13
0
geforkt von Mirrors/Paper
Bukkit/Spigot bb50f1a774 Pulling all pending Bukkit-JavaDoc changes
A special thanks goes to @aerouk for almost all of the changes found here.

By: Wesley Wolfe <weswolf@aol.com>
2013-12-15 01:07:43 -05:00

125 Zeilen
2.9 KiB
Java

package org.bukkit;
import org.bukkit.block.Block;
import org.bukkit.block.BlockState;
import org.bukkit.entity.Entity;
/**
* Represents a chunk of blocks
*/
public interface Chunk {
/**
* Gets the X-coordinate of this chunk
*
* @return X-coordinate
*/
int getX();
/**
* Gets the Z-coordinate of this chunk
*
* @return Z-coordinate
*/
int getZ();
/**
* Gets the world containing this chunk
*
* @return Parent World
*/
World getWorld();
/**
* Gets a block from this chunk
*
* @param x 0-15
* @param y 0-127
* @param z 0-15
* @return the Block
*/
Block getBlock(int x, int y, int z);
/**
* Capture thread-safe read-only snapshot of chunk data
*
* @return ChunkSnapshot
*/
ChunkSnapshot getChunkSnapshot();
/**
* Capture thread-safe read-only snapshot of chunk data
*
* @param includeMaxblocky - if true, snapshot includes per-coordinate
* maximum Y values
* @param includeBiome - if true, snapshot includes per-coordinate biome
* type
* @param includeBiomeTempRain - if true, snapshot includes per-coordinate
* raw biome temperature and rainfall
* @return ChunkSnapshot
*/
ChunkSnapshot getChunkSnapshot(boolean includeMaxblocky, boolean includeBiome, boolean includeBiomeTempRain);
/**
* Get a list of all entities in the chunk.
*
* @return The entities.
*/
Entity[] getEntities();
/**
* Get a list of all tile entities in the chunk.
*
* @return The tile entities.
*/
BlockState[] getTileEntities();
/**
* Checks if the chunk is loaded.
*
* @return True if it is loaded.
*/
boolean isLoaded();
/**
* Loads the chunk.
*
* @param generate Whether or not to generate a chunk if it doesn't
* already exist
* @return true if the chunk has loaded successfully, otherwise false
*/
boolean load(boolean generate);
/**
* Loads the chunk.
*
* @return true if the chunk has loaded successfully, otherwise false
*/
boolean load();
/**
* Unloads and optionally saves the Chunk
*
* @param save Controls whether the chunk is saved
* @param safe Controls whether to unload the chunk when players are
* nearby
* @return true if the chunk has unloaded successfully, otherwise false
*/
boolean unload(boolean save, boolean safe);
/**
* Unloads and optionally saves the Chunk
*
* @param save Controls whether the chunk is saved
* @return true if the chunk has unloaded successfully, otherwise false
*/
boolean unload(boolean save);
/**
* Unloads and optionally saves the Chunk
*
* @return true if the chunk has unloaded successfully, otherwise false
*/
boolean unload();
}