mirror of
https://github.com/plexusorg/Plex-FAWE.git
synced 2025-07-05 20:36:42 +00:00
Added a new preliminary mapping + metadata framework.
The eventual goal is to add: 1. Support for mapping block, etc. names (minecraft:stone, etc.) 2. Proper support for entities in WorldEdit 3. Support for querying for metadata about a block, entity, etc. 4. Extent support to biomes, structures, and so on
This commit is contained in:
@ -19,10 +19,6 @@
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package com.sk89q.worldedit.entity;
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import com.sk89q.worldedit.PlayerDirection;
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import com.sk89q.worldedit.Vector;
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import com.sk89q.worldedit.WorldVector;
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import com.sk89q.worldedit.WorldVectorFace;
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import com.sk89q.worldedit.extent.Extent;
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import com.sk89q.worldedit.util.Location;
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import com.sk89q.worldedit.world.World;
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@ -39,137 +35,6 @@ import com.sk89q.worldedit.world.World;
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*/
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public interface Entity {
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/**
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* Find a position for the actor to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The actor will be teleported to
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* that free position.
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*
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* @param searchPos search position
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*/
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void findFreePosition(WorldVector searchPos);
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/**
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* Set the actor on the ground.
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*
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* @param searchPos The location to start searching from
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*/
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void setOnGround(WorldVector searchPos);
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/**
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* Find a position for the player to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The player will be teleported to
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* that free position.
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*/
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void findFreePosition();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean ascendLevel();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean descendLevel();
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance);
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance, boolean alwaysGlass);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance, boolean alwaysGlass);
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/**
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* Make the player float in the given blocks.
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*
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* @param x The X coordinate of the block to float in
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* @param y The Y coordinate of the block to float in
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* @param z The Z coordinate of the block to float in
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*/
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void floatAt(int x, int y, int z, boolean alwaysGlass);
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/**
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* Get the point of the block that is being stood in.
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*
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* @return point
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*/
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WorldVector getBlockIn();
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/**
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* Get the point of the block that is being stood upon.
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*
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* @return point
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*/
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WorldVector getBlockOn();
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/**
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* Get the point of the block being looked at. May return null.
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* Will return the farthest away air block if useLastBlock is true and no other block is found.
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*
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* @param range How far to checks for blocks
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* @param useLastBlock Try to return the last valid air block found.
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* @return point
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*/
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WorldVector getBlockTrace(int range, boolean useLastBlock);
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WorldVectorFace getBlockTraceFace(int range, boolean useLastBlock);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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WorldVector getBlockTrace(int range);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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WorldVector getSolidBlockTrace(int range);
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/**
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* Get the player's cardinal direction (N, W, NW, etc.). May return null.
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*
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* @return the direction
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*/
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PlayerDirection getCardinalDirection();
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/**
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* Get the location of this entity.
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*
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@ -177,53 +42,6 @@ public interface Entity {
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*/
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Location getLocation();
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/**
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* Get the actor's position.
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* </p>
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* If the actor has no permission, then return a dummy location.
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*
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* @return the actor's position
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*/
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WorldVector getPosition();
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/**
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* Get the player's view pitch.
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*
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* @return pitch
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*/
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double getPitch();
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/**
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* Get the player's view yaw.
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*
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* @return yaw
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*/
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double getYaw();
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/**
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* Pass through the wall that you are looking at.
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*
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* @param range How far to checks for blocks
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* @return whether the player was pass through
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*/
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boolean passThroughForwardWall(int range);
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/**
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* Move the player.
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*
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* @param pos Where to move them
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* @param pitch The pitch (up/down) of the player's view
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* @param yaw The yaw (left/right) of the player's view
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*/
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void setPosition(Vector pos, float pitch, float yaw);
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/**
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* Move the player.
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*
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* @param pos Where to move them
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*/
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void setPosition(Vector pos);
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/**
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* Get the world that this entity is on.
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*
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@ -19,8 +19,7 @@
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package com.sk89q.worldedit.entity;
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import com.sk89q.worldedit.PlayerDirection;
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import com.sk89q.worldedit.WorldEditException;
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import com.sk89q.worldedit.*;
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import com.sk89q.worldedit.blocks.BaseBlock;
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import com.sk89q.worldedit.extent.inventory.BlockBag;
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@ -80,4 +79,182 @@ public interface Player extends Entity {
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*/
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boolean hasCreativeMode();
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/**
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* Find a position for the actor to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The actor will be teleported to
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* that free position.
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*
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* @param searchPos search position
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*/
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void findFreePosition(WorldVector searchPos);
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/**
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* Set the actor on the ground.
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*
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* @param searchPos The location to start searching from
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*/
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void setOnGround(WorldVector searchPos);
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/**
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* Find a position for the player to stand that is not inside a block.
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* Blocks above the player will be iteratively tested until there is
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* a series of two free blocks. The player will be teleported to
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* that free position.
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*/
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void findFreePosition();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean ascendLevel();
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/**
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* Go up one level to the next free space above.
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*
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* @return true if a spot was found
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*/
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boolean descendLevel();
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance);
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/**
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* Ascend to the ceiling above.
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*
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* @param clearance How many blocks to leave above the player's head
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendToCeiling(int clearance, boolean alwaysGlass);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance);
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/**
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* Just go up.
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*
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* @param distance How far up to teleport
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* @param alwaysGlass Always put glass under the player
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* @return whether the player was moved
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*/
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boolean ascendUpwards(int distance, boolean alwaysGlass);
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/**
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* Make the player float in the given blocks.
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*
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* @param x The X coordinate of the block to float in
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* @param y The Y coordinate of the block to float in
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* @param z The Z coordinate of the block to float in
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*/
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void floatAt(int x, int y, int z, boolean alwaysGlass);
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/**
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* Get the point of the block that is being stood in.
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*
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* @return point
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*/
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WorldVector getBlockIn();
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/**
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* Get the point of the block that is being stood upon.
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*
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* @return point
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*/
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WorldVector getBlockOn();
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/**
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* Get the point of the block being looked at. May return null.
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* Will return the farthest away air block if useLastBlock is true and no other block is found.
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*
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* @param range How far to checks for blocks
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* @param useLastBlock Try to return the last valid air block found.
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* @return point
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*/
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WorldVector getBlockTrace(int range, boolean useLastBlock);
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WorldVectorFace getBlockTraceFace(int range, boolean useLastBlock);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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WorldVector getBlockTrace(int range);
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/**
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* Get the point of the block being looked at. May return null.
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*
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* @param range How far to checks for blocks
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* @return point
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*/
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WorldVector getSolidBlockTrace(int range);
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/**
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* Get the player's cardinal direction (N, W, NW, etc.). May return null.
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*
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* @return the direction
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*/
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PlayerDirection getCardinalDirection();
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/**
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* Get the actor's position.
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* </p>
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* If the actor has no permission, then return a dummy location.
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*
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* @return the actor's position
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*/
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WorldVector getPosition();
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/**
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* Get the player's view pitch.
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*
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* @return pitch
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*/
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double getPitch();
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/**
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* Get the player's view yaw.
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*
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* @return yaw
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*/
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double getYaw();
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/**
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* Pass through the wall that you are looking at.
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*
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* @param range How far to checks for blocks
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* @return whether the player was pass through
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*/
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boolean passThroughForwardWall(int range);
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/**
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* Move the player.
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*
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* @param pos Where to move them
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* @param pitch The pitch (up/down) of the player's view
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* @param yaw The yaw (left/right) of the player's view
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*/
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void setPosition(Vector pos, float pitch, float yaw);
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/**
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* Move the player.
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*
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* @param pos Where to move them
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*/
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void setPosition(Vector pos);
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}
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@ -0,0 +1,34 @@
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/*
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* WorldEdit, a Minecraft world manipulation toolkit
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* Copyright (C) sk89q <http://www.sk89q.com>
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* Copyright (C) WorldEdit team and contributors
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
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* for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.sk89q.worldedit.entity.metadata;
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/**
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* Indicates a creature that can be tamed.
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*/
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public interface Tameable {
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/**
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* Returns whether the creature is tamed.
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*
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* @return true if the creature is tamed
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*/
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boolean isTamed();
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}
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Reference in New Issue
Block a user