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Current progress with update
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@ -19,10 +19,8 @@
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package com.sk89q.worldedit.world;
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import com.sk89q.worldedit.BlockVector2D;
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import com.sk89q.worldedit.EditSession;
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import com.sk89q.worldedit.MaxChangedBlocksException;
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import com.sk89q.worldedit.Vector;
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import com.sk89q.worldedit.WorldEditException;
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import com.sk89q.worldedit.blocks.BaseItem;
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import com.sk89q.worldedit.blocks.BaseItemStack;
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@ -32,6 +30,9 @@ import com.sk89q.worldedit.world.block.BlockType;
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import com.sk89q.worldedit.extension.platform.Platform;
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import com.sk89q.worldedit.extent.Extent;
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import com.sk89q.worldedit.function.mask.Mask;
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import com.sk89q.worldedit.math.BlockVector2;
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import com.sk89q.worldedit.math.BlockVector3;
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import com.sk89q.worldedit.math.Vector3;
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import com.sk89q.worldedit.regions.Region;
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import com.sk89q.worldedit.util.Direction;
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import com.sk89q.worldedit.util.TreeGenerator;
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@ -73,10 +74,10 @@ public interface World extends Extent {
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* @param face The face
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* @return Whether it succeeded
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*/
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boolean useItem(Vector position, BaseItem item, Direction face);
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boolean useItem(BlockVector3 position, BaseItem item, Direction face);
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/**
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* Similar to {@link Extent#setBlock(Vector, BlockStateHolder)} but a
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* Similar to {@link Extent#setBlock(BlockVector3, BlockStateHolder)} but a
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* {@code notifyAndLight} parameter indicates whether adjacent blocks
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* should be notified that changes have been made and lighting operations
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* should be executed.
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@ -93,7 +94,7 @@ public interface World extends Extent {
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* @param notifyAndLight true to to notify and light
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* @return true if the block was successfully set (return value may not be accurate)
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*/
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boolean setBlock(Vector position, BlockStateHolder block, boolean notifyAndLight) throws WorldEditException;
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boolean setBlock(BlockVector3 position, BlockStateHolder block, boolean notifyAndLight) throws WorldEditException;
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/**
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* Get the light level at the given block.
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@ -101,7 +102,7 @@ public interface World extends Extent {
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* @param position the position
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* @return the light level (0-15)
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*/
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int getBlockLightLevel(Vector position);
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int getBlockLightLevel(BlockVector3 position);
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/**
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* Clear a chest's contents.
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@ -109,7 +110,7 @@ public interface World extends Extent {
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* @param position the position
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* @return true if the container was cleared
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*/
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boolean clearContainerBlockContents(Vector position);
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boolean clearContainerBlockContents(BlockVector3 position);
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/**
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* Drop an item at the given position.
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@ -118,23 +119,23 @@ public interface World extends Extent {
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* @param item the item to drop
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* @param count the number of individual stacks to drop (number of item entities)
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*/
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void dropItem(Vector position, BaseItemStack item, int count);
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void dropItem(Vector3 position, BaseItemStack item, int count);
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/**
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* Drop one stack of the item at the given position.
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*
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* @param position the position
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* @param item the item to drop
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* @see #dropItem(Vector, BaseItemStack, int) shortcut method to specify the number of stacks
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* @see #dropItem(Vector3, BaseItemStack, int) shortcut method to specify the number of stacks
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*/
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void dropItem(Vector position, BaseItemStack item);
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void dropItem(Vector3 position, BaseItemStack item);
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/**
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* Simulate a block being mined at the given position.
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*
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* @param position the position
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*/
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void simulateBlockMine(Vector position);
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void simulateBlockMine(BlockVector3 position);
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/**
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* Regenerate an area.
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@ -154,19 +155,19 @@ public interface World extends Extent {
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* @return true if generation was successful
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* @throws MaxChangedBlocksException thrown if too many blocks were changed
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*/
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boolean generateTree(TreeGenerator.TreeType type, EditSession editSession, Vector position) throws MaxChangedBlocksException;
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boolean generateTree(TreeGenerator.TreeType type, EditSession editSession, BlockVector3 position) throws MaxChangedBlocksException;
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/**
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* Load the chunk at the given position if it isn't loaded.
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*
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* @param position the position
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*/
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void checkLoadedChunk(Vector position);
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void checkLoadedChunk(BlockVector3 position);
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/**
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* Fix the given chunks after fast mode was used.
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*
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* <p>Fast mode makes calls to {@link #setBlock(Vector, BlockStateHolder, boolean)}
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* <p>Fast mode makes calls to {@link #setBlock(BlockVector3, BlockStateHolder, boolean)}
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* with {@code false} for the {@code notifyAndLight} parameter, which
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* may causes lighting errors to accumulate. Use of this method, if
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* it is implemented by the underlying world, corrects those lighting
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@ -174,14 +175,14 @@ public interface World extends Extent {
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*
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* @param chunks a list of chunk coordinates to fix
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*/
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void fixAfterFastMode(Iterable<BlockVector2D> chunks);
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void fixAfterFastMode(Iterable<BlockVector2> chunks);
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/**
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* Relight the given chunks if possible.
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*
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* @param chunks a list of chunk coordinates to fix
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*/
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void fixLighting(Iterable<BlockVector2D> chunks);
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void fixLighting(Iterable<BlockVector2> chunks);
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/**
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* Play the given effect.
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@ -191,7 +192,7 @@ public interface World extends Extent {
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* @param data the effect data
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* @return true if the effect was played
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*/
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boolean playEffect(Vector position, int type, int data);
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boolean playEffect(Vector3 position, int type, int data);
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/**
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* Queue a block break effect.
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@ -202,7 +203,7 @@ public interface World extends Extent {
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* @param priority the priority
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* @return true if the effect was played
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*/
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boolean queueBlockBreakEffect(Platform server, Vector position, BlockType blockType, double priority);
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boolean queueBlockBreakEffect(Platform server, BlockVector3 position, BlockType blockType, double priority);
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/**
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* Gets the weather type of the world.
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