public class Level extends Object implements ChunkManager, Metadatable
| 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 |
COMPRESSION_LEVEL |
static int |
DIMENSION_NETHER |
static int |
DIMENSION_OVERWORLD |
static int |
DIMENSION_THE_END |
static int |
MAX_BLOCK_CACHE |
float |
skyLightSubtracted |
int |
sleepTicks |
int |
tickRateCounter |
int |
tickRateTime |
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 |
LevelTimings |
timings |
| Modifier and Type | Method and Description |
|---|---|
void |
addBlockEntity(BlockEntity blockEntity) |
void |
addChunkPacket(int chunkX,
int chunkZ,
com.nukkitx.protocol.bedrock.BedrockPacket packet) |
void |
addChunkPacket(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.BedrockPacket packet) |
void |
addChunkPacket(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.BedrockPacket packet) |
void |
addEntity(Entity entity) |
void |
addEntityMovement(BaseEntity entity,
double x,
double y,
double z,
double yaw,
double pitch,
double headYaw) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data)
Broadcasts sound to players
|
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
EntityType<?> type) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
EntityType<?> type,
boolean isBaby,
boolean isGlobal) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
Identifier identifier,
boolean isBaby,
boolean isGlobal) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event) |
void |
addLevelSoundEvent(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data) |
void |
addLightUpdate(int x,
int y,
int z) |
void |
addParticle(Particle particle) |
void |
addParticle(Particle particle,
Collection<Player> players) |
void |
addParticle(Particle particle,
Player player) |
void |
addParticle(Particle particle,
Player[] players) |
void |
addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier) |
void |
addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId) |
void |
addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId) |
void |
addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId,
Collection<Player> players) |
void |
addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId,
Player... players) |
void |
addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound) |
void |
addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch) |
void |
addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch,
Collection<Player> players) |
void |
addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch,
Player... players) |
void |
addSound(com.nukkitx.math.vector.Vector3i pos,
Sound sound) |
void |
addSound(com.nukkitx.math.vector.Vector3i pos,
Sound sound,
float volume,
float pitch) |
com.nukkitx.math.vector.Vector3f |
adjustPosToNearbyEntity(com.nukkitx.math.vector.Vector3f pos) |
float |
calculateCelestialAngle(int time,
float tickDiff) |
int |
calculateSkylightSubtracted(float tickDiff) |
boolean |
canBlockSeeSky(int x,
int y,
int z) |
boolean |
canBlockSeeSky(com.nukkitx.math.vector.Vector3f pos) |
boolean |
canBlockSeeSky(com.nukkitx.math.vector.Vector3i pos) |
boolean |
cancelSheduledUpdate(com.nukkitx.math.vector.Vector3i pos,
Block block) |
void |
checkSleep() |
void |
checkTime() |
void |
close() |
void |
doChunkGarbageCollection() |
void |
doTick(int currentTick) |
void |
dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp) |
void |
dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp,
com.nukkitx.math.vector.Vector3f motion) |
void |
dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp,
com.nukkitx.math.vector.Vector3f motion,
int delay) |
void |
dropExpOrb(com.nukkitx.math.vector.Vector3i source,
int exp) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f source,
Item item) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f source,
Item item,
com.nukkitx.math.vector.Vector3f motion) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f source,
Item item,
com.nukkitx.math.vector.Vector3f motion,
boolean dropAround,
int delay) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3f source,
Item item,
com.nukkitx.math.vector.Vector3f motion,
int delay) |
DroppedItem |
dropItem(com.nukkitx.math.vector.Vector3i source,
Item item) |
boolean |
getAutoSave() |
int |
getBiomeId(int x,
int z) |
Block |
getBlock(int x,
int y,
int z) |
Block |
getBlock(com.nukkitx.math.vector.Vector3f vector) |
Block |
getBlock(com.nukkitx.math.vector.Vector3i vector) |
BlockState |
getBlockAt(int x,
int y,
int z,
int layer) |
Set<BlockEntity> |
getBlockEntities() |
BlockEntity |
getBlockEntity(com.nukkitx.math.vector.Vector3i pos) |
int |
getBlockLightAt(int x,
int y,
int z) |
BlockMetadataStore |
getBlockMetadata() |
Chunk |
getChunk(int chunkX,
int chunkZ) |
Chunk |
getChunk(long chunkKey) |
Chunk |
getChunk(com.nukkitx.math.vector.Vector3f pos) |
Chunk |
getChunk(com.nukkitx.math.vector.Vector3i pos) |
Collection<BlockEntity> |
getChunkBlockEntities(int chunkX,
int chunkZ) |
int |
getChunkCount() |
Set<Entity> |
getChunkEntities(int chunkX,
int chunkZ) |
CompletableFuture<Chunk> |
getChunkFuture(int chunkX,
int chunkZ) |
Set<ChunkLoader> |
getChunkLoaders(int chunkX,
int chunkZ) |
Set<Player> |
getChunkPlayers(int chunkX,
int chunkZ) |
Set<Chunk> |
getChunks() |
Set<Entity> |
getCollidingEntities(AxisAlignedBB bb) |
Set<Entity> |
getCollidingEntities(AxisAlignedBB bb,
Entity entity) |
Block[] |
getCollisionBlocks(AxisAlignedBB bb) |
Block[] |
getCollisionBlocks(AxisAlignedBB bb,
boolean targetFirst) |
AxisAlignedBB[] |
getCollisionCubes(BaseEntity entity,
AxisAlignedBB bb) |
AxisAlignedBB[] |
getCollisionCubes(BaseEntity entity,
AxisAlignedBB bb,
boolean entities) |
AxisAlignedBB[] |
getCollisionCubes(BaseEntity entity,
AxisAlignedBB bb,
boolean entities,
boolean solidEntities) |
long |
getCurrentTick() |
int |
getDimension() |
Entity[] |
getEntities() |
Entity |
getEntity(long entityId) |
int |
getFullLight(com.nukkitx.math.vector.Vector3i pos) |
GameRuleMap |
getGameRules() |
Generator |
getGenerator() |
int |
getHighestBlock(int x,
int z) |
int |
getHighestBlockAt(int x,
int z) |
String |
getId() |
Block |
getLoadedBlock(int x,
int y,
int z) |
Block |
getLoadedBlock(com.nukkitx.math.vector.Vector3f pos) |
Block |
getLoadedBlock(com.nukkitx.math.vector.Vector3i pos) |
Collection<BlockEntity> |
getLoadedBlockEntities(int chunkX,
int chunkZ) |
BlockEntity |
getLoadedBlockEntity(com.nukkitx.math.vector.Vector3i pos) |
Chunk |
getLoadedChunk(int chunkX,
int chunkZ) |
Chunk |
getLoadedChunk(long chunkKey) |
Chunk |
getLoadedChunk(com.nukkitx.math.vector.Vector3f pos) |
Chunk |
getLoadedChunk(com.nukkitx.math.vector.Vector3i pos) |
Set<Entity> |
getLoadedChunkEntities(int chunkX,
int chunkZ) |
Map<Integer,ChunkLoader> |
getLoaders() |
BlockColor |
getMapColorAt(int x,
int z) |
List<MetadataValue> |
getMetadata(String metadataKey) |
int |
getMoonPhase(long worldTime) |
String |
getName() |
Set<Entity> |
getNearbyEntities(AxisAlignedBB bb) |
Set<Entity> |
getNearbyEntities(AxisAlignedBB bb,
Entity entity) |
Set<Entity> |
getNearbyEntities(AxisAlignedBB bb,
Entity entity,
boolean loadChunks) |
Set<BlockUpdateEntry> |
getPendingBlockUpdates(AxisAlignedBB boundingBox) |
Set<BlockUpdateEntry> |
getPendingBlockUpdates(Chunk chunk) |
Map<Long,Player> |
getPlayers() |
LevelProvider |
getProvider() |
int |
getRainTime() |
int |
getRedstonePower(com.nukkitx.math.vector.Vector3i pos,
Direction face) |
Location |
getSafeSpawn() |
Location |
getSafeSpawn(Location spawn) |
long |
getSeed() |
Server |
getServer() |
int |
getSkyLightAt(int x,
int y,
int z) |
Location |
getSpawnLocation() |
int |
getStrongPower(com.nukkitx.math.vector.Vector3i pos) |
int |
getStrongPower(com.nukkitx.math.vector.Vector3i pos,
Direction direction) |
int |
getThunderTime() |
int |
getTickRate() |
int |
getTickRateTime() |
int |
getTime() |
int |
getUpdateLCG() |
boolean |
hasCollision(BaseEntity entity,
AxisAlignedBB bb,
boolean entities) |
boolean |
hasMetadata(String metadataKey) |
void |
init() |
boolean |
isAreaLoaded(AxisAlignedBB bb) |
int |
isBlockIndirectlyGettingPowered(com.nukkitx.math.vector.Vector3i pos) |
boolean |
isBlockPowered(com.nukkitx.math.vector.Vector3i pos) |
boolean |
isBlockTickPending(com.nukkitx.math.vector.Vector3i pos,
Block block) |
boolean |
isChunkLoaded(int x,
int z) |
boolean |
isChunkLoaded(com.nukkitx.math.vector.Vector3i pos) |
boolean |
isChunkLoaded(com.nukkitx.math.vector.Vector4i pos) |
boolean |
isDaytime() |
boolean |
isFullBlock(BlockState state) |
boolean |
isInSpawnRadius(com.nukkitx.math.vector.Vector3i vector3) |
boolean |
isRaining() |
boolean |
isSidePowered(com.nukkitx.math.vector.Vector3i pos,
Direction face) |
boolean |
isSpawnChunk(int x,
int z) |
boolean |
isThundering() |
boolean |
isUpdateScheduled(com.nukkitx.math.vector.Vector3i pos,
Block block) |
void |
reloadGenerator() |
void |
removeBlockEntity(BlockEntity entity) |
void |
removeEntity(Entity entity) |
void |
removeMetadata(String metadataKey,
Plugin owningPlugin) |
boolean |
save() |
boolean |
save(boolean force) |
CompletableFuture<Void> |
saveChunks() |
void |
scheduleBlockEntityUpdate(BlockEntity entity) |
void |
scheduleEntityUpdate(Entity entity) |
void |
scheduleUpdate(Block block,
int delay) |
void |
scheduleUpdate(BlockUpdate blockUpdate) |
void |
scheduleUpdate(Block block,
com.nukkitx.math.vector.Vector3i pos,
int delay) |
void |
scheduleUpdate(Block block,
com.nukkitx.math.vector.Vector3i pos,
int delay,
int priority) |
void |
scheduleUpdate(Block block,
com.nukkitx.math.vector.Vector3i pos,
int delay,
int priority,
boolean checkArea) |
void |
scheduleUpdate(com.nukkitx.math.vector.Vector3i pos,
int delay) |
void |
sendBlocks(Player[] target,
Block[] blocks) |
void |
sendBlocks(Player[] target,
Block[] blocks,
Set<com.nukkitx.protocol.bedrock.packet.UpdateBlockPacket.Flag> flags) |
void |
sendBlocks(Player[] target,
Block[] blocks,
Set<com.nukkitx.protocol.bedrock.packet.UpdateBlockPacket.Flag> flags,
boolean optimizeRebuilds) |
void |
sendTime() |
void |
sendTime(Player... players) |
void |
sendWeather(Collection<Player> players) |
void |
sendWeather(Player player) |
void |
sendWeather(Player[] players) |
void |
setAutoSave(boolean autoSave) |
void |
setBiomeId(int x,
int z,
byte biomeId) |
boolean |
setBlock(int x,
int y,
int z,
int layer,
BlockState state,
boolean direct,
boolean update) |
boolean |
setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState) |
boolean |
setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState,
boolean direct) |
boolean |
setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState,
boolean direct,
boolean update) |
boolean |
setBlock(com.nukkitx.math.vector.Vector3i pos,
int layer,
BlockState blockState) |
boolean |
setBlock(com.nukkitx.math.vector.Vector3i pos,
int layer,
BlockState blockState,
boolean direct,
boolean update) |
boolean |
setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState) |
boolean |
setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState,
boolean direct) |
boolean |
setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState,
boolean direct,
boolean update) |
void |
setBlockAt(int x,
int y,
int z,
int layer,
BlockState blockState) |
void |
setBlockLightAt(int x,
int y,
int z,
int level) |
void |
setMetadata(String metadataKey,
MetadataValue newMetadataValue) |
boolean |
setRaining(boolean raining) |
void |
setRainTime(int rainTime) |
void |
setSeed(long seed) |
void |
setSkyLightAt(int x,
int y,
int z,
int level) |
void |
setSpawnLocation(com.nukkitx.math.vector.Vector3f pos) |
boolean |
setThundering(boolean thundering) |
void |
setThunderTime(int thunderTime) |
void |
setTickRate(int tickRate) |
void |
setTime(int time) |
void |
startTime() |
void |
stopTime() |
String |
toString() |
boolean |
unload() |
boolean |
unload(boolean force) |
void |
updateAllLight(com.nukkitx.math.vector.Vector3f pos) |
void |
updateAround(int posX,
int posY,
int posZ) |
void |
updateAround(com.nukkitx.math.vector.Vector3i pos) |
void |
updateAroundRedstone(com.nukkitx.math.vector.Vector3i pos,
Direction face) |
void |
updateBlockLight(it.unimi.dsi.fastutil.longs.Long2ObjectMap<it.unimi.dsi.fastutil.shorts.ShortSet> map) |
void |
updateBlockSkyLight(int x,
int y,
int z) |
void |
updateComparatorOutputLevel(com.nukkitx.math.vector.Vector3i v) |
Item |
useBreakOn(com.nukkitx.math.vector.Vector3i pos) |
Item |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
Direction face,
Item item,
Player player,
boolean createParticles) |
Item |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
Item item) |
Item |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
Item item,
Player player) |
Item |
useBreakOn(com.nukkitx.math.vector.Vector3i pos,
Item item,
Player player,
boolean createParticles) |
Item |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
Item item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos) |
Item |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
Item item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos,
Player player) |
Item |
useItemOn(com.nukkitx.math.vector.Vector3i vector,
Item item,
Direction face,
com.nukkitx.math.vector.Vector3f clickPos,
Player player,
boolean playSound) |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitgetBlockAt, getBlockAt, getBlockAt, getChunk, setBlockAt, setBlockAt, setBlockAtpublic static int COMPRESSION_LEVEL
public static final int BLOCK_UPDATE_NORMAL
public static final int BLOCK_UPDATE_RANDOM
public static final int BLOCK_UPDATE_SCHEDULED
public static final int BLOCK_UPDATE_WEAK
public static final int BLOCK_UPDATE_TOUCH
public static final int BLOCK_UPDATE_REDSTONE
public static final int BLOCK_UPDATE_TICK
public static final int TIME_DAY
public static final int TIME_NOON
public static final int TIME_SUNSET
public static final int TIME_NIGHT
public static final int TIME_MIDNIGHT
public static final int TIME_SUNRISE
public static final int TIME_FULL
public static final int DIMENSION_OVERWORLD
public static final int DIMENSION_NETHER
public static final int DIMENSION_THE_END
public static final int MAX_BLOCK_CACHE
public final LevelTimings timings
public float skyLightSubtracted
public int sleepTicks
public int tickRateTime
public int tickRateCounter
public void reloadGenerator()
public int getTickRate()
public int getTickRateTime()
public void setTickRate(int tickRate)
public void init()
public BlockMetadataStore getBlockMetadata()
public Server getServer()
public final LevelProvider getProvider()
public final String getId()
public void close()
public void addSound(com.nukkitx.math.vector.Vector3i pos,
Sound sound)
public void addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound)
public void addSound(com.nukkitx.math.vector.Vector3i pos,
Sound sound,
float volume,
float pitch)
public void addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch)
public void addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch,
Collection<Player> players)
public void addSound(com.nukkitx.math.vector.Vector3f pos,
Sound sound,
float volume,
float pitch,
Player... players)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
EntityType<?> type)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
EntityType<?> type,
boolean isBaby,
boolean isGlobal)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data)
pos - position where sound should be playedevent - ID of the sound from SoundEventdata - generic data that can affect soundpublic void addParticle(Particle particle)
public void addParticle(Particle particle, Collection<Player> players)
public void addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier)
public void addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId)
public void addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId)
public void addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId,
Collection<Player> players)
public void addParticleEffect(com.nukkitx.math.vector.Vector3f pos,
Identifier identifier,
long uniqueEntityId,
int dimensionId,
Player... players)
public boolean getAutoSave()
public void setAutoSave(boolean autoSave)
public boolean unload()
public boolean unload(boolean force)
public Set<ChunkLoader> getChunkLoaders(int chunkX, int chunkZ)
public void addLevelSoundEvent(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.data.SoundEvent event,
int data,
Identifier identifier,
boolean isBaby,
boolean isGlobal)
public void checkTime()
public void sendTime(Player... players)
public void sendTime()
public GameRuleMap getGameRules()
public void addChunkPacket(com.nukkitx.math.vector.Vector3i pos,
com.nukkitx.protocol.bedrock.BedrockPacket packet)
public void addChunkPacket(com.nukkitx.math.vector.Vector3f pos,
com.nukkitx.protocol.bedrock.BedrockPacket packet)
public void addChunkPacket(int chunkX,
int chunkZ,
com.nukkitx.protocol.bedrock.BedrockPacket packet)
public void doTick(int currentTick)
public void checkSleep()
public com.nukkitx.math.vector.Vector3f adjustPosToNearbyEntity(com.nukkitx.math.vector.Vector3f pos)
public void sendBlocks(Player[] target, Block[] blocks, Set<com.nukkitx.protocol.bedrock.packet.UpdateBlockPacket.Flag> flags)
public void sendBlocks(Player[] target, Block[] blocks, Set<com.nukkitx.protocol.bedrock.packet.UpdateBlockPacket.Flag> flags, boolean optimizeRebuilds)
public boolean save()
public boolean save(boolean force)
public CompletableFuture<Void> saveChunks()
public void updateAroundRedstone(com.nukkitx.math.vector.Vector3i pos,
Direction face)
public void updateComparatorOutputLevel(com.nukkitx.math.vector.Vector3i v)
public void updateAround(int posX,
int posY,
int posZ)
public void scheduleUpdate(com.nukkitx.math.vector.Vector3i pos,
int delay)
public void scheduleUpdate(Block block, int delay)
public void updateAround(com.nukkitx.math.vector.Vector3i pos)
public void scheduleUpdate(Block block, com.nukkitx.math.vector.Vector3i pos, int delay)
public void scheduleUpdate(BlockUpdate blockUpdate)
public void scheduleUpdate(Block block, com.nukkitx.math.vector.Vector3i pos, int delay, int priority)
public void scheduleUpdate(Block block, com.nukkitx.math.vector.Vector3i pos, int delay, int priority, boolean checkArea)
public boolean cancelSheduledUpdate(com.nukkitx.math.vector.Vector3i pos,
Block block)
public boolean isUpdateScheduled(com.nukkitx.math.vector.Vector3i pos,
Block block)
public Set<BlockUpdateEntry> getPendingBlockUpdates(Chunk chunk)
public Set<BlockUpdateEntry> getPendingBlockUpdates(AxisAlignedBB boundingBox)
public Block[] getCollisionBlocks(AxisAlignedBB bb)
public Block[] getCollisionBlocks(AxisAlignedBB bb, boolean targetFirst)
public boolean isBlockTickPending(com.nukkitx.math.vector.Vector3i pos,
Block block)
public AxisAlignedBB[] getCollisionCubes(BaseEntity entity, AxisAlignedBB bb)
public AxisAlignedBB[] getCollisionCubes(BaseEntity entity, AxisAlignedBB bb, boolean entities)
public AxisAlignedBB[] getCollisionCubes(BaseEntity entity, AxisAlignedBB bb, boolean entities, boolean solidEntities)
public boolean isFullBlock(BlockState state)
public boolean hasCollision(BaseEntity entity, AxisAlignedBB bb, boolean entities)
public int calculateSkylightSubtracted(float tickDiff)
public float calculateCelestialAngle(int time,
float tickDiff)
public int getMoonPhase(long worldTime)
public int getFullLight(com.nukkitx.math.vector.Vector3i pos)
public void updateBlockSkyLight(int x,
int y,
int z)
public void updateAllLight(com.nukkitx.math.vector.Vector3f pos)
public void updateBlockLight(it.unimi.dsi.fastutil.longs.Long2ObjectMap<it.unimi.dsi.fastutil.shorts.ShortSet> map)
public void addLightUpdate(int x,
int y,
int z)
public boolean setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState)
public boolean setBlock(com.nukkitx.math.vector.Vector3i pos,
int layer,
BlockState blockState)
public boolean setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState,
boolean direct)
public boolean setBlock(com.nukkitx.math.vector.Vector3i pos,
int layer,
BlockState blockState,
boolean direct,
boolean update)
public boolean setBlock(com.nukkitx.math.vector.Vector3i pos,
BlockState blockState,
boolean direct,
boolean update)
public boolean setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState)
public boolean setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState,
boolean direct)
public boolean setBlock(com.nukkitx.math.vector.Vector4i pos,
BlockState blockState,
boolean direct,
boolean update)
public boolean setBlock(int x,
int y,
int z,
int layer,
BlockState state,
boolean direct,
boolean update)
@Nonnull public DroppedItem dropItem(com.nukkitx.math.vector.Vector3i source, Item item)
@Nonnull public DroppedItem dropItem(com.nukkitx.math.vector.Vector3f source, Item item)
@Nonnull public DroppedItem dropItem(com.nukkitx.math.vector.Vector3f source, Item item, com.nukkitx.math.vector.Vector3f motion)
@Nonnull public DroppedItem dropItem(com.nukkitx.math.vector.Vector3f source, Item item, com.nukkitx.math.vector.Vector3f motion, int delay)
@Nonnull public DroppedItem dropItem(com.nukkitx.math.vector.Vector3f source, Item item, com.nukkitx.math.vector.Vector3f motion, boolean dropAround, int delay)
public Item useBreakOn(com.nukkitx.math.vector.Vector3i pos)
public Item useBreakOn(com.nukkitx.math.vector.Vector3i pos, Item item, Player player, boolean createParticles)
public Item useBreakOn(com.nukkitx.math.vector.Vector3i pos, Direction face, Item item, Player player, boolean createParticles)
public void dropExpOrb(com.nukkitx.math.vector.Vector3i source,
int exp)
public void dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp)
public void dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp,
com.nukkitx.math.vector.Vector3f motion)
public void dropExpOrb(com.nukkitx.math.vector.Vector3f source,
int exp,
com.nukkitx.math.vector.Vector3f motion,
int delay)
public Item useItemOn(com.nukkitx.math.vector.Vector3i vector, Item item, Direction face, com.nukkitx.math.vector.Vector3f clickPos)
public Item useItemOn(com.nukkitx.math.vector.Vector3i vector, Item item, Direction face, com.nukkitx.math.vector.Vector3f clickPos, Player player)
public Item useItemOn(com.nukkitx.math.vector.Vector3i vector, Item item, Direction face, com.nukkitx.math.vector.Vector3f clickPos, Player player, boolean playSound)
public boolean isInSpawnRadius(com.nukkitx.math.vector.Vector3i vector3)
public Entity getEntity(long entityId)
public Entity[] getEntities()
public Set<Entity> getCollidingEntities(AxisAlignedBB bb)
public Set<Entity> getCollidingEntities(AxisAlignedBB bb, Entity entity)
public Set<Entity> getNearbyEntities(AxisAlignedBB bb)
public Set<Entity> getNearbyEntities(AxisAlignedBB bb, Entity entity)
public Set<Entity> getNearbyEntities(AxisAlignedBB bb, Entity entity, boolean loadChunks)
public Set<BlockEntity> getBlockEntities()
public Map<Integer,ChunkLoader> getLoaders()
public BlockEntity getBlockEntity(com.nukkitx.math.vector.Vector3i pos)
@Nullable public BlockEntity getLoadedBlockEntity(com.nukkitx.math.vector.Vector3i pos)
@Nonnull public Collection<BlockEntity> getChunkBlockEntities(int chunkX, int chunkZ)
@Nonnull public Collection<BlockEntity> getLoadedBlockEntities(int chunkX, int chunkZ)
public BlockState getBlockAt(int x, int y, int z, int layer)
getBlockAt in interface ChunkManagerpublic void setBlockAt(int x,
int y,
int z,
int layer,
BlockState blockState)
setBlockAt in interface ChunkManagerpublic int getBiomeId(int x,
int z)
public void setBiomeId(int x,
int z,
byte biomeId)
public int getSkyLightAt(int x,
int y,
int z)
public void setSkyLightAt(int x,
int y,
int z,
int level)
public int getBlockLightAt(int x,
int y,
int z)
public void setBlockLightAt(int x,
int y,
int z,
int level)
public int getHighestBlock(int x,
int z)
public Chunk getLoadedChunk(com.nukkitx.math.vector.Vector3f pos)
public Chunk getLoadedChunk(com.nukkitx.math.vector.Vector3i pos)
public int getChunkCount()
@Nonnull public Chunk getChunk(com.nukkitx.math.vector.Vector3i pos)
getChunk in interface ChunkManager@Nonnull public Chunk getChunk(int chunkX, int chunkZ)
getChunk in interface ChunkManager@Nonnull public CompletableFuture<Chunk> getChunkFuture(int chunkX, int chunkZ)
public int getHighestBlockAt(int x,
int z)
public BlockColor getMapColorAt(int x, int z)
public boolean isChunkLoaded(com.nukkitx.math.vector.Vector4i pos)
public boolean isChunkLoaded(com.nukkitx.math.vector.Vector3i pos)
public boolean isChunkLoaded(int x,
int z)
public Location getSpawnLocation()
public void setSpawnLocation(com.nukkitx.math.vector.Vector3f pos)
public void scheduleEntityUpdate(Entity entity)
public void removeEntity(Entity entity)
public void addEntity(Entity entity)
public void addBlockEntity(BlockEntity blockEntity)
public void scheduleBlockEntityUpdate(BlockEntity entity)
public void removeBlockEntity(BlockEntity entity)
public boolean isSpawnChunk(int x,
int z)
public Location getSafeSpawn()
public int getTime()
public boolean isDaytime()
public void setTime(int time)
public long getCurrentTick()
public String getName()
public void stopTime()
public void startTime()
public long getSeed()
getSeed in interface ChunkManagerpublic void setSeed(long seed)
public void doChunkGarbageCollection()
public void setMetadata(String metadataKey, MetadataValue newMetadataValue) throws Exception
setMetadata in interface MetadatableExceptionpublic List<MetadataValue> getMetadata(String metadataKey) throws Exception
getMetadata in interface MetadatableExceptionpublic boolean hasMetadata(String metadataKey) throws Exception
hasMetadata in interface MetadatableExceptionpublic void removeMetadata(String metadataKey, Plugin owningPlugin) throws Exception
removeMetadata in interface MetadatableExceptionpublic void addEntityMovement(BaseEntity entity, double x, double y, double z, double yaw, double pitch, double headYaw)
public boolean isRaining()
public boolean setRaining(boolean raining)
public int getRainTime()
public void setRainTime(int rainTime)
public boolean isThundering()
public boolean setThundering(boolean thundering)
public int getThunderTime()
public void setThunderTime(int thunderTime)
public void sendWeather(Player[] players)
public void sendWeather(Player player)
public void sendWeather(Collection<Player> players)
public int getDimension()
public boolean canBlockSeeSky(com.nukkitx.math.vector.Vector3f pos)
public boolean canBlockSeeSky(com.nukkitx.math.vector.Vector3i pos)
public boolean canBlockSeeSky(int x,
int y,
int z)
public int getStrongPower(com.nukkitx.math.vector.Vector3i pos,
Direction direction)
public int getStrongPower(com.nukkitx.math.vector.Vector3i pos)
public boolean isSidePowered(com.nukkitx.math.vector.Vector3i pos,
Direction face)
public int getRedstonePower(com.nukkitx.math.vector.Vector3i pos,
Direction face)
public boolean isBlockPowered(com.nukkitx.math.vector.Vector3i pos)
public int isBlockIndirectlyGettingPowered(com.nukkitx.math.vector.Vector3i pos)
public boolean isAreaLoaded(AxisAlignedBB bb)
public int getUpdateLCG()
public Generator getGenerator()
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