public interface Level extends ChunkManager
| Modifier and Type | Field and Description |
|---|---|
static int |
BLOCK_UPDATE_NORMAL |
static int |
BLOCK_UPDATE_RANDOM |
static int |
BLOCK_UPDATE_REDSTONE |
static int |
BLOCK_UPDATE_SCHEDULED |
static int |
BLOCK_UPDATE_TICK |
static int |
BLOCK_UPDATE_TOUCH |
static int |
BLOCK_UPDATE_WEAK |
static int |
TIME_DAY |
static int |
TIME_FULL |
static int |
TIME_MIDNIGHT |
static int |
TIME_NIGHT |
static int |
TIME_NOON |
static int |
TIME_SUNRISE |
static int |
TIME_SUNSET |
| Modifier and Type | Method and Description |
|---|---|
void |
addEntity(Entity entity) |
void |
addEntityMovement(Entity entity,
double x,
double y,
double z,
double yaw,
double pitch,
double headYaw) |
boolean |
canBlockSeeSky(com.nukkitx.math.vector.Vector3i position) |
boolean |
cancelScheduledUpdate(com.nukkitx.math.vector.Vector3i pos) |
void |
close() |
void |
doTick(int currentTick) |
default DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f position,
ItemStack item) |
default DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f position,
ItemStack item,
com.nukkitx.math.vector.Vector3f motion) |
default DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f position,
ItemStack item,
com.nukkitx.math.vector.Vector3f motion,
boolean dropAround) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f position,
ItemStack item,
com.nukkitx.math.vector.Vector3f motion,
boolean dropAround,
int delay) |
default DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f position,
ItemStack item,
com.nukkitx.math.vector.Vector3f motion,
int delay) |
default DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3i position,
ItemStack item) |
int |
getBiomeId(int x,
int z) |
BlockEntity |
getBlockEntity(com.nukkitx.math.vector.Vector3i position) |
default Set<? extends Entity> |
getCollidingEntities(AxisAlignedBB bb) |
Set<? extends Entity> |
getCollidingEntities(AxisAlignedBB bb,
Entity target) |
Block[] |
getCollisionBlocks(AxisAlignedBB bb) |
default AxisAlignedBB[] |
getCollisionCubes(Entity entity,
AxisAlignedBB boundingBox) |
default AxisAlignedBB[] |
getCollisionCubes(Entity entity,
AxisAlignedBB boundingBox,
boolean entities) |
AxisAlignedBB[] |
getCollisionCubes(Entity entity,
AxisAlignedBB boundingBox,
boolean entities,
boolean solidEntites) |
long |
getCurrentTick() |
Entity |
getEntity(long runtimeId) |
int |
getFullLight(com.nukkitx.math.vector.Vector3i pos) |
GameRuleMap |
getGameRules() |
int |
getHighestBlock(int x,
int z) |
String |
getId() |
String |
getName() |
Set<? extends Entity> |
getNearbyEntities(AxisAlignedBB bb) |
Set<? extends Entity> |
getNearbyEntities(AxisAlignedBB bb,
Entity entity) |
Set<? extends Entity> |
getNearbyEntities(AxisAlignedBB bb,
Entity entity,
boolean loadChunks) |
Map<Long,? extends Player> |
getPlayers() |
int |
getRainTime() |
long |
getSeed() |
Server |
getServer() |
com.nukkitx.math.vector.Vector3f |
getSpawnLocation() |
int |
getThunderTime() |
int |
getTickRate() |
int |
getTime() |
boolean |
hasCollision(Entity entity,
AxisAlignedBB bb,
boolean entities) |
void |
init() |
boolean |
isRaining() |
boolean |
isThundering() |
boolean |
isUpdateScheduled(com.nukkitx.math.vector.Vector3i pos) |
void |
removeEntity(Entity entity) |
default boolean |
save() |
boolean |
save(boolean force) |
void |
scheduleEntityUpdate(Entity entity) |
void |
scheduleUpdate(com.nukkitx.math.vector.Vector3i pos,
int delay) |
void |
sendTime(Player... players) |
default void |
sendTime(Player who) |
void |
sendWeather(Player... players) |
void |
setBiomeId(int x,
int z,
byte biomeId) |
boolean |
setRaining(boolean raining) |
void |
setRainTime(int time) |
void |
setSeed(long seed) |
void |
setSpawnLocation(com.nukkitx.math.vector.Vector3f pos) |
boolean |
setThundering(boolean thundering) |
void |
setThunderTime(int time) |
void |
setTime(int time) |
void |
startTime() |
void |
stopTime() |
default boolean |
unload() |
boolean |
unload(boolean force) |
void |
updateAround(com.nukkitx.math.vector.Vector3i pos) |
default ItemStack |
useBreakOn(com.nukkitx.math.vector.Vector3i pos) |
ItemStack |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
Direction face,
ItemStack item,
Player player,
boolean createParticles) |
default ItemStack |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
ItemStack item) |
default ItemStack |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
ItemStack item,
Player player) |
default ItemStack |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
ItemStack item,
Player player,
boolean createParticles) |
default ItemStack |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
ItemStack item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos) |
default ItemStack |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
ItemStack item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos,
Player player) |
ItemStack |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
ItemStack item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos,
Player player,
boolean playSound) |
getBlock, getBlock, getBlock, getBlockState, getBlockState, getBlockState, getBlockState, getBlockState, getChunk, getChunk, getChunk, getChunk, getChunk, getChunkFuture, getChunkLoaders, getChunkPlayers, getChunks, getLoadedBlock, getLoadedBlock, getLoadedBlock, getLoadedChunk, getLoadedChunk, getLoadedChunk, getLoadedChunk, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockState, setBlockStatestatic final int BLOCK_UPDATE_NORMAL
static final int BLOCK_UPDATE_RANDOM
static final int BLOCK_UPDATE_SCHEDULED
static final int BLOCK_UPDATE_WEAK
static final int BLOCK_UPDATE_TOUCH
static final int BLOCK_UPDATE_REDSTONE
static final int BLOCK_UPDATE_TICK
static final int TIME_DAY
static final int TIME_NOON
static final int TIME_SUNSET
static final int TIME_NIGHT
static final int TIME_MIDNIGHT
static final int TIME_SUNRISE
static final int TIME_FULL
void init()
Server getServer()
String getId()
void close()
default boolean unload()
boolean unload(boolean force)
GameRuleMap getGameRules()
void doTick(int currentTick)
default boolean save()
boolean save(boolean force)
void scheduleUpdate(com.nukkitx.math.vector.Vector3i pos,
int delay)
void updateAround(com.nukkitx.math.vector.Vector3i pos)
boolean cancelScheduledUpdate(com.nukkitx.math.vector.Vector3i pos)
boolean isUpdateScheduled(com.nukkitx.math.vector.Vector3i pos)
int getFullLight(com.nukkitx.math.vector.Vector3i pos)
default ItemStack useBreakOn(com.nukkitx.math.vector.Vector3i pos)
default ItemStack useBreakOn(com.nukkitx.math.vector.Vector3i pos, ItemStack item, Player player)
default ItemStack useBreakOn(com.nukkitx.math.vector.Vector3i pos, ItemStack item, Player player, boolean createParticles)
ItemStack useBreakOn(com.nukkitx.math.vector.Vector3i pos, Direction face, ItemStack item, Player player, boolean createParticles)
default ItemStack useItemOn(com.nukkitx.math.vector.Vector3i vector, ItemStack item, Direction face, com.nukkitx.math.vector.Vector3f clickPos)
default ItemStack useItemOn(com.nukkitx.math.vector.Vector3i vector, ItemStack item, Direction face, com.nukkitx.math.vector.Vector3f clickPos, Player player)
ItemStack useItemOn(com.nukkitx.math.vector.Vector3i vector, ItemStack item, Direction face, com.nukkitx.math.vector.Vector3f clickPos, Player player, boolean playSound)
int getBiomeId(int x,
int z)
void setBiomeId(int x,
int z,
byte biomeId)
int getHighestBlock(int x,
int z)
com.nukkitx.math.vector.Vector3f getSpawnLocation()
void setSpawnLocation(com.nukkitx.math.vector.Vector3f pos)
int getTime()
void setTime(int time)
void stopTime()
void startTime()
default void sendTime(Player who)
void sendTime(Player... players)
long getCurrentTick()
String getName()
long getSeed()
getSeed in interface ChunkManagervoid setSeed(long seed)
boolean isRaining()
boolean setRaining(boolean raining)
int getRainTime()
void setRainTime(int time)
boolean isThundering()
boolean setThundering(boolean thundering)
int getThunderTime()
void setThunderTime(int time)
void sendWeather(Player... players)
void addEntity(Entity entity)
default AxisAlignedBB[] getCollisionCubes(Entity entity, AxisAlignedBB boundingBox)
default AxisAlignedBB[] getCollisionCubes(Entity entity, AxisAlignedBB boundingBox, boolean entities)
AxisAlignedBB[] getCollisionCubes(Entity entity, AxisAlignedBB boundingBox, boolean entities, boolean solidEntites)
void addEntityMovement(Entity entity, double x, double y, double z, double yaw, double pitch, double headYaw)
void scheduleEntityUpdate(Entity entity)
void removeEntity(Entity entity)
Block[] getCollisionBlocks(AxisAlignedBB bb)
default Set<? extends Entity> getCollidingEntities(AxisAlignedBB bb)
Set<? extends Entity> getCollidingEntities(AxisAlignedBB bb, Entity target)
int getTickRate()
boolean hasCollision(Entity entity, AxisAlignedBB bb, boolean entities)
Entity getEntity(long runtimeId)
BlockEntity getBlockEntity(com.nukkitx.math.vector.Vector3i position)
boolean canBlockSeeSky(com.nukkitx.math.vector.Vector3i position)
@Nonnull default DroppedItem dropItem(com.nukkitx.math.vector.Vector3i position, ItemStack item)
@Nonnull default DroppedItem dropItem(com.nukkitx.math.vector.Vector3f position, ItemStack item)
@Nonnull default DroppedItem dropItem(com.nukkitx.math.vector.Vector3f position, ItemStack item, com.nukkitx.math.vector.Vector3f motion)
default DroppedItem dropItem(com.nukkitx.math.vector.Vector3f position, ItemStack item, com.nukkitx.math.vector.Vector3f motion, int delay)
@Nonnull default DroppedItem dropItem(com.nukkitx.math.vector.Vector3f position, ItemStack item, com.nukkitx.math.vector.Vector3f motion, boolean dropAround)
DroppedItem dropItem(com.nukkitx.math.vector.Vector3f position, ItemStack item, com.nukkitx.math.vector.Vector3f motion, boolean dropAround, int delay)
Set<? extends Entity> getNearbyEntities(AxisAlignedBB bb)
Set<? extends Entity> getNearbyEntities(AxisAlignedBB bb, Entity entity)
Set<? extends Entity> getNearbyEntities(AxisAlignedBB bb, Entity entity, boolean loadChunks)
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