13
0
geforkt von Mirrors/Paper

More JavaDoc improvements.

By: EvilSeph <evilseph@gmail.com>
Dieser Commit ist enthalten in:
Bukkit/Spigot 2011-07-15 01:15:05 -04:00
Ursprung dc424c2943
Commit 402794beff
28 geänderte Dateien mit 335 neuen und 161 gelöschten Zeilen

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@ -5,7 +5,13 @@ import org.bukkit.entity.Player;
import org.bukkit.event.Cancellable;
/**
* Called when a block is broken by a player
* Called when a block is broken by a player.
*<p />
* Note:
* Plugins wanting to simulate a traditional block drop should set the block to air and utilise their own methods for determining
* what the default drop for the block being broken is and what to do about it, if anything.
*<p />
* If a Block Break event is cancelled, the block will not break.
*/
public class BlockBreakEvent extends BlockEvent implements Cancellable {
@ -19,9 +25,9 @@ public class BlockBreakEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the Player that is breaking the block
* Gets the Player that is breaking the block involved in this event.
*
* @return the Player that is breaking the block
* @return The Player that is breaking the block involved in this event
*/
public Player getPlayer() {
return player;
@ -29,9 +35,9 @@ public class BlockBreakEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block break event is cancelled, the block will not break.
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Break event is cancelled, the block will not break.
*
* @return true if this event is cancelled
*/
@ -41,9 +47,9 @@ public class BlockBreakEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block break event is cancelled, the block will not break.
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Break event is cancelled, the block will not break.
*
* @param cancel true if you wish to cancel this event
*/

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@ -4,7 +4,9 @@ import org.bukkit.block.Block;
import org.bukkit.event.Cancellable;
/**
* Called when a block is destroyed because of being burnt by fire
* Called when a block is destroyed as a result of being burnt by fire.
*<p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*/
public class BlockBurnEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
@ -16,9 +18,9 @@ public class BlockBurnEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block burn event is cancelled, the block will not be destroyed from being burnt by fire
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*
* @return true if this event is cancelled
*/
@ -28,9 +30,9 @@ public class BlockBurnEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block burn event is cancelled, the block will not be destroyed from being burnt by fire
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*
* @param cancel true if you wish to cancel this event
*/

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@ -1,13 +1,16 @@
/**
*
*/
package org.bukkit.event.block;
import org.bukkit.block.Block;
import org.bukkit.Material;
/**
* @author durron597
* Called when we try to place a block, to see if we can build it here or not.
*<p />
* Note:
* <ul>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link #getMaterial()} or {@link #getMaterialId()} instead.</li>
* </ul>
*/
public class BlockCanBuildEvent extends BlockEvent {
protected boolean buildable;
@ -20,8 +23,8 @@ public class BlockCanBuildEvent extends BlockEvent {
}
/**
* Returns whether or not the block can be built here. By default, returns
* Minecraft's answer on whether the block can be built
* Gets whether or not the block can be built here.
* By default, returns Minecraft's answer on whether the block can be built here or not.
*
* @return boolean whether or not the block can be built
*/
@ -30,16 +33,28 @@ public class BlockCanBuildEvent extends BlockEvent {
}
/**
* Set whether the block can be built here.
* Sets whether the block can be built here or not.
*
* @param cancel true if you want to allow the block to be built here despite Minecraft's default behaviour
*/
public void setBuildable(boolean cancel) {
this.buildable = cancel;
}
/**
* Gets the Material that we are trying to place.
*
* @return The Material that we are trying to place
*/
public Material getMaterial() {
return Material.getMaterial(material);
}
/**
* Gets the Material ID for the Material that we are trying to place.
*
* @return The Material ID for the Material that we are trying to place
*/
public int getMaterialId() {
return material;
}

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@ -6,7 +6,9 @@ import org.bukkit.event.Cancellable;
import org.bukkit.inventory.ItemStack;
/**
* Called when a block is damaged (hit by a player)
* Called when a block is damaged by a player.
* <p />
* If a Block Damage event is cancelled, the block will not be damaged.
*/
public class BlockDamageEvent extends BlockEvent implements Cancellable {
private Player player;
@ -23,36 +25,36 @@ public class BlockDamageEvent extends BlockEvent implements Cancellable {
}
/**
* Returns the player doing the damage
* Gets the player damaging the block involved in this event.
*
* @return the player damaging the block
* @return The player damaging the block involved in this event
*/
public Player getPlayer() {
return player;
}
/**
* Returns if the block is set to instantly break
* Gets if the block is set to instantly break when damaged by the player.
*
* @return true If the block should instantly break
* @return true if the block should instantly break when damaged by the player
*/
public boolean getInstaBreak() {
return instaBreak;
}
/**
* Set if the block should instantly break
* Sets if the block should instantly break when damaged by the player.
*
* @param bool If true, the block will instantly break
* @param bool true if you want the block to instantly break when damaged by the player
*/
public void setInstaBreak(boolean bool) {
this.instaBreak = bool;
}
/**
* Returns the ItemStack in hand
* Gets the ItemStack for the item currently in the player's hand.
*
* @return the ItemStack for the item currently in hand
* @return The ItemStack for the item currently in the player's hand
*/
public ItemStack getItemInHand() {
return itemstack;
@ -60,9 +62,9 @@ public class BlockDamageEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block damage event is cancelled, the block will not be damaged
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Damage event is cancelled, the block will not be damaged.
*
* @return true if this event is cancelled
*/
@ -72,9 +74,9 @@ public class BlockDamageEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*
* If a block damage event is cancelled, the block will not be damaged
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Damage event is cancelled, the block will not be damaged.
*
* @param cancel true if you wish to cancel this event
*/

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@ -6,7 +6,9 @@ import org.bukkit.inventory.ItemStack;
import org.bukkit.util.Vector;
/**
* Event called on dispense of an item from a block.
* Called when an item is dispensed from a block.
*<p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*/
public class BlockDispenseEvent extends BlockEvent implements Cancellable {
@ -21,38 +23,39 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
}
/**
* Get the item that is being dispensed. Modifying the returned item
* will have no effect.
* Gets the item that is being dispensed. Modifying the returned item
* will have no effect, you must use {@link #setItem(org.bukkit.inventory.ItemStack)} instead.
*
* @return an ItemStack for the item being dispensed
* @return An ItemStack for the item being dispensed
*/
public ItemStack getItem() {
return item.clone();
}
/**
* Set the item being dispensed.
* Sets the item being dispensed.
*
* @param item
* @param item the item being dispensed
*/
public void setItem(ItemStack item) {
this.item = item;
}
/**
* Gets the velocity. Modifying the returned Vector will not
* change the velocity.
* Gets the velocity.
*<p />
* Note: Modifying the returned Vector will not change the velocity, you must use {@link #setVelocity(org.bukkit.util.Vector)} instead.
*
* @return a Vector for the dispensed item's velocity
* @return A Vector for the dispensed item's velocity
*/
public Vector getVelocity() {
return velocity.clone();
}
/**
* Set the velocity.
* Sets the velocity of the item being dispensed.
*
* @param vel
* @param vel the velocity of the item being dispensed
*/
public void setVelocity(Vector vel) {
velocity = vel;
@ -60,7 +63,9 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*
* @return true if this event is cancelled
*/
@ -70,7 +75,9 @@ public class BlockDispenseEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*
* @param cancel true if you wish to cancel this event
*/

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@ -4,7 +4,7 @@ import org.bukkit.block.Block;
import org.bukkit.event.Event;
/**
* Represents a block related event
* Represents a block related event.
*/
public class BlockEvent extends Event {
protected Block block;
@ -15,9 +15,9 @@ public class BlockEvent extends Event {
}
/**
* Returns the block involved in this event
* Gets the block involved in this event.
*
* @return Block which block is involved in this event
* @return The Block which block is involved in this event
*/
public final Block getBlock() {
return block;

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@ -1,11 +1,18 @@
package org.bukkit.event.block;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
import org.bukkit.event.Cancellable;
/**
*Called when a block fades, melts or disappears based on world conditions
* Called when a block fades, melts or disappears based on world conditions
* <p />
* Examples:
* <ul>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* </ul>
* <p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
*/
public class BlockFadeEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
@ -18,9 +25,9 @@ public class BlockFadeEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the state of the block that will be fading
* Gets the state of the block that will be fading, melting or disappearing.
*
* @return the block state
* @return The block state of the block that will be fading, melting or disappearing
*/
public BlockState getNewState() {
return newState;
@ -28,7 +35,9 @@ public class BlockFadeEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
*
* @return true if this event is cancelled
*/
@ -38,7 +47,9 @@ public class BlockFadeEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
*
* @param cancel true if you wish to cancel blocks like snow or ice from melting or fading
*/

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@ -1,11 +1,21 @@
package org.bukkit.event.block;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
import org.bukkit.event.Cancellable;
/**
* Called when a block is formed or spreads based on world conditions
* Called when a block is formed or spreads based on world conditions.
* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't just "randomly" form.
*<p />
* Examples:
*<ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Tiga or Tundra.</li>
* </ul>
*<p />
* If a Block Form event is cancelled, the block will not be formed.
* @see BlockSpreadEvent
*/
public class BlockFormEvent extends BlockEvent implements Cancellable {
private boolean cancelled;
@ -26,9 +36,9 @@ public class BlockFormEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the state of the block where it will form or spread to
* Gets the state of the block where it will form or spread to.
*
* @return the block state
* @return The block state of the block where it will form or spread to
*/
public BlockState getNewState() {
return newState;
@ -36,7 +46,9 @@ public class BlockFormEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Form event is cancelled, the block will not be formed or will not spread.
*
* @return true if this event is cancelled
*/
@ -46,7 +58,9 @@ public class BlockFormEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block Form event is cancelled, the block will not be formed or will not spread.
*
* @param cancel true if you wish to cancel the block from forming or spreading
*/

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@ -5,7 +5,9 @@ import org.bukkit.block.BlockFace;
import org.bukkit.event.Cancellable;
/**
* Holds information for events with a source block and a destination block
* Represents events with a source block and a destination block, currently only applies to liquid (lava and water).
*<p />
* If a Block From To event is cancelled, the block will not move (the liquid will not flow).
*/
public class BlockFromToEvent extends BlockEvent implements Cancellable {
protected Block to;
@ -19,18 +21,18 @@ public class BlockFromToEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the location this player moved to
* Gets the BlockFace that the block is moving to.
*
* @return Block the block is event originated from
* @return The BlockFace that the block is moving to
*/
public BlockFace getFace() {
return face;
}
/**
* Convenience method for getting the faced block
* Convenience method for getting the faced Block.
*
* @return Block the faced block
* @return The faced Block
*/
public Block getToBlock() {
if (to == null) {
@ -41,7 +43,9 @@ public class BlockFromToEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block From To event is cancelled, the block will not move.
*
* @return true if this event is cancelled
*/
@ -51,7 +55,9 @@ public class BlockFromToEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Block From To event is cancelled, the block will not move.
*
* @param cancel true if you wish to cancel this event
*/

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@ -6,16 +6,15 @@ import org.bukkit.event.Cancellable;
import org.bukkit.event.Event;
/**
* Represents a block ignite event.
* Called when a block is ignited. If you want to catch when a Player places fire, you need to use {@link BlockPlaceEvent}.
*<p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*/
public class BlockIgniteEvent extends BlockEvent implements Cancellable {
private IgniteCause cause;
private boolean cancel;
private Player thePlayer;
/**
* @param Block, IgniteCause, Player or null.
*/
public BlockIgniteEvent(Block theBlock, IgniteCause cause, Player thePlayer) {
super(Event.Type.BLOCK_IGNITE, theBlock);
this.cause = cause;
@ -26,9 +25,8 @@ public class BlockIgniteEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*
* If an ignite event is cancelled, the block will not be ignited.
* This will not fire an event.
*<p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*
* @return true if this event is cancelled
*/
@ -39,9 +37,8 @@ public class BlockIgniteEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*
* If an ignite event is cancelled, the block will not be ignited.
* This will not fire an event.
*<p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*
* @param cancel true if you wish to cancel this event
*/
@ -51,7 +48,8 @@ public class BlockIgniteEvent extends BlockEvent implements Cancellable {
/**
* Gets the cause of block ignite.
* @return An IgniteCause value detailing the cause of block ignition.
*
* @return An IgniteCause value detailing the cause of block ignition
*/
public IgniteCause getCause() {
return cause;
@ -60,7 +58,7 @@ public class BlockIgniteEvent extends BlockEvent implements Cancellable {
/**
* Gets the player who ignited this block
*
* @return Player who placed the block, if not ignited by player returns null.
* @return The Player who placed the fire block, if not ignited by a player returns null
*/
public Player getPlayer() {
return thePlayer;

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@ -14,100 +14,147 @@ public class BlockListener implements Listener {
public BlockListener() {}
/**
* Called when a block is damaged (or broken)
* Called when a block is damaged by a player.
* <p />
* If a Block Damage event is cancelled, the block will not be damaged.
*
* @param event Relevant event details
*/
public void onBlockDamage(BlockDamageEvent event) {}
/**
* Called when we try to place a block, to see if we can build it
* Called when we try to place a block, to see if we can build it here or not.
*<p />
* Note:
* <ul>
* <li>The Block returned by getBlock() is the block we are trying to place on, not the block we are trying to place.</li>
* <li>If you want to figure out what is being placed, use {@link BlockCanBuildEvent#getMaterial()} or {@link BlockCanBuildEvent#getMaterialId()} instead.</li>
* </ul>
*
* @param event Relevant event details
*/
public void onBlockCanBuild(BlockCanBuildEvent event) {}
/**
* Called when a block flows (water/lava)
* Represents events with a source block and a destination block, currently only applies to liquid (lava and water).
*<p />
* If a Block From To event is cancelled, the block will not move (the liquid will not flow).
*
* @param event Relevant event details
*/
public void onBlockFromTo(BlockFromToEvent event) {}
/**
* Called when a block gets ignited
* Called when a block is ignited. If you want to catch when a Player places fire, you need to use {@link BlockPlaceEvent}.
*<p />
* If a Block Ignite event is cancelled, the block will not be ignited.
*
* @param event Relevant event details
*/
public void onBlockIgnite(BlockIgniteEvent event) {}
/**
* Called when block physics occurs
* Called when block physics occurs.
*
* @param event Relevant event details
*/
public void onBlockPhysics(BlockPhysicsEvent event) {}
/**
* Called when a player places a block
* Called when a block is placed by a player.
*<p />
* If a Block Place event is cancelled, the block will not be placed.
*
* @param event Relevant event details
*/
public void onBlockPlace(BlockPlaceEvent event) {}
/**
* Called when redstone changes
* From: the source of the redstone change
* To: The redstone dust that changed
* Called when redstone changes.<br />
* From: the source of the redstone change.<br />
* To: The redstone dust that changed.
*
* @param event Relevant event details
*/
public void onBlockRedstoneChange(BlockRedstoneEvent event) {}
/**
* Called when leaves are decaying naturally
* Called when leaves are decaying naturally.
*<p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*
* @param event Relevant event details
*/
public void onLeavesDecay(LeavesDecayEvent event) {}
/**
* Called when a sign is changed
* Called when a sign is changed by a player.
* <p />
* If a Sign Change event is cancelled, the sign will not be changed.
*
* @param event Relevant event details
*/
public void onSignChange(SignChangeEvent event) {}
/**
* Called when a block is destroyed from burning
* Called when a block is destroyed as a result of being burnt by fire.
*<p />
* If a Block Burn event is cancelled, the block will not be destroyed as a result of being burnt by fire.
*
* @param event Relevant event details
*/
public void onBlockBurn(BlockBurnEvent event) {}
/**
* Called when a block is destroyed by a player.
* Called when a block is broken by a player.
*<p />
* Note:
* Plugins wanting to simulate a traditional block drop should set the block to air and utilise their own methods for determining
* what the default drop for the block being broken is and what to do about it, if anything.
*<p />
* If a Block Break event is cancelled, the block will not break.
*
* @param event Relevant event details
*/
public void onBlockBreak(BlockBreakEvent event) {}
/**
* Called when a world is attempting to place a block during a snowfall
* Called when a world is attempting to place a block during a snowfall.
*
* @param event Relevant event details
* @deprecated be prepared to use onBlockForm instead as it will be replacing this event after the RB
* @deprecated Be prepared to use onBlockForm instead as it will be replacing this event after the RB
*/
@Deprecated
public void onSnowForm(SnowFormEvent event) {}
/**
* Called when a block is formed based on world conditions
* Called when a block is formed or spreads based on world conditions.
* Use {@link BlockSpreadEvent} to catch blocks that actually spread and don't just "randomly" form.
*<p />
* Examples:
*<ul>
* <li>Snow forming due to a snow storm.</li>
* <li>Ice forming in a snowy Biome like Tiga or Tundra.</li>
* </ul>
*<p />
* If a Block Form event is cancelled, the block will not be formed or will not spread.
*
* @see BlockSpreadEvent
* @param event Relevant event details
*/
public void onBlockForm(BlockFormEvent event) {}
/**
* Called when a block spreads based on world conditions
* Called when a block spreads based on world conditions.
* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of actually spread.
*<p />
* Examples:
*<ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* </ul>
*<p />
* If a Block Spread event is cancelled, the block will not spread.
*
* @param event Relevant event details
*/
@ -115,13 +162,23 @@ public class BlockListener implements Listener {
/**
* Called when a block fades, melts or disappears based on world conditions
* <p />
* Examples:
* <ul>
* <li>Snow melting due to being near a light source.</li>
* <li>Ice melting due to being near a light source.</li>
* </ul>
* <p />
* If a Block Fade event is cancelled, the block will not fade, melt or disappear.
*
* @param event Relevant event details
*/
public void onBlockFade(BlockFadeEvent event) {}
/**
* Called when a block is dispensing an item
* Called when an item is dispensed from a block.
*<p />
* If a Block Dispense event is cancelled, the block will not dispense the item.
*
* @param event Relevant event details
*/

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@ -7,7 +7,9 @@ import org.bukkit.event.Cancellable;
import org.bukkit.inventory.ItemStack;
/**
* Called when a block is placed by a player
* Called when a block is placed by a player.
*<p />
* If a Block Place event is cancelled, the block will not be placed.
*/
public class BlockPlaceEvent extends BlockEvent implements Cancellable {
protected boolean cancel;
@ -30,6 +32,8 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*<p />
* If a Block Place event is cancelled, the block will not be placed.
*
* @return true if this event is cancelled
*/
@ -40,6 +44,8 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*<p />
* If a Block Place event is cancelled, the block will not be placed.
*
* @param cancel true if you wish to cancel this event
*/
@ -48,9 +54,9 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the player who placed this block
* Gets the player who placed the block involved in this event.
*
* @return Player who placed the block
* @return The Player who placed the block involved in this event
*/
public Player getPlayer() {
return player;
@ -58,25 +64,25 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
/**
* Clarity method for getting the placed block. Not really needed
* except for reasons of clarity
* except for reasons of clarity.
*
* @return Block the block that was placed
* @return The Block that was placed
*/
public Block getBlockPlaced() {
return getBlock();
}
/**
* Returns the state of the block which was replaced. Material type air mostly.
* Gets the BlockState for the block which was replaced. Material type air mostly.
*
* @return BlockState of block which was replaced.
* @return The BlockState for the block which was replaced.
*/
public BlockState getBlockReplacedState() {
return this.replacedBlockState;
}
/**
* Get the block that this block was placed against
* Gets the block that this block was placed against
*
* @return Block the block that the new block was placed against
*/
@ -85,9 +91,9 @@ public class BlockPlaceEvent extends BlockEvent implements Cancellable {
}
/**
* Returns the item in your hand when you placed the block
* Gets the item in the player's hand when they placed the block.
*
* @return ItemStack the item in your hand when placing the block
* @return The ItemStack for the item in the player's hand when they placed the block
*/
public ItemStack getItemInHand() {
return itemInHand;

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@ -1,10 +1,19 @@
package org.bukkit.event.block;
import org.bukkit.Material;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
/**
*Represents any event that spreads blocks
* Called when a block spreads based on world conditions.
* Use {@link BlockFormEvent} to catch blocks that "randomly" form instead of actually spread.
*<p />
* Examples:
*<ul>
* <li>Mushrooms spreading.</li>
* <li>Fire spreading.</li>
* </ul>
*<p />
* If a Block Spread event is cancelled, the block will not spread.
* @see BlockFormEvent
*/
public class BlockSpreadEvent extends BlockFormEvent {
private Block source;
@ -15,9 +24,9 @@ public class BlockSpreadEvent extends BlockFormEvent {
}
/**
* Gets the source block
* Gets the source block involved in this event.
*
* @return the block state
* @return the Block for the source block involved in this event.
*/
public Block getSource() {
return source;

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@ -4,7 +4,9 @@ import org.bukkit.block.Block;
import org.bukkit.event.Cancellable;
/**
* Called on leaves decaying
* Called when leaves are decaying naturally.
*<p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*/
public class LeavesDecayEvent extends BlockEvent implements Cancellable {
private boolean cancel = false;
@ -16,6 +18,8 @@ public class LeavesDecayEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*<p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*
* @return true if this event is cancelled
*/
@ -26,6 +30,8 @@ public class LeavesDecayEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
*<p />
* If a Leaves Decay event is cancelled, the leaves will not decay.
*
* @param cancel true if you wish to cancel this event
*/

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@ -5,7 +5,9 @@ import org.bukkit.entity.Player;
import org.bukkit.event.Cancellable;
/**
* Called on sign change
* Called when a sign is changed by a player.
* <p />
* If a Sign Change event is cancelled, the sign will not be changed.
*/
public class SignChangeEvent extends BlockEvent implements Cancellable {
private boolean cancel = false;
@ -19,40 +21,40 @@ public class SignChangeEvent extends BlockEvent implements Cancellable {
}
/**
* Gets the player for this event
* Gets the player changing the sign involved in this event.
*
* @return Player player
* @return The Player involved in this event.
*/
public Player getPlayer() {
return player;
}
/**
* Gets all of the text lines from this event
* Gets all of the lines of text from the sign involved in this event.
*
* @return String[] of the event's text lines
* @return A String[] of the sign's lines of text
*/
public String[] getLines() {
return lines;
}
/**
* Gets a single line from this event
* Gets a single line of text from the sign involved in this event.
*
* @param index index of the line to get
* @return String line
* @throws IndexOutOfBoundsException
* @return The String containing the line of text associated with the provided index
* @throws IndexOutOfBoundsException thrown when the provided index is > 4 and < 0
*/
public String getLine(int index) throws IndexOutOfBoundsException {
return lines[index];
}
/**
* Sets a single line for this event
* Sets a single line for the sign involved in this event
*
* @param index index of the line to set
* @param line text to set
* @throws IndexOutOfBoundsException
* @throws IndexOutOfBoundsException thrown when the provided index is > 4 and < 0
*/
public void setLine(int index, String line) throws IndexOutOfBoundsException {
lines[index] = line;
@ -61,6 +63,8 @@ public class SignChangeEvent extends BlockEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* <p />
* If a Sign Change event is cancelled, the sign will not be changed.
*
* @return true if this event is cancelled
*/
@ -71,6 +75,8 @@ public class SignChangeEvent extends BlockEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* <p />
* If a Sign Change event is cancelled, the sign will not be changed.
*
* @param cancel true if you wish to cancel this event
*/

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@ -6,7 +6,9 @@ import org.bukkit.Location;
import org.bukkit.event.Cancellable;
/**
* Stores data for damage events
* Called when a creature is spawned into a world.
*<p />
* If a Creature Spawn event is cancelled, the creature will not spawn.
*/
public class CreatureSpawnEvent extends EntityEvent implements Cancellable {
@ -23,18 +25,22 @@ public class CreatureSpawnEvent extends EntityEvent implements Cancellable {
}
/**
* Gets the cancellation state of this event. A canceled event will not
* be executed in the server, but will still pass to other plugins
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Creature Spawn event is cancelled, the creature will not spawn.
*
* @return true if this event is canceled
* @return true if this event is cancelled
*/
public boolean isCancelled() {
return canceled;
}
/**
* Sets the cancellation state of this event. A canceled event will not
* be executed in the server, but will still pass to other plugins
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Creature Spawn event is cancelled, the creature will not spawn.
*
* @param cancel true if you wish to cancel this event
*/
@ -44,6 +50,7 @@ public class CreatureSpawnEvent extends EntityEvent implements Cancellable {
/**
* Gets the location at which the creature is spawning.
*
* @return The location at which the creature is spawning
*/
public Location getLocation() {

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@ -4,7 +4,9 @@ import org.bukkit.entity.Entity;
import org.bukkit.event.Cancellable;
/**
* Stores data for creepers being (un)powered
* Called when a Creeper is struck by lightning.
*<p />
* If a Creeper Power event is cancelled, the Creeper will not be powered.
*/
public class CreeperPowerEvent extends EntityEvent implements Cancellable {
@ -28,18 +30,22 @@ public class CreeperPowerEvent extends EntityEvent implements Cancellable {
}
/**
* Gets the cancellation state of this event. A canceled event will not
* be executed in the server, but will still pass to other plugins
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Creeper Power event is cancelled, the Creeper will not be powered.
*
* @return true if this event is canceled
* @return true if this event is cancelled
*/
public boolean isCancelled() {
return canceled;
}
/**
* Sets the cancellation state of this event. A canceled event will not
* be executed in the server, but will still pass to other plugins
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins.
*<p />
* If a Creeper Power event is cancelled, the Creeper will not be powered.
*
* @param cancel true if you wish to cancel this event
*/
@ -48,9 +54,9 @@ public class CreeperPowerEvent extends EntityEvent implements Cancellable {
}
/**
* Gets the bolt which is striking the creeper.
* Gets the lightning bolt which is striking the Creeper.
*
* @return lightning entity
* @return The Entity for the lightning bolt which is striking the Creeper
*/
public Entity getLightning() {
return bolt;
@ -58,6 +64,7 @@ public class CreeperPowerEvent extends EntityEvent implements Cancellable {
/**
* Gets the cause of the creeper being (un)powered.
*
* @return A PowerCause value detailing the cause of change in power.
*/
public PowerCause getCause() {

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@ -4,7 +4,9 @@ import org.bukkit.entity.Entity;
import org.bukkit.event.Cancellable;
/**
* Called when an entity combusts due to the sun
* Called when an entity combusts due to the sun.
*<p />
* If an Entity Combust event is cancelled, the entity will not combust.
*/
public class EntityCombustEvent extends EntityEvent implements Cancellable {
private boolean cancel;
@ -16,7 +18,9 @@ public class EntityCombustEvent extends EntityEvent implements Cancellable {
/**
* Gets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If an Entity Combust event is cancelled, the entity will not combust.
*
* @return true if this event is cancelled
*/
@ -26,7 +30,9 @@ public class EntityCombustEvent extends EntityEvent implements Cancellable {
/**
* Sets the cancellation state of this event. A cancelled event will not
* be executed in the server, but will still pass to other plugins
* be executed in the server, but will still pass to other plugins.
*<p />
* If an Entity Combust event is cancelled, the entity will not combust.
*
* @param cancel true if you wish to cancel this event
*/

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@ -5,7 +5,7 @@ import org.bukkit.entity.Entity;
import org.bukkit.event.Cancellable;
/**
* Stores details for damage events where the damager is a block
* Called when an entity is damaged by a block
*/
public class EntityDamageByBlockEvent extends EntityDamageEvent implements Cancellable {
@ -18,6 +18,7 @@ public class EntityDamageByBlockEvent extends EntityDamageEvent implements Cance
/**
* Returns the block that damaged the player.
*
* @return Block that damaged the player
*/
public Block getDamager() {

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@ -4,7 +4,7 @@ import org.bukkit.entity.Entity;
import org.bukkit.event.Cancellable;
/**
* Stores details for damage events where the damager is a block
* Called when an entity is damaged by an entity
*/
public class EntityDamageByEntityEvent extends EntityDamageEvent implements Cancellable {
@ -17,6 +17,7 @@ public class EntityDamageByEntityEvent extends EntityDamageEvent implements Canc
/**
* Returns the entity that damaged the defender.
*
* @return Entity that damaged the defender.
*/
public Entity getDamager() {

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@ -16,6 +16,7 @@ public class EntityEvent extends Event {
/**
* Returns the Entity involved in this event
*
* @return Entity who is involved in this event
*/
public final Entity getEntity() {

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@ -6,7 +6,6 @@ import org.bukkit.event.Cancellable;
/**
* Called when an entity interacts with an object
*
*/
public class EntityInteractEvent extends EntityEvent implements Cancellable {
protected Block block;
@ -22,7 +21,7 @@ public class EntityInteractEvent extends EntityEvent implements Cancellable {
* Gets the cancellation state of this event. Set to true if you
* want to prevent buckets from placing water and so forth
*
* @return boolean cancellation state
* @return true if this event is cancelled
*/
public boolean isCancelled() {
return cancelled;
@ -32,10 +31,6 @@ public class EntityInteractEvent extends EntityEvent implements Cancellable {
* Sets the cancellation state of this event. A canceled event will not
* be executed in the server, but will still pass to other plugins
*
* Canceling this event will prevent use of food (player won't lose the
* food item), prevent bows/snowballs/eggs from firing, etc. (player won't
* lose the ammo)
*
* @param cancel true if you wish to cancel this event
*/
public void setCancelled(boolean cancel) {
@ -45,7 +40,7 @@ public class EntityInteractEvent extends EntityEvent implements Cancellable {
/**
* Returns the involved block
*
* @return Block returns the block clicked with this item.
* @return the block clicked with this item.
*/
public Block getBlock() {
return block;

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@ -11,7 +11,9 @@ public class EntityListener implements Listener {
public EntityListener() {}
/**
* Called when a creature is spawned into a world
* Called when a creature is spawned into a world.
*<p />
* If a Creature Spawn event is cancelled, the creature will not spawn.
*
* @param event Relevant event details
*/
@ -25,7 +27,9 @@ public class EntityListener implements Listener {
public void onItemSpawn(ItemSpawnEvent event) {}
/**
* Called when an entity combusts due to the sun
* Called when an entity combusts due to the sun.
*<p />
* If an Entity Combust event is cancelled, the entity will not combust.
*
* @param event Relevant event details
*/
@ -102,7 +106,9 @@ public class EntityListener implements Listener {
public void onPigZap(PigZapEvent event) {}
/**
* Called when a Creeper is struck by lightning
* Called when a Creeper is struck by lightning.
*<p />
* If a Creeper Power event is cancelled, the Creeper will not be powered.
*
* @param event Relevant event details
*/

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@ -21,6 +21,7 @@ public class EntityRegainHealthEvent extends EntityEvent implements Cancellable
/**
* Gets the amount of regained health
*
* @return The amount of health regained
*/
public int getAmount() {
@ -41,7 +42,6 @@ public class EntityRegainHealthEvent extends EntityEvent implements Cancellable
* be executed in the server, but will still pass to other plugins
*
* If a health-regain event is cancelled, the entity won't get health.
* This will not fire an event.
*
* @return true if this event is cancelled
*/
@ -54,7 +54,6 @@ public class EntityRegainHealthEvent extends EntityEvent implements Cancellable
* be executed in the server, but will still pass to other plugins
*
* If a health-regain event is cancelled, the entity won't get health.
* This will not fire an event.
*
* @param cancel true if you wish to cancel this event
*/
@ -72,7 +71,7 @@ public class EntityRegainHealthEvent extends EntityEvent implements Cancellable
}
/**
* An enum to specify the type of health regaining
* An enum to specify the type of health regaining that is occurring
*/
public enum RegainReason {

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@ -39,6 +39,7 @@ public class ItemSpawnEvent extends EntityEvent implements Cancellable {
/**
* Gets the location at which the item is spawning.
*
* @return The location at which the item is spawning
*/
public Location getLocation() {

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@ -6,7 +6,6 @@ import org.bukkit.event.Cancellable;
/**
* This event is fired when the player is almost about to enter the bed.
* It can be cancelled.
*/
public class PlayerBedEnterEvent extends PlayerEvent implements Cancellable {

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@ -7,6 +7,9 @@ import org.bukkit.entity.Player;
import org.bukkit.event.Cancellable;
import org.bukkit.inventory.ItemStack;
/**
* Called when a player empties a bucket
*/
public class PlayerBucketEmptyEvent extends PlayerEvent implements Cancellable {
ItemStack itemStack;
boolean cancelled = false;

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@ -7,6 +7,9 @@ import org.bukkit.entity.Player;
import org.bukkit.event.Cancellable;
import org.bukkit.inventory.ItemStack;
/**
* Called when a player fills a bucket
*/
public class PlayerBucketFillEvent extends PlayerEvent implements Cancellable {
ItemStack itemStack;
boolean cancelled = false;