public class LocalWorldAdapter extends LocalWorld
Worlds into LocalWorld.| Modifier and Type | Method and Description |
|---|---|
static LocalWorldAdapter |
adapt(World world) |
void |
checkLoadedChunk(Vector position)
Load the chunk at the given position if it isn't loaded.
|
boolean |
clearContainerBlockContents(Vector position)
Clear a chest's contents.
|
Operation |
commit()
Return an
Operation that should be called to tie up loose ends
(such as to commit changes in a buffer). |
Entity |
createEntity(Location location,
BaseEntity entity)
Create an entity at the given location.
|
Mask |
createLiquidMask()
Create a mask that matches all liquids.
|
void |
dropItem(Vector position,
BaseItemStack item)
Drop one stack of the item at the given position.
|
void |
dropItem(Vector position,
BaseItemStack item,
int count)
Drop an item at the given position.
|
boolean |
equals(Object other) |
void |
fixAfterFastMode(Iterable<BlockVector2D> chunks)
Fix the given chunks after fast mode was used.
|
void |
fixLighting(Iterable<BlockVector2D> chunks)
Relight the given chunks if possible.
|
boolean |
generateBigTree(EditSession editSession,
Vector position)
Deprecated.
|
boolean |
generateBirchTree(EditSession editSession,
Vector position)
Deprecated.
|
boolean |
generateRedwoodTree(EditSession editSession,
Vector position)
Deprecated.
|
boolean |
generateTallRedwoodTree(EditSession editSession,
Vector position)
Deprecated.
|
boolean |
generateTree(EditSession editSession,
Vector position)
Deprecated.
|
boolean |
generateTree(TreeGenerator.TreeType type,
EditSession editSession,
Vector position)
Generate a tree at the given position.
|
BaseBiome |
getBiome(Vector2D position)
Get the biome at the given location.
|
BaseBlock |
getBlock(Vector position)
Get a snapshot of the block at the given location.
|
int |
getBlockData(Vector pt)
Deprecated.
|
int |
getBlockLightLevel(Vector position)
Get the light level at the given block.
|
int |
getBlockType(Vector pt)
Deprecated.
|
List<? extends Entity> |
getEntities()
Get a list of all entities.
|
List<? extends Entity> |
getEntities(Region region)
Get a list of all entities within the given region.
|
BaseBlock |
getLazyBlock(Vector position)
Get a lazy, immutable snapshot of the block at the given location that only
immediately contains information about the block's type (and metadata).
|
Vector |
getMaximumPoint()
Get the maximum point in the extent.
|
int |
getMaxY()
Get the maximum Y.
|
Vector |
getMinimumPoint()
Get the minimum point in the extent.
|
String |
getName()
Get the name of the world.
|
WorldData |
getWorldData()
Get the data for blocks and so on for this world.
|
int |
hashCode() |
boolean |
isValidBlockType(int id)
Checks whether the given block ID is a valid block ID.
|
boolean |
playEffect(Vector position,
int type,
int data)
Play the given effect.
|
boolean |
queueBlockBreakEffect(Platform server,
Vector position,
int blockId,
double priority)
Queue a block break effect.
|
boolean |
regenerate(Region region,
EditSession editSession)
Regenerate an area.
|
boolean |
setBiome(Vector2D position,
BaseBiome biome)
Set the biome.
|
boolean |
setBlock(Vector position,
BaseBlock block,
boolean notifyAndLight)
Similar to
OutputExtent.setBlock(Vector, BaseBlock) but a
notifyAndLight parameter indicates whether adjacent blocks
should be notified that changes have been made and lighting operations
should be executed. |
void |
simulateBlockMine(Vector position)
Simulate a block being mined at the given position.
|
boolean |
usesBlockData(int id)
Checks whether the given block ID uses data values for differentiating
types of blocks.
|
setBlock, setBlockData, setBlockType, setTypeIdAndDatapublic String getName()
Worldpublic int getMaxY()
WorldgetMaxY in interface WorldgetMaxY in class AbstractWorldpublic boolean isValidBlockType(int id)
WorldisValidBlockType in interface WorldisValidBlockType in class AbstractWorldid - the block IDpublic boolean usesBlockData(int id)
WorldusesBlockData in interface WorldusesBlockData in class AbstractWorldid - the block IDpublic Mask createLiquidMask()
WorldImplementations should override this so that custom liquids are supported.
createLiquidMask in interface WorldcreateLiquidMask in class AbstractWorld@Deprecated public int getBlockType(Vector pt)
getBlockType in interface WorldgetBlockType in class AbstractWorld@Deprecated public int getBlockData(Vector pt)
getBlockData in interface WorldgetBlockData in class AbstractWorldpublic boolean setBlock(Vector position, BaseBlock block, boolean notifyAndLight) throws WorldEditException
WorldOutputExtent.setBlock(Vector, BaseBlock) but a
notifyAndLight parameter indicates whether adjacent blocks
should be notified that changes have been made and lighting operations
should be executed.
If it's not possible to skip lighting, or if it's not possible to avoid notifying adjacent blocks, then attempt to meet the specification as best as possible.
On implementations where the world is not simulated, the
notifyAndLight parameter has no effect either way.
position - position of the blockblock - block to setnotifyAndLight - true to to notify and lightWorldEditExceptionpublic int getBlockLightLevel(Vector position)
Worldposition - the positionpublic boolean clearContainerBlockContents(Vector position)
Worldposition - the positionpublic BaseBiome getBiome(Vector2D position)
InputExtentIf there is no biome available, then the ocean biome should be returned.
position - the (x, z) location to check the biome atpublic boolean setBiome(Vector2D position, BaseBiome biome)
OutputExtentposition - the (x, z) location to set the biome atbiome - the biome to set topublic void dropItem(Vector position, BaseItemStack item, int count)
WorlddropItem in interface WorlddropItem in class AbstractWorldposition - the positionitem - the item to dropcount - the number of individual stacks to drop (number of item entities)public void dropItem(Vector position, BaseItemStack item)
Worldposition - the positionitem - the item to dropshortcut method to specify the number of stackspublic void simulateBlockMine(Vector position)
WorldsimulateBlockMine in interface WorldsimulateBlockMine in class AbstractWorldposition - the positionpublic boolean regenerate(Region region, EditSession editSession)
Worldregion - the regioneditSession - the EditSessionpublic boolean generateTree(TreeGenerator.TreeType type, EditSession editSession, Vector position) throws MaxChangedBlocksException
WorldgenerateTree in interface WorldgenerateTree in class LocalWorldtype - the tree typeeditSession - the EditSessionposition - the positionMaxChangedBlocksException - thrown if too many blocks were changed@Deprecated public boolean generateTree(EditSession editSession, Vector position) throws MaxChangedBlocksException
generateTree in interface WorldgenerateTree in class LocalWorldMaxChangedBlocksException@Deprecated public boolean generateBigTree(EditSession editSession, Vector position) throws MaxChangedBlocksException
generateBigTree in interface WorldgenerateBigTree in class LocalWorldMaxChangedBlocksException@Deprecated public boolean generateBirchTree(EditSession editSession, Vector position) throws MaxChangedBlocksException
generateBirchTree in interface WorldgenerateBirchTree in class LocalWorldMaxChangedBlocksException@Deprecated public boolean generateRedwoodTree(EditSession editSession, Vector position) throws MaxChangedBlocksException
generateRedwoodTree in interface WorldgenerateRedwoodTree in class LocalWorldMaxChangedBlocksException@Deprecated public boolean generateTallRedwoodTree(EditSession editSession, Vector position) throws MaxChangedBlocksException
generateTallRedwoodTree in interface WorldgenerateTallRedwoodTree in class LocalWorldMaxChangedBlocksExceptionpublic void checkLoadedChunk(Vector position)
WorldcheckLoadedChunk in interface WorldcheckLoadedChunk in class AbstractWorldposition - the positionpublic void fixAfterFastMode(Iterable<BlockVector2D> chunks)
WorldFast mode makes calls to World.setBlock(Vector, BaseBlock, boolean)
with false for the notifyAndLight parameter, which
may causes lighting errors to accumulate. Use of this method, if
it is implemented by the underlying world, corrects those lighting
errors and may trigger block change notifications.
fixAfterFastMode in interface WorldfixAfterFastMode in class AbstractWorldchunks - a list of chunk coordinates to fixpublic void fixLighting(Iterable<BlockVector2D> chunks)
WorldfixLighting in interface WorldfixLighting in class AbstractWorldchunks - a list of chunk coordinates to fixpublic boolean playEffect(Vector position, int type, int data)
WorldplayEffect in interface WorldplayEffect in class AbstractWorldposition - the positiontype - the effect typedata - the effect datapublic boolean queueBlockBreakEffect(Platform server, Vector position, int blockId, double priority)
WorldqueueBlockBreakEffect in interface WorldqueueBlockBreakEffect in class AbstractWorldserver - the serverposition - the positionblockId - the block IDpriority - the prioritypublic WorldData getWorldData()
Worldpublic boolean equals(Object other)
public int hashCode()
public Vector getMinimumPoint()
ExtentIf the extent is unbounded, then a large (negative) value may be returned.
getMinimumPoint in interface ExtentgetMinimumPoint in class AbstractWorldpublic Vector getMaximumPoint()
ExtentIf the extent is unbounded, then a large (positive) value may be returned.
getMaximumPoint in interface ExtentgetMaximumPoint in class AbstractWorldpublic List<? extends Entity> getEntities(Region region)
ExtentIf the extent is not wholly loaded (i.e. a world being simulated in the game will not have every chunk loaded), then this list may not be incomplete.
region - the region in which entities must be containedpublic BaseBlock getBlock(Vector position)
InputExtentIf the given position is out of the bounds of the extent, then the behavior
is undefined (an air block could be returned). However, null
should not be returned.
The returned block is mutable and is a snapshot of the block at the time
of call. It has no position attached to it, so it could be reused in
Patterns and so on.
Calls to this method can actually be quite expensive, so cache results
whenever it is possible, while being aware of the mutability aspect.
The cost, however, depends on the implementation and particular extent.
If only basic information about the block is required, then use of
InputExtent.getLazyBlock(Vector) is recommended.
position - position of the blockpublic BaseBlock getLazyBlock(Vector position)
InputExtentFurther information (such as NBT data) will be available by the time of access. Therefore, it is not recommended that this method is used if the world is being simulated at the time of call. If the block needs to be stored for future use, then this method should definitely not be used. Moreover, the block that is returned is immutable (or should be), and therefore modifications should not be attempted on it. If a modifiable copy is required, then the block should be cloned.
This method exists because it is sometimes important to inspect the block
at a given location, but InputExtent.getBlock(Vector) may be too expensive in
the underlying implementation. It is also not possible to implement
caching if the returned object is mutable, so this methods allows caching
implementations to be used.
getLazyBlock in interface InputExtentgetLazyBlock in class LocalWorldposition - position of the block@Nullable public Operation commit()
OutputExtentOperation that should be called to tie up loose ends
(such as to commit changes in a buffer).commit in interface OutputExtentcommit in class AbstractWorld@Nullable public Entity createEntity(Location location, BaseEntity entity)
Extentlocation - the locationentity - the entitypublic List<? extends Entity> getEntities()
ExtentIf the extent is not wholly loaded (i.e. a world being simulated in the game will not have every chunk loaded), then this list may not be incomplete.
public static LocalWorldAdapter adapt(World world)
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