mirror of
https://github.com/plexusorg/Plex-FAWE.git
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281 lines
8.5 KiB
Java
281 lines
8.5 KiB
Java
/*
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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.world;
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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.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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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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import com.sk89q.worldedit.world.block.BlockState;
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import com.sk89q.worldedit.world.block.BlockStateHolder;
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import com.sk89q.worldedit.world.block.BlockType;
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import com.sk89q.worldedit.world.weather.WeatherType;
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import javax.annotation.Nullable;
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import java.nio.file.Path;
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/**
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* Represents a world (dimension).
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*/
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public interface World extends Extent {
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/**
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* Get the name of the world.
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*
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* @return a name for the world
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*/
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String getName();
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/**
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* Get the folder in which this world is stored. May return null if unknown
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* or if this world is not serialized to disk.
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*
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* @return world storage path
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*/
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@Nullable
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Path getStoragePath();
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/**
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* Get the maximum Y.
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*
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* @return the maximum Y
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*/
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@Override
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int getMaxY();
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/**
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* Create a mask that matches all liquids.
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*
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* <p>Implementations should override this so that custom liquids
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* are supported.</p>
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*
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* @return a mask
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*/
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Mask createLiquidMask();
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/**
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* Use the given item on the block at the given location on the given side.
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*
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* @param item The item
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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(BlockVector3 position, BaseItem item, Direction face);
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/**
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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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*
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* <p>If it's not possible to skip lighting, or if it's not possible to
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* avoid notifying adjacent blocks, then attempt to meet the
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* specification as best as possible.</p>
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*
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* <p>On implementations where the world is not simulated, the
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* {@code notifyAndLight} parameter has no effect either way.</p>
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*
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* @param position position of the block
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* @param block block to set
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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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default <B extends BlockStateHolder<B>> boolean setBlock(BlockVector3 position, B block, boolean notifyAndLight) throws WorldEditException {
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return setBlock(position, block);
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}
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/**
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* Notifies the simulation that the block at the given location has
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* been changed and it must be re-lighted (and issue other events).
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*
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* @param position position of the block
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* @param previousType the type of the previous block that was there
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* @return true if the block was successfully notified
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*/
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boolean notifyAndLightBlock(BlockVector3 position, BlockState previousType) throws WorldEditException;
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/**
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* Get the light level at the given block.
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*
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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(BlockVector3 position);
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/**
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* Clear a chest's contents.
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*
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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(BlockVector3 position);
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/**
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* Drop an 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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* @param count the number of individual stacks to drop (number of item entities)
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*/
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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(Vector3, BaseItemStack, int) shortcut method to specify the number of stacks
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*/
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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(BlockVector3 position);
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/**
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* Regenerate an area.
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*
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* @param region the region
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* @param editSession the {@link EditSession}
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* @return true if re-generation was successful
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*/
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boolean regenerate(Region region, EditSession editSession);
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/**
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* Generate a tree at the given position.
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*
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* @param type the tree type
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* @param editSession the {@link EditSession}
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* @param position the position
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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, 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(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(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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* errors and may trigger block change notifications.</p>
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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<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<BlockVector2> chunks);
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/**
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* Play the given effect.
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*
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* @param position the position
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* @param type the effect type
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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(Vector3 position, int type, int data);
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/**
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* Queue a block break effect.
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*
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* @param server the server
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* @param position the position
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* @param blockType the block type
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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, 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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*
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* @return The weather
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*/
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WeatherType getWeather();
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/**
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* Gets the remaining weather duration.
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*
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* @return The weather duration
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*/
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long getRemainingWeatherDuration();
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/**
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* Sets the weather type of the world.
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*
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* @param weatherType The weather type
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*/
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void setWeather(WeatherType weatherType);
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/**
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* Sets the weather type of the world.
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*
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* @param weatherType The weather type
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* @param duration The duration of the weather
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*/
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void setWeather(WeatherType weatherType, long duration);
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/**
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* Gets the spawn position of this world.
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*
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* @return The spawn position
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*/
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BlockVector3 getSpawnPosition();
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@Override
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boolean equals(Object other);
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@Override
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int hashCode();
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@Override
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default boolean isWorld() {
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return true;
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}
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}
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