13
0
geforkt von Mirrors/Paper

Add definitions for Minecraft 1.9 gameplay elements

Includes an API for AreaEffectCloud and rework of Sound enum to include new sound values.

By: md_5 <git@md-5.net>
Dieser Commit ist enthalten in:
Bukkit/Spigot 2016-03-01 08:30:03 +11:00
Ursprung bbb7d2b8a8
Commit de63cae2d7
19 geänderte Dateien mit 1062 neuen und 242 gelöschten Zeilen

Datei anzeigen

@ -261,6 +261,21 @@ public enum Material {
JUNGLE_DOOR(195, Door.class),
ACACIA_DOOR(196, Door.class),
DARK_OAK_DOOR(197, Door.class),
END_ROD(198),
CHORUS_PLANT(199),
CHORUS_FLOWER(200),
PURPUR_BLOCK(201),
PURPUR_PILLAR(202),
PURPUR_STAIRS(203, Stairs.class),
PURPUR_DOUBLE_SLAB(204),
PURPUR_SLAB(205),
END_BRICKS(206),
BEETROOT_BLOCK(207, Crops.class),
GRASS_PATH(208),
END_GATEWAY(209),
COMMAND_REPEATING(210),
COMMAND_CHAIN(211),
STRUCTURE_BLOCK(255),
// ----- Item Separator -----
IRON_SPADE(256, 1, 250),
IRON_PICKAXE(257, 1, 250),
@ -438,11 +453,32 @@ public enum Material {
MUTTON(423),
COOKED_MUTTON(424),
BANNER(425, 16),
END_CRYSTAL(426),
SPRUCE_DOOR_ITEM(427),
BIRCH_DOOR_ITEM(428),
JUNGLE_DOOR_ITEM(429),
ACACIA_DOOR_ITEM(430),
DARK_OAK_DOOR_ITEM(431),
CHORUS_FRUIT(432),
CHORUS_FRUIT_POPPED(433),
BEETROOT(434),
BEETROOT_SEEDS(435),
BEETROOT_SOUP(436, 1),
DRAGONS_BREATH(437),
SPLASH_POTION(438, 1),
SPECTRAL_ARROW(439),
TIPPED_ARROW(440),
/**
* @see Potion
*/
LINGERING_POTION(441, 1, MaterialData.class),
SHIELD(442, 1),
ELYTRA(443, 1),
BOAT_SPRUCE(444, 1),
BOAT_BIRCH(445, 1),
BOAT_JUNGLE(446, 1),
BOAT_ACACIA(447, 1),
BOAT_DARK_OAK(448, 1),
GOLD_RECORD(2256, 1),
GREEN_RECORD(2257, 1),
RECORD_3(2258, 1),
@ -605,6 +641,9 @@ public enum Material {
case RABBIT_STEW:
case MUTTON:
case COOKED_MUTTON:
case BEETROOT:
case CHORUS_FRUIT:
case BEETROOT_SOUP:
return true;
default:
return false;
@ -850,6 +889,16 @@ public enum Material {
case JUNGLE_DOOR:
case ACACIA_DOOR:
case DARK_OAK_DOOR:
case PURPUR_BLOCK:
case PURPUR_PILLAR:
case PURPUR_STAIRS:
case PURPUR_DOUBLE_SLAB:
case PURPUR_SLAB:
case END_BRICKS:
case GRASS_PATH:
case STRUCTURE_BLOCK:
case COMMAND_REPEATING:
case COMMAND_CHAIN:
return true;
default:
return false;
@ -910,6 +959,11 @@ public enum Material {
case ACTIVATOR_RAIL:
case CARPET:
case DOUBLE_PLANT:
case END_ROD:
case CHORUS_PLANT:
case CHORUS_FLOWER:
case BEETROOT_BLOCK:
case END_GATEWAY:
return true;
default:
return false;
@ -1032,6 +1086,8 @@ public enum Material {
case JUNGLE_FENCE:
case DARK_OAK_FENCE:
case ACACIA_FENCE:
case ACACIA_STAIRS:
case DARK_OAK_STAIRS:
return true;
default:
return false;
@ -1096,7 +1152,6 @@ public enum Material {
case MELON_BLOCK:
case MYCEL:
case NETHER_BRICK:
case ENDER_PORTAL_FRAME:
case ENDER_STONE:
case REDSTONE_LAMP_OFF:
case REDSTONE_LAMP_ON:
@ -1118,6 +1173,13 @@ public enum Material {
case PRISMARINE:
case RED_SANDSTONE:
case DOUBLE_STONE_SLAB2:
case PURPUR_BLOCK:
case PURPUR_PILLAR:
case PURPUR_DOUBLE_SLAB:
case END_BRICKS:
case STRUCTURE_BLOCK:
case COMMAND_REPEATING:
case COMMAND_CHAIN:
return true;
default:
return false;

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@ -13,6 +13,10 @@ import java.util.UUID;
import java.util.logging.Logger;
import org.bukkit.Warning.WarningState;
import org.bukkit.boss.BarColor;
import org.bukkit.boss.BarFlag;
import org.bukkit.boss.BarStyle;
import org.bukkit.boss.BossBar;
import org.bukkit.command.CommandException;
import org.bukkit.command.CommandSender;
import org.bukkit.command.ConsoleCommandSender;
@ -926,6 +930,18 @@ public interface Server extends PluginMessageRecipient {
*/
public ChunkGenerator.ChunkData createChunkData(World world);
/**
* Creates a boss bar instance to display to players. The progress
* defaults to 1.0
*
* @param title the title of the boss bar
* @param color the color of the boss bar
* @param style the style of the boss bar
* @param flags an optional list of flags to set on the boss bar
* @return the created boss bar
*/
BossBar createBossBar(String title, BarColor color, BarStyle style, BarFlag ...flags);
/**
* @see UnsafeValues
* @return the unsafe values instance

Datei anzeigen

@ -9,203 +9,447 @@ package org.bukkit;
* not depend on the ordinal values of this class.
*/
public enum Sound {
AMBIENCE_CAVE,
AMBIENCE_RAIN,
AMBIENCE_THUNDER,
ANVIL_BREAK,
ANVIL_LAND,
ANVIL_USE,
ARROW_HIT,
BURP,
CHEST_CLOSE,
CHEST_OPEN,
CLICK,
DOOR_CLOSE,
DOOR_OPEN,
DRINK,
EAT,
EXPLODE,
FALL_BIG,
FALL_SMALL,
FIRE,
FIRE_IGNITE,
FIZZ,
FUSE,
GLASS,
HURT_FLESH,
ITEM_BREAK,
ITEM_PICKUP,
LAVA,
LAVA_POP,
LEVEL_UP,
MINECART_BASE,
MINECART_INSIDE,
NOTE_BASS,
NOTE_PIANO,
NOTE_BASS_DRUM,
NOTE_STICKS,
NOTE_BASS_GUITAR,
NOTE_SNARE_DRUM,
NOTE_PLING,
ORB_PICKUP,
PISTON_EXTEND,
PISTON_RETRACT,
PORTAL,
PORTAL_TRAVEL,
PORTAL_TRIGGER,
SHOOT_ARROW,
SPLASH,
SPLASH2,
STEP_GRASS,
STEP_GRAVEL,
STEP_LADDER,
STEP_SAND,
STEP_SNOW,
STEP_STONE,
STEP_WOOD,
STEP_WOOL,
SWIM,
WATER,
WOOD_CLICK,
// Mob sounds
BAT_DEATH,
BAT_HURT,
BAT_IDLE,
BAT_LOOP,
BAT_TAKEOFF,
BLAZE_BREATH,
BLAZE_DEATH,
BLAZE_HIT,
CAT_HISS,
CAT_HIT,
CAT_MEOW,
CAT_PURR,
CAT_PURREOW,
CHICKEN_IDLE,
CHICKEN_HURT,
CHICKEN_EGG_POP,
CHICKEN_WALK,
COW_IDLE,
COW_HURT,
COW_WALK,
CREEPER_HISS,
CREEPER_DEATH,
ENDERDRAGON_DEATH,
ENDERDRAGON_GROWL,
ENDERDRAGON_HIT,
ENDERDRAGON_WINGS,
ENDERMAN_DEATH,
ENDERMAN_HIT,
ENDERMAN_IDLE,
ENDERMAN_TELEPORT,
ENDERMAN_SCREAM,
ENDERMAN_STARE,
GHAST_SCREAM,
GHAST_SCREAM2,
GHAST_CHARGE,
GHAST_DEATH,
GHAST_FIREBALL,
GHAST_MOAN,
IRONGOLEM_DEATH,
IRONGOLEM_HIT,
IRONGOLEM_THROW,
IRONGOLEM_WALK,
MAGMACUBE_WALK,
MAGMACUBE_WALK2,
MAGMACUBE_JUMP,
PIG_IDLE,
PIG_DEATH,
PIG_WALK,
SHEEP_IDLE,
SHEEP_SHEAR,
SHEEP_WALK,
SILVERFISH_HIT,
SILVERFISH_KILL,
SILVERFISH_IDLE,
SILVERFISH_WALK,
SKELETON_IDLE,
SKELETON_DEATH,
SKELETON_HURT,
SKELETON_WALK,
SLIME_ATTACK,
SLIME_WALK,
SLIME_WALK2,
SPIDER_IDLE,
SPIDER_DEATH,
SPIDER_WALK,
WITHER_DEATH,
WITHER_HURT,
WITHER_IDLE,
WITHER_SHOOT,
WITHER_SPAWN,
WOLF_BARK,
WOLF_DEATH,
WOLF_GROWL,
WOLF_HOWL,
WOLF_HURT,
WOLF_PANT,
WOLF_SHAKE,
WOLF_WALK,
WOLF_WHINE,
ZOMBIE_METAL,
ZOMBIE_WOOD,
ZOMBIE_WOODBREAK,
ZOMBIE_IDLE,
ZOMBIE_DEATH,
ZOMBIE_HURT,
ZOMBIE_INFECT,
ZOMBIE_UNFECT,
ZOMBIE_REMEDY,
ZOMBIE_WALK,
ZOMBIE_PIG_IDLE,
ZOMBIE_PIG_ANGRY,
ZOMBIE_PIG_DEATH,
ZOMBIE_PIG_HURT,
// Dig Sounds
DIG_WOOL,
DIG_GRASS,
DIG_GRAVEL,
DIG_SAND,
DIG_SNOW,
DIG_STONE,
DIG_WOOD,
// Fireworks
FIREWORK_BLAST,
FIREWORK_BLAST2,
FIREWORK_LARGE_BLAST,
FIREWORK_LARGE_BLAST2,
FIREWORK_TWINKLE,
FIREWORK_TWINKLE2,
FIREWORK_LAUNCH,
SUCCESSFUL_HIT,
// Horses
HORSE_ANGRY,
HORSE_ARMOR,
HORSE_BREATHE,
HORSE_DEATH,
HORSE_GALLOP,
HORSE_HIT,
HORSE_IDLE,
HORSE_JUMP,
HORSE_LAND,
HORSE_SADDLE,
HORSE_SOFT,
HORSE_WOOD,
DONKEY_ANGRY,
DONKEY_DEATH,
DONKEY_HIT,
DONKEY_IDLE,
HORSE_SKELETON_DEATH,
HORSE_SKELETON_HIT,
HORSE_SKELETON_IDLE,
HORSE_ZOMBIE_DEATH,
HORSE_ZOMBIE_HIT,
HORSE_ZOMBIE_IDLE,
// Villager
VILLAGER_DEATH,
VILLAGER_HAGGLE,
VILLAGER_HIT,
VILLAGER_IDLE,
VILLAGER_NO,
VILLAGER_YES,
AMBIENT_CAVE,
BLOCK_ANVIL_BREAK,
BLOCK_ANVIL_DESTROY,
BLOCK_ANVIL_FALL,
BLOCK_ANVIL_HIT,
BLOCK_ANVIL_LAND,
BLOCK_ANVIL_PLACE,
BLOCK_ANVIL_STEP,
BLOCK_ANVIL_USE,
BLOCK_BREWING_STAND_BREW,
BLOCK_CHEST_CLOSE,
BLOCK_CHEST_LOCKED,
BLOCK_CHEST_OPEN,
BLOCK_CHORUS_FLOWER_DEATH,
BLOCK_CHORUS_FLOWER_GROW,
BLOCK_CLOTH_BREAK,
BLOCK_CLOTH_FALL,
BLOCK_CLOTH_HIT,
BLOCK_CLOTH_PLACE,
BLOCK_CLOTH_STEP,
BLOCK_COMPARATOR_CLICK,
BLOCK_DISPENSER_DISPENSE,
BLOCK_DISPENSER_FAIL,
BLOCK_DISPENSER_LAUNCH,
BLOCK_ENDERCHEST_CLOSE,
BLOCK_ENDERCHEST_OPEN,
BLOCK_END_GATEWAY_SPAWN,
BLOCK_FENCE_GATE_CLOSE,
BLOCK_FENCE_GATE_OPEN,
BLOCK_FIRE_AMBIENT,
BLOCK_FIRE_EXTINGUISH,
BLOCK_FURNACE_FIRE_CRACKLE,
BLOCK_GLASS_BREAK,
BLOCK_GLASS_FALL,
BLOCK_GLASS_HIT,
BLOCK_GLASS_PLACE,
BLOCK_GLASS_STEP,
BLOCK_GRASS_BREAK,
BLOCK_GRASS_FALL,
BLOCK_GRASS_HIT,
BLOCK_GRASS_PLACE,
BLOCK_GRASS_STEP,
BLOCK_GRAVEL_BREAK,
BLOCK_GRAVEL_FALL,
BLOCK_GRAVEL_HIT,
BLOCK_GRAVEL_PLACE,
BLOCK_GRAVEL_STEP,
BLOCK_IRON_DOOR_CLOSE,
BLOCK_IRON_DOOR_OPEN,
BLOCK_IRON_TRAPDOOR_CLOSE,
BLOCK_IRON_TRAPDOOR_OPEN,
BLOCK_LADDER_BREAK,
BLOCK_LADDER_FALL,
BLOCK_LADDER_HIT,
BLOCK_LADDER_PLACE,
BLOCK_LADDER_STEP,
BLOCK_LAVA_AMBIENT,
BLOCK_LAVA_EXTINGUISH,
BLOCK_LAVA_POP,
BLOCK_LEVER_CLICK,
BLOCK_METAL_BREAK,
BLOCK_METAL_FALL,
BLOCK_METAL_HIT,
BLOCK_METAL_PLACE,
BLOCK_METAL_PRESSUREPLATE_CLICK_OFF,
BLOCK_METAL_PRESSUREPLATE_CLICK_ON,
BLOCK_METAL_STEP,
BLOCK_NOTE_BASEDRUM,
BLOCK_NOTE_BASS,
BLOCK_NOTE_HARP,
BLOCK_NOTE_HAT,
BLOCK_NOTE_PLING,
BLOCK_NOTE_SNARE,
BLOCK_PISTON_CONTRACT,
BLOCK_PISTON_EXTEND,
BLOCK_PORTAL_AMBIENT,
BLOCK_PORTAL_TRAVEL,
BLOCK_PORTAL_TRIGGER,
BLOCK_REDSTONE_TORCH_BURNOUT,
BLOCK_SAND_BREAK,
BLOCK_SAND_FALL,
BLOCK_SAND_HIT,
BLOCK_SAND_PLACE,
BLOCK_SAND_STEP,
BLOCK_SLIME_BREAK,
BLOCK_SLIME_FALL,
BLOCK_SLIME_HIT,
BLOCK_SLIME_PLACE,
BLOCK_SLIME_STEP,
BLOCK_SNOW_BREAK,
BLOCK_SNOW_FALL,
BLOCK_SNOW_HIT,
BLOCK_SNOW_PLACE,
BLOCK_SNOW_STEP,
BLOCK_STONE_BREAK,
BLOCK_STONE_BUTTON_CLICK_OFF,
BLOCK_STONE_BUTTON_CLICK_ON,
BLOCK_STONE_FALL,
BLOCK_STONE_HIT,
BLOCK_STONE_PLACE,
BLOCK_STONE_PRESSUREPLATE_CLICK_OFF,
BLOCK_STONE_PRESSUREPLATE_CLICK_ON,
BLOCK_STONE_STEP,
BLOCK_TRIPWIRE_ATTACH,
BLOCK_TRIPWIRE_CLICK_OFF,
BLOCK_TRIPWIRE_CLICK_ON,
BLOCK_TRIPWIRE_DETACH,
BLOCK_WATERLILY_PLACE,
BLOCK_WATER_AMBIENT,
BLOCK_WOODEN_DOOR_CLOSE,
BLOCK_WOODEN_DOOR_OPEN,
BLOCK_WOODEN_TRAPDOOR_CLOSE,
BLOCK_WOODEN_TRAPDOOR_OPEN,
BLOCK_WOOD_BREAK,
BLOCK_WOOD_BUTTON_CLICK_OFF,
BLOCK_WOOD_BUTTON_CLICK_ON,
BLOCK_WOOD_FALL,
BLOCK_WOOD_HIT,
BLOCK_WOOD_PLACE,
BLOCK_WOOD_PRESSUREPLATE_CLICK_OFF,
BLOCK_WOOD_PRESSUREPLATE_CLICK_ON,
BLOCK_WOOD_STEP,
ENCHANT_THORNS_HIT,
ENTITY_ARMORSTAND_BREAK,
ENTITY_ARMORSTAND_FALL,
ENTITY_ARMORSTAND_HIT,
ENTITY_ARMORSTAND_PLACE,
ENTITY_ARROW_HIT,
ENTITY_ARROW_HIT_PLAYER,
ENTITY_ARROW_SHOOT,
ENTITY_BAT_AMBIENT,
ENTITY_BAT_DEATH,
ENTITY_BAT_HURT,
ENTITY_BAT_LOOP,
ENTITY_BAT_TAKEOFF,
ENTITY_BLAZE_AMBIENT,
ENTITY_BLAZE_BURN,
ENTITY_BLAZE_DEATH,
ENTITY_BLAZE_HURT,
ENTITY_BLAZE_SHOOT,
ENTITY_BOBBER_SPLASH,
ENTITY_BOBBER_THROW,
ENTITY_CAT_AMBIENT,
ENTITY_CAT_DEATH,
ENTITY_CAT_HISS,
ENTITY_CAT_HURT,
ENTITY_CAT_PURR,
ENTITY_CAT_PURREOW,
ENTITY_CHICKEN_AMBIENT,
ENTITY_CHICKEN_DEATH,
ENTITY_CHICKEN_EGG,
ENTITY_CHICKEN_HURT,
ENTITY_CHICKEN_STEP,
ENTITY_COW_AMBIENT,
ENTITY_COW_DEATH,
ENTITY_COW_HURT,
ENTITY_COW_MILK,
ENTITY_COW_STEP,
ENTITY_CREEPER_DEATH,
ENTITY_CREEPER_HURT,
ENTITY_CREEPER_PRIMED,
ENTITY_DONKEY_AMBIENT,
ENTITY_DONKEY_ANGRY,
ENTITY_DONKEY_CHEST,
ENTITY_DONKEY_DEATH,
ENTITY_DONKEY_HURT,
ENTITY_EGG_THROW,
ENTITY_ELDER_GUARDIAN_AMBIENT,
ENTITY_ELDER_GUARDIAN_AMBIENT_LAND,
ENTITY_ELDER_GUARDIAN_CURSE,
ENTITY_ELDER_GUARDIAN_DEATH,
ENTITY_ELDER_GUARDIAN_DEATH_LAND,
ENTITY_ELDER_GUARDIAN_HURT,
ENTITY_ELDER_GUARDIAN_HURT_LAND,
ENTITY_ENDERDRAGON_AMBIENT,
ENTITY_ENDERDRAGON_DEATH,
ENTITY_ENDERDRAGON_FIREBALL_EXPLODE,
ENTITY_ENDERDRAGON_FLAP,
ENTITY_ENDERDRAGON_GROWL,
ENTITY_ENDERDRAGON_HURT,
ENTITY_ENDERDRAGON_SHOOT,
ENTITY_ENDEREYE_LAUNCH,
ENTITY_ENDERMEN_AMBIENT,
ENTITY_ENDERMEN_DEATH,
ENTITY_ENDERMEN_HURT,
ENTITY_ENDERMEN_SCREAM,
ENTITY_ENDERMEN_STARE,
ENTITY_ENDERMEN_TELEPORT,
ENTITY_ENDERMITE_AMBIENT,
ENTITY_ENDERMITE_DEATH,
ENTITY_ENDERMITE_HURT,
ENTITY_ENDERMITE_STEP,
ENTITY_ENDERPEARL_THROW,
ENTITY_EXPERIENCE_BOTTLE_THROW,
ENTITY_EXPERIENCE_ORB_PICKUP,
ENTITY_EXPERIENCE_ORB_TOUCH,
ENTITY_FIREWORK_BLAST,
ENTITY_FIREWORK_BLAST_FAR,
ENTITY_FIREWORK_LARGE_BLAST,
ENTITY_FIREWORK_LARGE_BLAST_FAR,
ENTITY_FIREWORK_LAUNCH,
ENTITY_FIREWORK_SHOOT,
ENTITY_FIREWORK_TWINKLE,
ENTITY_FIREWORK_TWINKLE_FAR,
ENTITY_GENERIC_BIG_FALL,
ENTITY_GENERIC_BURN,
ENTITY_GENERIC_DEATH,
ENTITY_GENERIC_DRINK,
ENTITY_GENERIC_EAT,
ENTITY_GENERIC_EXPLODE,
ENTITY_GENERIC_EXTINGUISH_FIRE,
ENTITY_GENERIC_HURT,
ENTITY_GENERIC_SMALL_FALL,
ENTITY_GENERIC_SPLASH,
ENTITY_GENERIC_SWIM,
ENTITY_GHAST_AMBIENT,
ENTITY_GHAST_DEATH,
ENTITY_GHAST_HURT,
ENTITY_GHAST_SCREAM,
ENTITY_GHAST_SHOOT,
ENTITY_GHAST_WARN,
ENTITY_GUARDIAN_AMBIENT,
ENTITY_GUARDIAN_AMBIENT_LAND,
ENTITY_GUARDIAN_ATTACK,
ENTITY_GUARDIAN_DEATH,
ENTITY_GUARDIAN_DEATH_LAND,
ENTITY_GUARDIAN_FLOP,
ENTITY_GUARDIAN_HURT,
ENTITY_GUARDIAN_HURT_LAND,
ENTITY_HORSE_AMBIENT,
ENTITY_HORSE_ANGRY,
ENTITY_HORSE_ARMOR,
ENTITY_HORSE_BREATHE,
ENTITY_HORSE_DEATH,
ENTITY_HORSE_EAT,
ENTITY_HORSE_GALLOP,
ENTITY_HORSE_HURT,
ENTITY_HORSE_JUMP,
ENTITY_HORSE_LAND,
ENTITY_HORSE_SADDLE,
ENTITY_HORSE_STEP,
ENTITY_HORSE_STEP_WOOD,
ENTITY_HOSTILE_BIG_FALL,
ENTITY_HOSTILE_DEATH,
ENTITY_HOSTILE_HURT,
ENTITY_HOSTILE_SMALL_FALL,
ENTITY_HOSTILE_SPLASH,
ENTITY_HOSTILE_SWIM,
ENTITY_IRONGOLEM_ATTACK,
ENTITY_IRONGOLEM_DEATH,
ENTITY_IRONGOLEM_HURT,
ENTITY_IRONGOLEM_STEP,
ENTITY_ITEMFRAME_ADD_ITEM,
ENTITY_ITEMFRAME_BREAK,
ENTITY_ITEMFRAME_PLACE,
ENTITY_ITEMFRAME_REMOVE_ITEM,
ENTITY_ITEMFRAME_ROTATE_ITEM,
ENTITY_ITEM_BREAK,
ENTITY_ITEM_PICKUP,
ENTITY_LEASHKNOT_BREAK,
ENTITY_LEASHKNOT_PLACE,
ENTITY_LIGHTNING_IMPACT,
ENTITY_LIGHTNING_THUNDER,
ENTITY_LINGERINGPOTION_THROW,
ENTITY_MAGMACUBE_DEATH,
ENTITY_MAGMACUBE_HURT,
ENTITY_MAGMACUBE_JUMP,
ENTITY_MAGMACUBE_SQUISH,
ENTITY_MINECART_INSIDE,
ENTITY_MINECART_RIDING,
ENTITY_MOOSHROOM_SHEAR,
ENTITY_MULE_AMBIENT,
ENTITY_MULE_DEATH,
ENTITY_MULE_HURT,
ENTITY_PAINTING_BREAK,
ENTITY_PAINTING_PLACE,
ENTITY_PIG_AMBIENT,
ENTITY_PIG_DEATH,
ENTITY_PIG_HURT,
ENTITY_PIG_SADDLE,
ENTITY_PIG_STEP,
ENTITY_PLAYER_ATTACK_CRIT,
ENTITY_PLAYER_ATTACK_KNOCKBACK,
ENTITY_PLAYER_ATTACK_NODAMAGE,
ENTITY_PLAYER_ATTACK_STRONG,
ENTITY_PLAYER_ATTACK_SWEEP,
ENTITY_PLAYER_ATTACK_WEAK,
ENTITY_PLAYER_BIG_FALL,
ENTITY_PLAYER_BREATH,
ENTITY_PLAYER_BURP,
ENTITY_PLAYER_DEATH,
ENTITY_PLAYER_HURT,
ENTITY_PLAYER_LEVELUP,
ENTITY_PLAYER_SMALL_FALL,
ENTITY_PLAYER_SPLASH,
ENTITY_PLAYER_SWIM,
ENTITY_RABBIT_AMBIENT,
ENTITY_RABBIT_ATTACK,
ENTITY_RABBIT_DEATH,
ENTITY_RABBIT_HURT,
ENTITY_RABBIT_JUMP,
ENTITY_SHEEP_AMBIENT,
ENTITY_SHEEP_DEATH,
ENTITY_SHEEP_HURT,
ENTITY_SHEEP_SHEAR,
ENTITY_SHEEP_STEP,
ENTITY_SHULKER_AMBIENT,
ENTITY_SHULKER_BULLET_HIT,
ENTITY_SHULKER_BULLET_HURT,
ENTITY_SHULKER_CLOSE,
ENTITY_SHULKER_DEATH,
ENTITY_SHULKER_HURT,
ENTITY_SHULKER_HURT_CLOSED,
ENTITY_SHULKER_OPEN,
ENTITY_SHULKER_SHOOT,
ENTITY_SHULKER_TELEPORT,
ENTITY_SILVERFISH_AMBIENT,
ENTITY_SILVERFISH_DEATH,
ENTITY_SILVERFISH_HURT,
ENTITY_SILVERFISH_STEP,
ENTITY_SKELETON_AMBIENT,
ENTITY_SKELETON_DEATH,
ENTITY_SKELETON_HORSE_AMBIENT,
ENTITY_SKELETON_HORSE_DEATH,
ENTITY_SKELETON_HORSE_HURT,
ENTITY_SKELETON_HURT,
ENTITY_SKELETON_SHOOT,
ENTITY_SKELETON_STEP,
ENTITY_SLIME_ATTACK,
ENTITY_SLIME_DEATH,
ENTITY_SLIME_HURT,
ENTITY_SLIME_JUMP,
ENTITY_SLIME_SQUISH,
ENTITY_SMALL_MAGMACUBE_DEATH,
ENTITY_SMALL_MAGMACUBE_HURT,
ENTITY_SMALL_MAGMACUBE_SQUISH,
ENTITY_SMALL_SLIME_DEATH,
ENTITY_SMALL_SLIME_HURT,
ENTITY_SMALL_SLIME_JUMP,
ENTITY_SMALL_SLIME_SQUISH,
ENTITY_SNOWBALL_THROW,
ENTITY_SNOWMAN_AMBIENT,
ENTITY_SNOWMAN_DEATH,
ENTITY_SNOWMAN_HURT,
ENTITY_SNOWMAN_SHOOT,
ENTITY_SPIDER_AMBIENT,
ENTITY_SPIDER_DEATH,
ENTITY_SPIDER_HURT,
ENTITY_SPIDER_STEP,
ENTITY_SPLASH_POTION_BREAK,
ENTITY_SPLASH_POTION_THROW,
ENTITY_SQUID_AMBIENT,
ENTITY_SQUID_DEATH,
ENTITY_SQUID_HURT,
ENTITY_TNT_PRIMED,
ENTITY_VILLAGER_AMBIENT,
ENTITY_VILLAGER_DEATH,
ENTITY_VILLAGER_HURT,
ENTITY_VILLAGER_NO,
ENTITY_VILLAGER_TRADING,
ENTITY_VILLAGER_YES,
ENTITY_WITCH_AMBIENT,
ENTITY_WITCH_DEATH,
ENTITY_WITCH_DRINK,
ENTITY_WITCH_HURT,
ENTITY_WITCH_THROW,
ENTITY_WITHER_AMBIENT,
ENTITY_WITHER_BREAK_BLOCK,
ENTITY_WITHER_DEATH,
ENTITY_WITHER_HURT,
ENTITY_WITHER_SHOOT,
ENTITY_WITHER_SPAWN,
ENTITY_WOLF_AMBIENT,
ENTITY_WOLF_DEATH,
ENTITY_WOLF_GROWL,
ENTITY_WOLF_HOWL,
ENTITY_WOLF_HURT,
ENTITY_WOLF_PANT,
ENTITY_WOLF_SHAKE,
ENTITY_WOLF_STEP,
ENTITY_WOLF_WHINE,
ENTITY_ZOMBIE_AMBIENT,
ENTITY_ZOMBIE_ATTACK_DOOR_WOOD,
ENTITY_ZOMBIE_ATTACK_IRON_DOOR,
ENTITY_ZOMBIE_BREAK_DOOR_WOOD,
ENTITY_ZOMBIE_DEATH,
ENTITY_ZOMBIE_HORSE_AMBIENT,
ENTITY_ZOMBIE_HORSE_DEATH,
ENTITY_ZOMBIE_HORSE_HURT,
ENTITY_ZOMBIE_HURT,
ENTITY_ZOMBIE_INFECT,
ENTITY_ZOMBIE_PIG_AMBIENT,
ENTITY_ZOMBIE_PIG_ANGRY,
ENTITY_ZOMBIE_PIG_DEATH,
ENTITY_ZOMBIE_PIG_HURT,
ENTITY_ZOMBIE_STEP,
ENTITY_ZOMBIE_VILLAGER_AMBIENT,
ENTITY_ZOMBIE_VILLAGER_CONVERTED,
ENTITY_ZOMBIE_VILLAGER_CURE,
ENTITY_ZOMBIE_VILLAGER_DEATH,
ENTITY_ZOMBIE_VILLAGER_HURT,
ENTITY_ZOMBIE_VILLAGER_STEP,
ITEM_ARMOR_EQUIP_CHAIN,
ITEM_ARMOR_EQUIP_DIAMOND,
ITEM_ARMOR_EQUIP_GENERIC,
ITEM_ARMOR_EQUIP_GOLD,
ITEM_ARMOR_EQUIP_IRON,
ITEM_ARMOR_EQUIP_LEATHER,
ITEM_BOTTLE_FILL,
ITEM_BOTTLE_FILL_DRAGONBREATH,
ITEM_BUCKET_EMPTY,
ITEM_BUCKET_EMPTY_LAVA,
ITEM_BUCKET_FILL,
ITEM_BUCKET_FILL_LAVA,
ITEM_CHORUS_FRUIT_TELEPORT,
ITEM_FIRECHARGE_USE,
ITEM_FLINTANDSTEEL_USE,
ITEM_HOE_TILL,
ITEM_SHIELD_BLOCK,
ITEM_SHIELD_BREAK,
ITEM_SHOVEL_FLATTEN,
MUSIC_CREATIVE,
MUSIC_CREDITS,
MUSIC_DRAGON,
MUSIC_END,
MUSIC_GAME,
MUSIC_MENU,
MUSIC_NETHER,
RECORD_11,
RECORD_13,
RECORD_BLOCKS,
RECORD_CAT,
RECORD_CHIRP,
RECORD_FAR,
RECORD_MALL,
RECORD_MELLOHI,
RECORD_STAL,
RECORD_STRAD,
RECORD_WAIT,
RECORD_WARD,
UI_BUTTON_CLICK,
WEATHER_RAIN,
WEATHER_RAIN_ABOVE,
}

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@ -15,11 +15,13 @@ public enum Statistic {
JUNK_FISHED,
LEAVE_GAME,
JUMP,
DROP,
DROP(Type.ITEM),
PICKUP(Type.ITEM),
PLAY_ONE_TICK,
WALK_ONE_CM,
SWIM_ONE_CM,
FALL_ONE_CM,
SNEAK_TIME,
CLIMB_ONE_CM,
FLY_ONE_CM,
DIVE_ONE_CM,
@ -29,6 +31,7 @@ public enum Statistic {
HORSE_ONE_CM,
SPRINT_ONE_CM,
CROUCH_ONE_CM,
AVIATE_ONE_CM,
MINE_BLOCK(Type.BLOCK),
USE_ITEM(Type.ITEM),
BREAK_ITEM(Type.ITEM),
@ -57,7 +60,8 @@ public enum Statistic {
RECORD_PLAYED,
FURNACE_INTERACTION,
CRAFTING_TABLE_INTERACTION,
CHEST_OPENED;
CHEST_OPENED,
SLEEP_IN_BED;
private final Type type;

Datei anzeigen

@ -1166,6 +1166,200 @@ public interface World extends PluginMessageRecipient, Metadatable {
*/
public WorldBorder getWorldBorder();
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
*/
public void spawnParticle(Particle particle, Location location, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
*/
public void spawnParticle(Particle particle, double x, double y, double z, int count);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, Location location, int count, T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, double x, double y, double z, int count, T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
*/
public void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
*/
public void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param location the location to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, T data);
/**
* Spawns the particle (the number of times specified by count)
* at the target location. The position of each particle will be
* randomized positively and negatively by the offset parameters
* on each axis.
*
* @param particle the particle to spawn
* @param x the position on the x axis to spawn at
* @param y the position on the y axis to spawn at
* @param z the position on the z axis to spawn at
* @param count the number of particles
* @param offsetX the maximum random offset on the X axis
* @param offsetY the maximum random offset on the Y axis
* @param offsetZ the maximum random offset on the Z axis
* @param extra the extra data for this particle, depends on the
* particle used (normally speed)
* @param data the data to use for the particle or null,
* the type of this depends on {@link Particle#getDataType()}
*/
public <T> void spawnParticle(Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data);
/**
* Represents various map environment types that a world may be
*/

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@ -4,27 +4,27 @@ package org.bukkit.block;
* Holds all accepted Biomes in the default server
*/
public enum Biome {
SWAMPLAND,
OCEAN,
PLAINS,
DESERT,
EXTREME_HILLS,
FOREST,
TAIGA,
DESERT,
PLAINS,
SWAMPLAND,
RIVER,
HELL,
SKY,
OCEAN,
RIVER,
EXTREME_HILLS,
FROZEN_OCEAN,
FROZEN_RIVER,
ICE_PLAINS,
ICE_FLATS,
ICE_MOUNTAINS,
MUSHROOM_ISLAND,
MUSHROOM_SHORE,
BEACH,
MUSHROOM_ISLAND_SHORE,
BEACHES,
DESERT_HILLS,
FOREST_HILLS,
TAIGA_HILLS,
SMALL_MOUNTAINS,
SMALLER_EXTREME_HILLS,
JUNGLE,
JUNGLE_HILLS,
JUNGLE_EDGE,
@ -34,35 +34,36 @@ public enum Biome {
BIRCH_FOREST,
BIRCH_FOREST_HILLS,
ROOFED_FOREST,
COLD_TAIGA,
COLD_TAIGA_HILLS,
MEGA_TAIGA,
MEGA_TAIGA_HILLS,
EXTREME_HILLS_PLUS,
TAIGA_COLD,
TAIGA_COLD_HILLS,
REDWOOD_TAIGA,
REDWOOD_TAIGA_HILLS,
EXTREME_HILLS_WITH_TREES,
SAVANNA,
SAVANNA_PLATEAU,
SAVANNA_ROCK,
MESA,
MESA_PLATEAU_FOREST,
MESA_PLATEAU,
SUNFLOWER_PLAINS,
DESERT_MOUNTAINS,
FLOWER_FOREST,
TAIGA_MOUNTAINS,
SWAMPLAND_MOUNTAINS,
ICE_PLAINS_SPIKES,
JUNGLE_MOUNTAINS,
JUNGLE_EDGE_MOUNTAINS,
COLD_TAIGA_MOUNTAINS,
SAVANNA_MOUNTAINS,
SAVANNA_PLATEAU_MOUNTAINS,
MESA_BRYCE,
MESA_PLATEAU_FOREST_MOUNTAINS,
MESA_PLATEAU_MOUNTAINS,
BIRCH_FOREST_MOUNTAINS,
BIRCH_FOREST_HILLS_MOUNTAINS,
ROOFED_FOREST_MOUNTAINS,
MEGA_SPRUCE_TAIGA,
EXTREME_HILLS_MOUNTAINS,
EXTREME_HILLS_PLUS_MOUNTAINS,
MEGA_SPRUCE_TAIGA_HILLS,
MESA_ROCK,
MESA_CLEAR_ROCK,
VOID,
MUTATED_PLAINS,
MUTATED_DESERT,
MUTATED_EXTREME_HILLS,
MUTATED_FOREST,
MUTATED_TAIGA,
MUTATED_SWAMPLAND,
MUTATED_ICE_FLATS,
MUTATED_JUNGLE,
MUTATED_JUNGLE_EDGE,
MUTATED_BIRCH_FOREST,
MUTATED_BIRCH_FOREST_HILLS,
MUTATED_ROOFED_FOREST,
MUTATED_TAIGA_COLD,
MUTATED_REDWOOD_TAIGA,
MUTATED_REDWOOD_TAIGA_HILLS,
MUTATED_EXTREME_HILLS_WITH_TREES,
MUTATED_SAVANNA,
MUTATED_SAVANNA_ROCK,
MUTATED_MESA,
MUTATED_MESA_ROCK,
MUTATED_MESA_CLEAR_ROCK
}

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@ -0,0 +1,3 @@
package org.bukkit.block;
public interface EndGateway extends BlockState {}

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@ -0,0 +1,3 @@
package org.bukkit.block;
public interface Structure extends BlockState {}

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@ -0,0 +1,174 @@
package org.bukkit.entity;
import java.util.List;
import org.bukkit.Color;
import org.bukkit.Effect;
import org.bukkit.Particle;
import org.bukkit.potion.PotionEffect;
/**
* Represents an area effect cloud which will imbue a potion effect onto
* entities which enter it.
*/
public interface AreaEffectCloud extends Entity {
/**
* Gets the duration which this cloud will exist for (in ticks).
*
* @return cloud duration
*/
int getDuration();
/**
* Sets the duration which this cloud will exist for (in ticks).
*
* @param duration cloud duration
*/
void setDuration(int duration);
/**
* Gets the time which an entity has to be exposed to the cloud before the
* effect is applied.
*
* @return wait time
*/
int getWaitTime();
/**
* Sets the time which an entity has to be exposed to the cloud before the
* effect is applied.
*
* @param waitTime wait time
*/
void setWaitTime(int waitTime);
/**
* Gets the time that an entity will be immune from subsequent exposure.
*
* @return reapplication delay
*/
int getReapplicationDelay();
/**
* Sets the time that an entity will be immune from subsequent exposure.
*
* @param delay reapplication delay
*/
void setReapplicationDelay(int delay);
/**
* Gets the amount that the duration of this cloud will decrease by when it
* applies an effect to an entity.
*
* @return duration on use delta
*/
int getDurationOnUse();
/**
* Sets the amount that the duration of this cloud will decrease by when it
* applies an effect to an entity.
*
* @param duration duration on use delta
*/
void setDurationOnUse(int duration);
/**
* Gets the initial radius of the cloud.
*
* @return radius
*/
float getRadius();
/**
* Sets the initial radius of the cloud.
*
* @param radius radius
*/
void setRadius(float radius);
/**
* Gets the amount that the radius of this cloud will decrease by when it
* applies an effect to an entity.
*
* @return radius on use delta
*/
float getRadiusOnUse();
/**
* Sets the amount that the radius of this cloud will decrease by when it
* applies an effect to an entity.
*
* @param radius radius on use delta
*/
void setRadiusOnUse(float radius);
/**
* Gets the amount that the radius of this cloud will decrease by each tick.
*
* @return radius per tick delta
*/
float getRadiusPerTick();
/**
* Gets the amount that the radius of this cloud will decrease by each tick.
*
* @param radius per tick delta
*/
void setRadiusPerTick(float radius);
/**
* Gets the particle which this cloud will be composed of
*
* @return particle the set particle type
*/
Particle getParticle();
/**
* Sets the particle which this cloud will be composed of
*
* @param particle the new particle type
*/
void setParticle(Particle particle);
/**
* Get a copy of all effects which can be applied by this cloud. No
* guarantees are made about the nature of the returned list.
*
* @return the list of all effects
*/
List<PotionEffect> getEffects();
/**
* Add an effect which can be applied by this cloud.
*
* @param effect the effect to add
*/
void addEffect(PotionEffect effect);
/**
* Remove an effect from this cloud.
*
* @param effect the effect to remove
*/
void removeEffect(PotionEffect effect);
/**
* Set the effects of this cloud. Will remove all existing effects.
*
* @param effects the new effects to set
*/
void setEffects(List<PotionEffect> effects);
/**
* Gets the color of this cloud. Will be applied as a tint to its particles.
*
* @return cloud color
*/
Color getColor();
/**
* Sets the color of this cloud. Will be applied as a tint to its particles.
*
* @param color cloud color
*/
void setColor(Color color);
}

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@ -0,0 +1,3 @@
package org.bukkit.entity;
public interface DragonFireball extends Fireball {}

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@ -13,6 +13,7 @@ import org.bukkit.entity.minecart.StorageMinecart;
import org.bukkit.inventory.ItemStack;
import org.bukkit.Location;
import org.bukkit.World;
import org.bukkit.potion.PotionEffectType;
public enum EntityType {
@ -80,7 +81,29 @@ public enum EntityType {
* A block that is going to or is about to fall.
*/
FALLING_BLOCK("FallingSand", FallingBlock.class, 21, false),
/**
* Internal representation of a Firework once it has been launched.
*/
FIREWORK("FireworksRocketEntity", Firework.class, 22, false),
/**
* Like {@link #ARROW} but tipped with a specific potion which is applied on contact.
*/
TIPPED_ARROW("TippedArrow", TippedArrow.class, 23),
/**
* Like {@link #TIPPED_ARROW} but causes the {@link PotionEffectType#GLOWING} effect on all team members.
*/
SPECTRAL_ARROW("SpectralArrow", SpectralArrow.class, 24),
/**
* Bullet fired by {@link #SHULKER}.
*/
SHULKER_BULLET("ShulkerBullet", ShulkerBullet.class, 25),
/**
* Like {@link #FIREBALL} but with added effects.
*/
DRAGON_FIREBALL("DragonFireball", DragonFireball.class, 26),
/**
* Mechanical entity with an inventory for placing weapons / armor into.
*/
ARMOR_STAND("ArmorStand", ArmorStand.class, 30, false),
/**
* @see CommandMinecart
@ -133,6 +156,7 @@ public enum EntityType {
WITCH("Witch", Witch.class, 66),
ENDERMITE("Endermite", Endermite.class, 67),
GUARDIAN("Guardian", Guardian.class, 68),
SHULKER("Shulker", Shulker.class, 69),
PIG("Pig", Pig.class, 90),
SHEEP("Sheep", Sheep.class, 91),
COW("Cow", Cow.class, 92),
@ -152,6 +176,7 @@ public enum EntityType {
* A flying splash potion.
*/
SPLASH_POTION(null, ThrownPotion.class, -1, false),
AREA_EFFECT_CLOUD(null, AreaEffectCloud.class, -1),
/**
* A flying chicken egg.
*/

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@ -0,0 +1,3 @@
package org.bukkit.entity;
public interface Shulker extends Golem {}

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@ -0,0 +1,34 @@
package org.bukkit.entity;
import org.bukkit.projectiles.ProjectileSource;
public interface ShulkerBullet extends Entity {
/**
* Retrieve the shooter of this bullet.
*
* @return the {@link ProjectileSource} that shot this bullet
*/
ProjectileSource getShooter();
/**
* Set the shooter of this bullet.
*
* @param source the {@link ProjectileSource} that shot this bullet
*/
void setShooter(ProjectileSource source);
/**
* Retrieve the target of this bullet.
*
* @return the targeted entity
*/
Entity getTarget();
/**
* Sets the target of this bullet
*
* @param target the entity to target
*/
void setTarget(Entity target);
}

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@ -0,0 +1,3 @@
package org.bukkit.entity;
public interface SpectralArrow extends Arrow {}

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@ -0,0 +1,3 @@
package org.bukkit.entity;
public interface TippedArrow extends Arrow {}

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@ -30,6 +30,23 @@ public interface Zombie extends Monster {
* Sets whether the zombie is a villager
*
* @param flag Whether the zombie is a villager
* @deprecated Defaults to a basic villager
*/
@Deprecated
public void setVillager(boolean flag);
/**
* Sets whether the zombie is a villager
*
* @param profession the profession of the villager or null to clear
*/
public void setVillagerProfession(Villager.Profession profession);
/**
* Returns the villager profession of the zombie if the
* zombie is a villager
*
* @return the profession or null
*/
public Villager.Profession getVillagerProfession();
}

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@ -407,6 +407,12 @@ public class EntityDamageEvent extends EntityEvent implements Cancellable {
* Damage: 1-4 (Thorns)
*/
THORNS,
/**
* Damage caused by a dragon breathing fire.
* <p>
* Damage: variable
*/
DRAGON_BREATH,
/**
* Custom damage.
* <p>

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@ -126,6 +126,26 @@ public abstract class PotionEffectType {
*/
public static final PotionEffectType SATURATION = new PotionEffectTypeWrapper(23);
/**
* Outlines the entity so that it can be seen from afar.
*/
public static final PotionEffectType GLOWING = new PotionEffectTypeWrapper(24);
/**
* Causes the entity to float into the air.
*/
public static final PotionEffectType LEVITATION = new PotionEffectTypeWrapper(25);
/**
* Loot table luck.
*/
public static final PotionEffectType LUCK = new PotionEffectTypeWrapper(26);
/**
* Loot table unluck.
*/
public static final PotionEffectType UNLUCK = new PotionEffectTypeWrapper(27);
private final int id;
protected PotionEffectType(int id) {
@ -202,7 +222,7 @@ public abstract class PotionEffectType {
return "PotionEffectType[" + id + ", " + getName() + "]";
}
private static final PotionEffectType[] byId = new PotionEffectType[24];
private static final PotionEffectType[] byId = new PotionEffectType[28];
private static final Map<String, PotionEffectType> byName = new HashMap<String, PotionEffectType>();
// will break on updates.
private static boolean acceptingNew = true;

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@ -15,6 +15,11 @@ public enum PotionType {
INSTANT_DAMAGE(12, PotionEffectType.HARM, 2),
WATER_BREATHING(13, PotionEffectType.WATER_BREATHING, 1),
INVISIBILITY(14, PotionEffectType.INVISIBILITY, 1),
/**
* @deprecated not representable with a damage value!
*/
@Deprecated
LUCK(-1, PotionEffectType.LUCK, 1),
;
private final int damageValue, maxLevel;