util.HashMap; import java.util.List; import java.util.Map; import java.util.UUID; /** * Represents a world, which may contain entities, chunks and blocks */ public interface World extends PluginMessageRecipient, Metadatable { /** * 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 * @see #getBlockTypeIdAt(int, int, int) Returns the current type ID of * the block */ 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 * @see #getBlockTypeIdAt(org.bukkit.Location) Returns the current type ID * of the block */ public Block getBlockAt(Location location); /** * Gets the block type ID 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 Type ID of the block at the given coordinates * @see #getBlockAt(int, int, int) Returns a live Block object at the * given location * @deprecated Magic value */ @Deprecated public int getBlockTypeIdAt(int x, int y, int z); /** * Gets the block type ID at the given {@link Location} * * @param location Location of the block * @return Type ID of the block at the given location * @see #getBlockAt(org.bukkit.Location) Returns a live Block object at * the given location * @deprecated Magic value */ @Deprecated public int getBlockTypeIdAt(Location location); /** * Gets the highest non-air 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-air block */ public int getHighestBlockYAt(int x, int z); /** * Gets the highest non-air coordinate at the given {@link Location} * * @param location Location of the blocks * @return Y-coordinate of the highest non-air block */ public int getHighestBlockYAt(Location location); /** * Gets the highest non-empty block at the given coordinates * * @param x X-coordinate of the block * @param z Z-coordinate of the block * @return Highest non-empty block */ public Block getHighestBlockAt(int x, int z); /** * Gets the highest non-empty block at the given coordinates * * @param location Coordinates to get the highest block * @return Highest non-empty block */ public Block getHighestBlockAt(Location location); /** * 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 */ public Chunk getChunkAt(int x, int z); /** * Gets the {@link Chunk} at the given {@link Location} * * @param location Location of the chunk * @return Chunk at the given location */ public Chunk getChunkAt(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 */ public Chunk getChunkAt(Block block); /** * 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(Chunk chunk); /** * Gets an array of all loaded {@link Chunk}s * * @return Chunk[] containing all loaded chunks */ public Chunk[] getLoadedChunks(); /** * Loads the specified {@link Chunk} * * @param chunk The chunk to load */ public void loadChunk(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 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 */ public boolean isChunkInUse(int x, int z); /** * Loads the {@link Chunk} at the specified coordinates * <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 * * @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, * boolean)} where safe and saveis true * * @param chunk the chunk to unload * @return true if the chunk has unloaded successfully, otherwise false */ public boolean unloadChunk(Chunk chunk); /** * Safely unloads and saves the {@link Chunk} at the specified coordinates * <p> * This method is analogous to {@link #unloadChunk(int, int, boolean, * boolean)} where safe and saveis 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 * <p> * This method is analogous to {@link #unloadChunk(int, int, boolean, * boolean)} where save is true * * @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); /** * 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 Controls whether the chunk is saved * @param safe Controls whether to unload the chunk when players are * nearby * @return true if the chunk has unloaded successfully, otherwise false */ public boolean unloadChunk(int x, int z, boolean save, boolean safe); /** * Safely queues the {@link Chunk} at the specified coordinates for * unloading * <p> * This method is analogous to {@link #unloadChunkRequest(int, int, * boolean)} where safe is true * * @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); /** * Queues the {@link Chunk} at the specified coordinates for unloading * * @param x X-coordinate of the chunk * @param z Z-coordinate of the chunk * @param safe Controls whether to queue the chunk when players are nearby * @return Whether the chunk was actually queued */ public boolean unloadChunkRequest(int x, int z, boolean safe); /** * 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 */ public boolean regenerateChunk(int x, int z); /** * 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 */ public boolean refreshChunk(int x, int z); /** * 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 */ public Item dropItem(Location location, ItemStack item); /** * 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 */ public Item dropItemNaturally(Location location, ItemStack item); /** * 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 */ public Arrow spawnArrow(Location location, Vector direction, float speed, float spread); /** * 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(Location location, 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 */ public boolean generateTree(Location loc, TreeType type, BlockChangeDelegate delegate); /** * Creates a entity at the given {@link Location} * * @param loc The location to spawn the entity * @param type The entity to spawn * @return Resulting Entity of this method, or null if it was unsuccessful */ public Entity spawnEntity(Location loc, EntityType type); /** * Creates a creature at the given {@link Location} * * @param loc The location to spawn the creature * @param type The creature to spawn * @return Resulting LivingEntity of this method, or null if it was * unsuccessful * @deprecated Has issues spawning non LivingEntities. Use {@link * #spawnEntity(Location, EntityType) spawnEntity} instead. */ @Deprecated public LivingEntity spawnCreature(Location loc, EntityType type); /** * Creates a creature at the given {@link Location} * * @param loc The location to spawn the creature * @param type The creature to spawn * @return Resulting LivingEntity of this method, or null if it was * unsuccessful */ @Deprecated public LivingEntity spawnCreature(Location loc, CreatureType type); /** * Strikes lightning at the given {@link Location} * * @param loc The location to strike lightning * @return The lightning entity. */ public LightningStrike strikeLightning(Location loc); /** * Strikes lightning at the given {@link Location} without doing damage * * @param loc The location to strike lightning * @return The lightning entity. */ public LightningStrike strikeLightningEffect(Location loc); /** * Get a list of all entities in this World * * @return A List of all Entities currently residing in this world */ 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 */ public List<LivingEntity> getLivingEntities(); /** * Get a collection of all entities in this World matching the given * class/interface * * @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 public <T extends Entity> Collection<T> getEntitiesByClass(Class<T>... classes); /** * Get a collection of all entities in this World matching the given * class/interface * * @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 */ public <T extends Entity> Collection<T> getEntitiesByClass(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 */ public Collection<Entity> getEntitiesByClasses(Class<?>... classes); /** * Get a list of all players in this World * * @return A list of all Players currently residing in this world */ public List<Player> getPlayers(); /** * Gets the unique name of this world * * @return Name of this world */ public String getName(); /** * Gets the Unique ID of this world * * @return Unique ID of this world. */ public UUID getUID(); /** * Gets the default spawn {@link Location} of this world * * @return The spawn location of this world */ public Location getSpawnLocation(); /** * 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); /** * 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. * * @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. * * @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); /** * 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 * * @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(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(Location loc, float power, boolean setFire); /** * Gets the {@link Environment} type of this world * * @return This worlds Environment type */ public Environment getEnvironment(); /** * Gets the Seed for this world. * * @return This worlds Seed */ public long getSeed(); /** * 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 */ public ChunkGenerator getGenerator(); /** * 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 */ public List<BlockPopulator> getPopulators(); /** * 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 */ public <T extends Entity> T spawn(Location location, Class<T> clazz) 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 */ @Deprecated public FallingBlock spawnFallingBlock(Location location, Material material, byte data) throws IllegalArgumentException; /** * Spawn a {@link FallingBlock} entity at the given {@link Location} of * the specified blockId (converted to {@link Material}) * * @param location The {@link Location} to spawn the FallingBlock * @param blockId The id of the intended material * @param blockData The block data * @return The spawned FallingBlock instance * @throws IllegalArgumentException if location is null, or blockId is * invalid * @see #spawnFallingBlock(org.bukkit.Location, org.bukkit.Material, byte) * @deprecated Magic value */ @Deprecated public FallingBlock spawnFallingBlock(Location location, int blockId, byte blockData) 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(Location location, 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(Location location, Effect effect, int data, int radius); /** * 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 <T> void playEffect(Location location, Effect effect, T 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 <T> void playEffect(Location location, Effect effect, 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 includeBiomeTempRain - if true, snapshot includes per-coordinate * raw biome temperature and rainfall * @return The empty snapshot. */ public ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTempRain); /** * 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 */ 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 */ void setBiome(int x, int z, 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 */ public double getTemperature(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 z Z coordinate of the block * @return Humidity of the requested block */ public double getHumidity(int x, int z); /** * Gets the maximum height of this world. * <p> * If the max height is 100, there are only blocks from y=0 to y=99. * * @return Maximum height of the world */ public int getMaxHeight(); /** * 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. */ 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. */ 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 */ 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(Difficulty difficulty); /** * Gets the Difficulty of the world. * * @return The difficulty of the world. */ public Difficulty getDifficulty(); /** * Gets the folder of this world on disk. * * @return The folder of this world. */ public File getWorldFolder(); /** * Gets the type of this world. * * @return Type of this world. */ public WorldType getWorldType(); /** * Gets whether or not structures are being generated. * * @return True if structures are being generated. */ public boolean canGenerateStructures(); /** * 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 */ 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 */ 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 */ 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 */ public void setTicksPerMonsterSpawns(int ticksPerMonsterSpawns); /** * Gets limit for number of monsters that can spawn in a chunk in this * world * * @return The monster spawn limit */ 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. */ 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 */ 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. */ 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 */ 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. */ void setWaterAnimalSpawnLimit(int limit); /** * Gets the limit for number of ambient mobs that can spawn in a chunk in * this world * * @return The ambient spawn limit */ 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. */ void setAmbientSpawnLimit(int limit); /** * 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(Location location, Sound sound, float volume, float pitch); /** * Get existing rules * * @return An array of rules */ public String[] 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 */ public String getGameRuleValue(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 */ public boolean setGameRuleValue(String rule, String value); /** * Checks if string is a valid game rule * * @param rule Rule to check * @return True if rule exists */ public boolean isGameRule(String rule); // Spigot start public class Spigot { /** * 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 * see the effect * @param effect the {@link Effect} * @throws IllegalArgumentException if the location or effect is null. * It also throws when the effect requires a material or a material data */ public void playEffect(Location location, Effect effect) { throw new UnsupportedOperationException("Not supported yet."); } /** * Plays an effect to all players within a default radius around a given * location. The effect will use the provided material (and material * data if required). The particle's position on the client will be the * given location, adjusted on each axis by a normal distribution with * mean 0 and standard deviation given in the offset parameters, each * particle has independently calculated offsets. The effect will have * the given speed and particle count if the effect is a particle. Some * effect will create multiple particles. * * @param location the {@link Location} around which players must be to * see the effect * @param effect effect the {@link Effect} * @param id the item/block/data id for the effect * @param data the data value of the block/item for the effect * @param offsetX the amount to be randomly offset by in the X axis * @param offsetY the amount to be randomly offset by in the Y axis * @param offsetZ the amount to be randomly offset by in the Z axis * @param speed the speed of the particles * @param particleCount the number of particles * @param radius the radius around the location */ public void playEffect(Location location, Effect effect, int id, int data, float offsetX, float offsetY, float offsetZ, float speed, int particleCount, int radius) { throw new UnsupportedOperationException("Not supported yet."); } } Spigot spigot(); // Spigot end /** * 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); 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 * @deprecated Magic value */ @Deprecated public int getId() { return id; } /** * Get an environment by ID * * @param id The ID of the environment * @return The environment * @deprecated Magic value */ @Deprecated public static Environment getEnvironment(int id) { return lookup.get(id); } // Cauldron start - allow forge to register environments public static void registerEnvironment(Environment env) { lookup.put(env.getId(), env); } // Cauldron end static { for(Environment env : values()) { lookup.put(env.getId(), env); } } } }