feat: add bukkit class type

Signed-off-by: MiaoWoo <admin@yumc.pw>
backup
MiaoWoo 2019-09-12 17:54:17 +08:00
parent 6d7516e2d9
commit bee7e19fc3
959 changed files with 36124 additions and 0 deletions

View File

@ -0,0 +1,958 @@
/// <reference path="./org.bukkit.Achievement.ts" />
/// <reference path="./org.bukkit.Art.ts" />
/// <reference path="./org.bukkit.Axis.ts" />
/// <reference path="./org.bukkit.BanEntry.ts" />
/// <reference path="./org.bukkit.BanList.Type.ts" />
/// <reference path="./org.bukkit.BanList.ts" />
/// <reference path="./org.bukkit.BlockChangeDelegate.ts" />
/// <reference path="./org.bukkit.Bukkit.ts" />
/// <reference path="./org.bukkit.ChatColor.ts" />
/// <reference path="./org.bukkit.Chunk.ts" />
/// <reference path="./org.bukkit.ChunkSnapshot.ts" />
/// <reference path="./org.bukkit.CoalType.ts" />
/// <reference path="./org.bukkit.Color.ts" />
/// <reference path="./org.bukkit.CropState.ts" />
/// <reference path="./org.bukkit.Difficulty.ts" />
/// <reference path="./org.bukkit.DyeColor.ts" />
/// <reference path="./org.bukkit.Effect.Type.ts" />
/// <reference path="./org.bukkit.Effect.ts" />
/// <reference path="./org.bukkit.EntityEffect.ts" />
/// <reference path="./org.bukkit.FireworkEffect.Builder.ts" />
/// <reference path="./org.bukkit.FireworkEffect.Type.ts" />
/// <reference path="./org.bukkit.FireworkEffect.ts" />
/// <reference path="./org.bukkit.FluidCollisionMode.ts" />
/// <reference path="./org.bukkit.GameMode.ts" />
/// <reference path="./org.bukkit.GameRule.ts" />
/// <reference path="./org.bukkit.GrassSpecies.ts" />
/// <reference path="./org.bukkit.Instrument.ts" />
/// <reference path="./org.bukkit.Keyed.ts" />
/// <reference path="./org.bukkit.Location.ts" />
/// <reference path="./org.bukkit.Material.ts" />
/// <reference path="./org.bukkit.Nameable.ts" />
/// <reference path="./org.bukkit.NamespacedKey.ts" />
/// <reference path="./org.bukkit.NetherWartsState.ts" />
/// <reference path="./org.bukkit.Note.Tone.ts" />
/// <reference path="./org.bukkit.Note.ts" />
/// <reference path="./org.bukkit.OfflinePlayer.ts" />
/// <reference path="./org.bukkit.Particle.DustOptions.ts" />
/// <reference path="./org.bukkit.Particle.ts" />
/// <reference path="./org.bukkit.PortalType.ts" />
/// <reference path="./org.bukkit.Registry.SimpleRegistry.ts" />
/// <reference path="./org.bukkit.Registry.ts" />
/// <reference path="./org.bukkit.Rotation.ts" />
/// <reference path="./org.bukkit.SandstoneType.ts" />
/// <reference path="./org.bukkit.Server.ts" />
/// <reference path="./org.bukkit.SkullType.ts" />
/// <reference path="./org.bukkit.Sound.ts" />
/// <reference path="./org.bukkit.SoundCategory.ts" />
/// <reference path="./org.bukkit.Statistic.Type.ts" />
/// <reference path="./org.bukkit.Statistic.ts" />
/// <reference path="./org.bukkit.StructureType.ts" />
/// <reference path="./org.bukkit.Tag.ts" />
/// <reference path="./org.bukkit.TreeSpecies.ts" />
/// <reference path="./org.bukkit.TreeType.ts" />
/// <reference path="./org.bukkit.UndefinedNullability.ts" />
/// <reference path="./org.bukkit.UnsafeValues.ts" />
/// <reference path="./org.bukkit.Utility.ts" />
/// <reference path="./org.bukkit.Warning.WarningState.ts" />
/// <reference path="./org.bukkit.Warning.ts" />
/// <reference path="./org.bukkit.WeatherType.ts" />
/// <reference path="./org.bukkit.World.Environment.ts" />
/// <reference path="./org.bukkit.World.ts" />
/// <reference path="./org.bukkit.WorldBorder.ts" />
/// <reference path="./org.bukkit.WorldCreator.ts" />
/// <reference path="./org.bukkit.WorldType.ts" />
/// <reference path="./org.bukkit.advancement.Advancement.ts" />
/// <reference path="./org.bukkit.advancement.AdvancementProgress.ts" />
/// <reference path="./org.bukkit.attribute.Attributable.ts" />
/// <reference path="./org.bukkit.attribute.Attribute.ts" />
/// <reference path="./org.bukkit.attribute.AttributeInstance.ts" />
/// <reference path="./org.bukkit.attribute.AttributeModifier.Operation.ts" />
/// <reference path="./org.bukkit.attribute.AttributeModifier.ts" />
/// <reference path="./org.bukkit.block.Banner.ts" />
/// <reference path="./org.bukkit.block.Barrel.ts" />
/// <reference path="./org.bukkit.block.Beacon.ts" />
/// <reference path="./org.bukkit.block.Bed.ts" />
/// <reference path="./org.bukkit.block.Bell.ts" />
/// <reference path="./org.bukkit.block.Biome.ts" />
/// <reference path="./org.bukkit.block.BlastFurnace.ts" />
/// <reference path="./org.bukkit.block.Block.ts" />
/// <reference path="./org.bukkit.block.BlockFace.ts" />
/// <reference path="./org.bukkit.block.BlockState.ts" />
/// <reference path="./org.bukkit.block.BrewingStand.ts" />
/// <reference path="./org.bukkit.block.Campfire.ts" />
/// <reference path="./org.bukkit.block.Chest.ts" />
/// <reference path="./org.bukkit.block.CommandBlock.ts" />
/// <reference path="./org.bukkit.block.Comparator.ts" />
/// <reference path="./org.bukkit.block.Conduit.ts" />
/// <reference path="./org.bukkit.block.Container.ts" />
/// <reference path="./org.bukkit.block.CreatureSpawner.ts" />
/// <reference path="./org.bukkit.block.DaylightDetector.ts" />
/// <reference path="./org.bukkit.block.Dispenser.ts" />
/// <reference path="./org.bukkit.block.DoubleChest.ts" />
/// <reference path="./org.bukkit.block.Dropper.ts" />
/// <reference path="./org.bukkit.block.EnchantingTable.ts" />
/// <reference path="./org.bukkit.block.EndGateway.ts" />
/// <reference path="./org.bukkit.block.EnderChest.ts" />
/// <reference path="./org.bukkit.block.FlowerPot.ts" />
/// <reference path="./org.bukkit.block.Furnace.ts" />
/// <reference path="./org.bukkit.block.Hopper.ts" />
/// <reference path="./org.bukkit.block.Jigsaw.ts" />
/// <reference path="./org.bukkit.block.Jukebox.ts" />
/// <reference path="./org.bukkit.block.Lectern.ts" />
/// <reference path="./org.bukkit.block.Lockable.ts" />
/// <reference path="./org.bukkit.block.NoteBlock.ts" />
/// <reference path="./org.bukkit.block.PistonMoveReaction.ts" />
/// <reference path="./org.bukkit.block.ShulkerBox.ts" />
/// <reference path="./org.bukkit.block.Sign.ts" />
/// <reference path="./org.bukkit.block.Skull.ts" />
/// <reference path="./org.bukkit.block.Smoker.ts" />
/// <reference path="./org.bukkit.block.Structure.ts" />
/// <reference path="./org.bukkit.block.TileState.ts" />
/// <reference path="./org.bukkit.block.banner.Pattern.ts" />
/// <reference path="./org.bukkit.block.banner.PatternType.ts" />
/// <reference path="./org.bukkit.block.data.Ageable.ts" />
/// <reference path="./org.bukkit.block.data.AnaloguePowerable.ts" />
/// <reference path="./org.bukkit.block.data.Attachable.ts" />
/// <reference path="./org.bukkit.block.data.Bisected.Half.ts" />
/// <reference path="./org.bukkit.block.data.Bisected.ts" />
/// <reference path="./org.bukkit.block.data.BlockData.ts" />
/// <reference path="./org.bukkit.block.data.Directional.ts" />
/// <reference path="./org.bukkit.block.data.Levelled.ts" />
/// <reference path="./org.bukkit.block.data.Lightable.ts" />
/// <reference path="./org.bukkit.block.data.MultipleFacing.ts" />
/// <reference path="./org.bukkit.block.data.Openable.ts" />
/// <reference path="./org.bukkit.block.data.Orientable.ts" />
/// <reference path="./org.bukkit.block.data.Powerable.ts" />
/// <reference path="./org.bukkit.block.data.Rail.Shape.ts" />
/// <reference path="./org.bukkit.block.data.Rail.ts" />
/// <reference path="./org.bukkit.block.data.Rotatable.ts" />
/// <reference path="./org.bukkit.block.data.Snowable.ts" />
/// <reference path="./org.bukkit.block.data.Waterlogged.ts" />
/// <reference path="./org.bukkit.block.data.type.Bamboo.Leaves.ts" />
/// <reference path="./org.bukkit.block.data.type.Bamboo.ts" />
/// <reference path="./org.bukkit.block.data.type.Bed.Part.ts" />
/// <reference path="./org.bukkit.block.data.type.Bed.ts" />
/// <reference path="./org.bukkit.block.data.type.Bell.Attachment.ts" />
/// <reference path="./org.bukkit.block.data.type.Bell.ts" />
/// <reference path="./org.bukkit.block.data.type.BrewingStand.ts" />
/// <reference path="./org.bukkit.block.data.type.BubbleColumn.ts" />
/// <reference path="./org.bukkit.block.data.type.Cake.ts" />
/// <reference path="./org.bukkit.block.data.type.Campfire.ts" />
/// <reference path="./org.bukkit.block.data.type.Chest.Type.ts" />
/// <reference path="./org.bukkit.block.data.type.Chest.ts" />
/// <reference path="./org.bukkit.block.data.type.Cocoa.ts" />
/// <reference path="./org.bukkit.block.data.type.CommandBlock.ts" />
/// <reference path="./org.bukkit.block.data.type.Comparator.Mode.ts" />
/// <reference path="./org.bukkit.block.data.type.Comparator.ts" />
/// <reference path="./org.bukkit.block.data.type.CoralWallFan.ts" />
/// <reference path="./org.bukkit.block.data.type.DaylightDetector.ts" />
/// <reference path="./org.bukkit.block.data.type.Dispenser.ts" />
/// <reference path="./org.bukkit.block.data.type.Door.Hinge.ts" />
/// <reference path="./org.bukkit.block.data.type.Door.ts" />
/// <reference path="./org.bukkit.block.data.type.EndPortalFrame.ts" />
/// <reference path="./org.bukkit.block.data.type.EnderChest.ts" />
/// <reference path="./org.bukkit.block.data.type.Farmland.ts" />
/// <reference path="./org.bukkit.block.data.type.Fence.ts" />
/// <reference path="./org.bukkit.block.data.type.Fire.ts" />
/// <reference path="./org.bukkit.block.data.type.Furnace.ts" />
/// <reference path="./org.bukkit.block.data.type.Gate.ts" />
/// <reference path="./org.bukkit.block.data.type.GlassPane.ts" />
/// <reference path="./org.bukkit.block.data.type.Hopper.ts" />
/// <reference path="./org.bukkit.block.data.type.Jukebox.ts" />
/// <reference path="./org.bukkit.block.data.type.Ladder.ts" />
/// <reference path="./org.bukkit.block.data.type.Lantern.ts" />
/// <reference path="./org.bukkit.block.data.type.Leaves.ts" />
/// <reference path="./org.bukkit.block.data.type.Lectern.ts" />
/// <reference path="./org.bukkit.block.data.type.NoteBlock.ts" />
/// <reference path="./org.bukkit.block.data.type.Observer.ts" />
/// <reference path="./org.bukkit.block.data.type.Piston.ts" />
/// <reference path="./org.bukkit.block.data.type.PistonHead.ts" />
/// <reference path="./org.bukkit.block.data.type.RedstoneRail.ts" />
/// <reference path="./org.bukkit.block.data.type.RedstoneWallTorch.ts" />
/// <reference path="./org.bukkit.block.data.type.RedstoneWire.Connection.ts" />
/// <reference path="./org.bukkit.block.data.type.RedstoneWire.ts" />
/// <reference path="./org.bukkit.block.data.type.Repeater.ts" />
/// <reference path="./org.bukkit.block.data.type.Sapling.ts" />
/// <reference path="./org.bukkit.block.data.type.Scaffolding.ts" />
/// <reference path="./org.bukkit.block.data.type.SeaPickle.ts" />
/// <reference path="./org.bukkit.block.data.type.Sign.ts" />
/// <reference path="./org.bukkit.block.data.type.Slab.Type.ts" />
/// <reference path="./org.bukkit.block.data.type.Slab.ts" />
/// <reference path="./org.bukkit.block.data.type.Snow.ts" />
/// <reference path="./org.bukkit.block.data.type.Stairs.Shape.ts" />
/// <reference path="./org.bukkit.block.data.type.Stairs.ts" />
/// <reference path="./org.bukkit.block.data.type.StructureBlock.Mode.ts" />
/// <reference path="./org.bukkit.block.data.type.StructureBlock.ts" />
/// <reference path="./org.bukkit.block.data.type.Switch.Face.ts" />
/// <reference path="./org.bukkit.block.data.type.Switch.ts" />
/// <reference path="./org.bukkit.block.data.type.TNT.ts" />
/// <reference path="./org.bukkit.block.data.type.TechnicalPiston.Type.ts" />
/// <reference path="./org.bukkit.block.data.type.TechnicalPiston.ts" />
/// <reference path="./org.bukkit.block.data.type.TrapDoor.ts" />
/// <reference path="./org.bukkit.block.data.type.Tripwire.ts" />
/// <reference path="./org.bukkit.block.data.type.TripwireHook.ts" />
/// <reference path="./org.bukkit.block.data.type.TurtleEgg.ts" />
/// <reference path="./org.bukkit.block.data.type.WallSign.ts" />
/// <reference path="./org.bukkit.block.structure.Mirror.ts" />
/// <reference path="./org.bukkit.block.structure.StructureRotation.ts" />
/// <reference path="./org.bukkit.block.structure.UsageMode.ts" />
/// <reference path="./org.bukkit.boss.BarColor.ts" />
/// <reference path="./org.bukkit.boss.BarFlag.ts" />
/// <reference path="./org.bukkit.boss.BarStyle.ts" />
/// <reference path="./org.bukkit.boss.BossBar.ts" />
/// <reference path="./org.bukkit.boss.KeyedBossBar.ts" />
/// <reference path="./org.bukkit.command.BlockCommandSender.ts" />
/// <reference path="./org.bukkit.command.Command.ts" />
/// <reference path="./org.bukkit.command.CommandException.ts" />
/// <reference path="./org.bukkit.command.CommandExecutor.ts" />
/// <reference path="./org.bukkit.command.CommandMap.ts" />
/// <reference path="./org.bukkit.command.CommandSender.ts" />
/// <reference path="./org.bukkit.command.ConsoleCommandSender.ts" />
/// <reference path="./org.bukkit.command.FormattedCommandAlias.ts" />
/// <reference path="./org.bukkit.command.MultipleCommandAlias.ts" />
/// <reference path="./org.bukkit.command.PluginCommand.ts" />
/// <reference path="./org.bukkit.command.PluginCommandYamlParser.ts" />
/// <reference path="./org.bukkit.command.PluginIdentifiableCommand.ts" />
/// <reference path="./org.bukkit.command.ProxiedCommandSender.ts" />
/// <reference path="./org.bukkit.command.RemoteConsoleCommandSender.ts" />
/// <reference path="./org.bukkit.command.SimpleCommandMap.ts" />
/// <reference path="./org.bukkit.command.TabCompleter.ts" />
/// <reference path="./org.bukkit.command.TabExecutor.ts" />
/// <reference path="./org.bukkit.command.defaults.BukkitCommand.ts" />
/// <reference path="./org.bukkit.command.defaults.HelpCommand.ts" />
/// <reference path="./org.bukkit.command.defaults.PluginsCommand.ts" />
/// <reference path="./org.bukkit.command.defaults.ReloadCommand.ts" />
/// <reference path="./org.bukkit.command.defaults.TimingsCommand.ts" />
/// <reference path="./org.bukkit.command.defaults.VersionCommand.ts" />
/// <reference path="./org.bukkit.configuration.Configuration.ts" />
/// <reference path="./org.bukkit.configuration.ConfigurationOptions.ts" />
/// <reference path="./org.bukkit.configuration.ConfigurationSection.ts" />
/// <reference path="./org.bukkit.configuration.InvalidConfigurationException.ts" />
/// <reference path="./org.bukkit.configuration.MemoryConfiguration.ts" />
/// <reference path="./org.bukkit.configuration.MemoryConfigurationOptions.ts" />
/// <reference path="./org.bukkit.configuration.MemorySection.ts" />
/// <reference path="./org.bukkit.configuration.file.FileConfiguration.ts" />
/// <reference path="./org.bukkit.configuration.file.FileConfigurationOptions.ts" />
/// <reference path="./org.bukkit.configuration.file.YamlConfiguration.ts" />
/// <reference path="./org.bukkit.configuration.file.YamlConfigurationOptions.ts" />
/// <reference path="./org.bukkit.configuration.file.YamlConstructor.ts" />
/// <reference path="./org.bukkit.configuration.file.YamlRepresenter.ts" />
/// <reference path="./org.bukkit.configuration.serialization.ConfigurationSerializable.ts" />
/// <reference path="./org.bukkit.configuration.serialization.ConfigurationSerialization.ts" />
/// <reference path="./org.bukkit.configuration.serialization.DelegateDeserialization.ts" />
/// <reference path="./org.bukkit.configuration.serialization.SerializableAs.ts" />
/// <reference path="./org.bukkit.conversations.BooleanPrompt.ts" />
/// <reference path="./org.bukkit.conversations.Conversable.ts" />
/// <reference path="./org.bukkit.conversations.Conversation.ConversationState.ts" />
/// <reference path="./org.bukkit.conversations.Conversation.ts" />
/// <reference path="./org.bukkit.conversations.ConversationAbandonedEvent.ts" />
/// <reference path="./org.bukkit.conversations.ConversationAbandonedListener.ts" />
/// <reference path="./org.bukkit.conversations.ConversationCanceller.ts" />
/// <reference path="./org.bukkit.conversations.ConversationContext.ts" />
/// <reference path="./org.bukkit.conversations.ConversationFactory.ts" />
/// <reference path="./org.bukkit.conversations.ConversationPrefix.ts" />
/// <reference path="./org.bukkit.conversations.ExactMatchConversationCanceller.ts" />
/// <reference path="./org.bukkit.conversations.FixedSetPrompt.ts" />
/// <reference path="./org.bukkit.conversations.InactivityConversationCanceller.ts" />
/// <reference path="./org.bukkit.conversations.ManuallyAbandonedConversationCanceller.ts" />
/// <reference path="./org.bukkit.conversations.MessagePrompt.ts" />
/// <reference path="./org.bukkit.conversations.NullConversationPrefix.ts" />
/// <reference path="./org.bukkit.conversations.NumericPrompt.ts" />
/// <reference path="./org.bukkit.conversations.PlayerNamePrompt.ts" />
/// <reference path="./org.bukkit.conversations.PluginNameConversationPrefix.ts" />
/// <reference path="./org.bukkit.conversations.Prompt.ts" />
/// <reference path="./org.bukkit.conversations.RegexPrompt.ts" />
/// <reference path="./org.bukkit.conversations.StringPrompt.ts" />
/// <reference path="./org.bukkit.conversations.ValidatingPrompt.ts" />
/// <reference path="./org.bukkit.enchantments.Enchantment.ts" />
/// <reference path="./org.bukkit.enchantments.EnchantmentOffer.ts" />
/// <reference path="./org.bukkit.enchantments.EnchantmentTarget.ts" />
/// <reference path="./org.bukkit.enchantments.EnchantmentWrapper.ts" />
/// <reference path="./org.bukkit.entity.AbstractArrow.PickupStatus.ts" />
/// <reference path="./org.bukkit.entity.AbstractArrow.ts" />
/// <reference path="./org.bukkit.entity.AbstractHorse.ts" />
/// <reference path="./org.bukkit.entity.AbstractVillager.ts" />
/// <reference path="./org.bukkit.entity.Ageable.ts" />
/// <reference path="./org.bukkit.entity.Ambient.ts" />
/// <reference path="./org.bukkit.entity.AnimalTamer.ts" />
/// <reference path="./org.bukkit.entity.Animals.ts" />
/// <reference path="./org.bukkit.entity.AreaEffectCloud.ts" />
/// <reference path="./org.bukkit.entity.ArmorStand.ts" />
/// <reference path="./org.bukkit.entity.Arrow.ts" />
/// <reference path="./org.bukkit.entity.Bat.ts" />
/// <reference path="./org.bukkit.entity.Blaze.ts" />
/// <reference path="./org.bukkit.entity.Boat.ts" />
/// <reference path="./org.bukkit.entity.Boss.ts" />
/// <reference path="./org.bukkit.entity.Cat.Type.ts" />
/// <reference path="./org.bukkit.entity.Cat.ts" />
/// <reference path="./org.bukkit.entity.CaveSpider.ts" />
/// <reference path="./org.bukkit.entity.ChestedHorse.ts" />
/// <reference path="./org.bukkit.entity.Chicken.ts" />
/// <reference path="./org.bukkit.entity.Cod.ts" />
/// <reference path="./org.bukkit.entity.ComplexEntityPart.ts" />
/// <reference path="./org.bukkit.entity.ComplexLivingEntity.ts" />
/// <reference path="./org.bukkit.entity.Cow.ts" />
/// <reference path="./org.bukkit.entity.Creature.ts" />
/// <reference path="./org.bukkit.entity.Creeper.ts" />
/// <reference path="./org.bukkit.entity.Damageable.ts" />
/// <reference path="./org.bukkit.entity.Dolphin.ts" />
/// <reference path="./org.bukkit.entity.Donkey.ts" />
/// <reference path="./org.bukkit.entity.DragonFireball.ts" />
/// <reference path="./org.bukkit.entity.Drowned.ts" />
/// <reference path="./org.bukkit.entity.Egg.ts" />
/// <reference path="./org.bukkit.entity.ElderGuardian.ts" />
/// <reference path="./org.bukkit.entity.EnderCrystal.ts" />
/// <reference path="./org.bukkit.entity.EnderDragon.Phase.ts" />
/// <reference path="./org.bukkit.entity.EnderDragon.ts" />
/// <reference path="./org.bukkit.entity.EnderDragonPart.ts" />
/// <reference path="./org.bukkit.entity.EnderPearl.ts" />
/// <reference path="./org.bukkit.entity.EnderSignal.ts" />
/// <reference path="./org.bukkit.entity.Enderman.ts" />
/// <reference path="./org.bukkit.entity.Endermite.ts" />
/// <reference path="./org.bukkit.entity.Entity.ts" />
/// <reference path="./org.bukkit.entity.EntityType.ts" />
/// <reference path="./org.bukkit.entity.Evoker.Spell.ts" />
/// <reference path="./org.bukkit.entity.Evoker.ts" />
/// <reference path="./org.bukkit.entity.EvokerFangs.ts" />
/// <reference path="./org.bukkit.entity.ExperienceOrb.ts" />
/// <reference path="./org.bukkit.entity.Explosive.ts" />
/// <reference path="./org.bukkit.entity.FallingBlock.ts" />
/// <reference path="./org.bukkit.entity.Fireball.ts" />
/// <reference path="./org.bukkit.entity.Firework.ts" />
/// <reference path="./org.bukkit.entity.Fish.ts" />
/// <reference path="./org.bukkit.entity.FishHook.ts" />
/// <reference path="./org.bukkit.entity.Flying.ts" />
/// <reference path="./org.bukkit.entity.Fox.Type.ts" />
/// <reference path="./org.bukkit.entity.Fox.ts" />
/// <reference path="./org.bukkit.entity.Ghast.ts" />
/// <reference path="./org.bukkit.entity.Giant.ts" />
/// <reference path="./org.bukkit.entity.Golem.ts" />
/// <reference path="./org.bukkit.entity.Guardian.ts" />
/// <reference path="./org.bukkit.entity.Hanging.ts" />
/// <reference path="./org.bukkit.entity.Horse.Color.ts" />
/// <reference path="./org.bukkit.entity.Horse.Style.ts" />
/// <reference path="./org.bukkit.entity.Horse.Variant.ts" />
/// <reference path="./org.bukkit.entity.Horse.ts" />
/// <reference path="./org.bukkit.entity.HumanEntity.ts" />
/// <reference path="./org.bukkit.entity.Husk.ts" />
/// <reference path="./org.bukkit.entity.Illager.ts" />
/// <reference path="./org.bukkit.entity.Illusioner.ts" />
/// <reference path="./org.bukkit.entity.IronGolem.ts" />
/// <reference path="./org.bukkit.entity.Item.ts" />
/// <reference path="./org.bukkit.entity.ItemFrame.ts" />
/// <reference path="./org.bukkit.entity.LargeFireball.ts" />
/// <reference path="./org.bukkit.entity.LeashHitch.ts" />
/// <reference path="./org.bukkit.entity.LightningStrike.ts" />
/// <reference path="./org.bukkit.entity.LingeringPotion.ts" />
/// <reference path="./org.bukkit.entity.LivingEntity.ts" />
/// <reference path="./org.bukkit.entity.Llama.Color.ts" />
/// <reference path="./org.bukkit.entity.Llama.ts" />
/// <reference path="./org.bukkit.entity.LlamaSpit.ts" />
/// <reference path="./org.bukkit.entity.MagmaCube.ts" />
/// <reference path="./org.bukkit.entity.Minecart.ts" />
/// <reference path="./org.bukkit.entity.Mob.ts" />
/// <reference path="./org.bukkit.entity.Monster.ts" />
/// <reference path="./org.bukkit.entity.Mule.ts" />
/// <reference path="./org.bukkit.entity.MushroomCow.Variant.ts" />
/// <reference path="./org.bukkit.entity.MushroomCow.ts" />
/// <reference path="./org.bukkit.entity.NPC.ts" />
/// <reference path="./org.bukkit.entity.Ocelot.Type.ts" />
/// <reference path="./org.bukkit.entity.Ocelot.ts" />
/// <reference path="./org.bukkit.entity.Painting.ts" />
/// <reference path="./org.bukkit.entity.Panda.Gene.ts" />
/// <reference path="./org.bukkit.entity.Panda.ts" />
/// <reference path="./org.bukkit.entity.Parrot.Variant.ts" />
/// <reference path="./org.bukkit.entity.Parrot.ts" />
/// <reference path="./org.bukkit.entity.Phantom.ts" />
/// <reference path="./org.bukkit.entity.Pig.ts" />
/// <reference path="./org.bukkit.entity.PigZombie.ts" />
/// <reference path="./org.bukkit.entity.Pillager.ts" />
/// <reference path="./org.bukkit.entity.Player.ts" />
/// <reference path="./org.bukkit.entity.PolarBear.ts" />
/// <reference path="./org.bukkit.entity.Pose.ts" />
/// <reference path="./org.bukkit.entity.Projectile.ts" />
/// <reference path="./org.bukkit.entity.PufferFish.ts" />
/// <reference path="./org.bukkit.entity.Rabbit.Type.ts" />
/// <reference path="./org.bukkit.entity.Rabbit.ts" />
/// <reference path="./org.bukkit.entity.Raider.ts" />
/// <reference path="./org.bukkit.entity.Ravager.ts" />
/// <reference path="./org.bukkit.entity.Salmon.ts" />
/// <reference path="./org.bukkit.entity.Sheep.ts" />
/// <reference path="./org.bukkit.entity.Shulker.ts" />
/// <reference path="./org.bukkit.entity.ShulkerBullet.ts" />
/// <reference path="./org.bukkit.entity.Silverfish.ts" />
/// <reference path="./org.bukkit.entity.Sittable.ts" />
/// <reference path="./org.bukkit.entity.Skeleton.SkeletonType.ts" />
/// <reference path="./org.bukkit.entity.Skeleton.ts" />
/// <reference path="./org.bukkit.entity.SkeletonHorse.ts" />
/// <reference path="./org.bukkit.entity.Slime.ts" />
/// <reference path="./org.bukkit.entity.SmallFireball.ts" />
/// <reference path="./org.bukkit.entity.Snowball.ts" />
/// <reference path="./org.bukkit.entity.Snowman.ts" />
/// <reference path="./org.bukkit.entity.SpectralArrow.ts" />
/// <reference path="./org.bukkit.entity.Spellcaster.Spell.ts" />
/// <reference path="./org.bukkit.entity.Spellcaster.ts" />
/// <reference path="./org.bukkit.entity.Spider.ts" />
/// <reference path="./org.bukkit.entity.SplashPotion.ts" />
/// <reference path="./org.bukkit.entity.Squid.ts" />
/// <reference path="./org.bukkit.entity.Stray.ts" />
/// <reference path="./org.bukkit.entity.TNTPrimed.ts" />
/// <reference path="./org.bukkit.entity.Tameable.ts" />
/// <reference path="./org.bukkit.entity.ThrownExpBottle.ts" />
/// <reference path="./org.bukkit.entity.ThrownPotion.ts" />
/// <reference path="./org.bukkit.entity.TippedArrow.ts" />
/// <reference path="./org.bukkit.entity.TraderLlama.ts" />
/// <reference path="./org.bukkit.entity.Trident.ts" />
/// <reference path="./org.bukkit.entity.TropicalFish.Pattern.ts" />
/// <reference path="./org.bukkit.entity.TropicalFish.ts" />
/// <reference path="./org.bukkit.entity.Turtle.ts" />
/// <reference path="./org.bukkit.entity.Vehicle.ts" />
/// <reference path="./org.bukkit.entity.Vex.ts" />
/// <reference path="./org.bukkit.entity.Villager.Profession.ts" />
/// <reference path="./org.bukkit.entity.Villager.Type.ts" />
/// <reference path="./org.bukkit.entity.Villager.ts" />
/// <reference path="./org.bukkit.entity.Vindicator.ts" />
/// <reference path="./org.bukkit.entity.WanderingTrader.ts" />
/// <reference path="./org.bukkit.entity.WaterMob.ts" />
/// <reference path="./org.bukkit.entity.Witch.ts" />
/// <reference path="./org.bukkit.entity.Wither.ts" />
/// <reference path="./org.bukkit.entity.WitherSkeleton.ts" />
/// <reference path="./org.bukkit.entity.WitherSkull.ts" />
/// <reference path="./org.bukkit.entity.Wolf.ts" />
/// <reference path="./org.bukkit.entity.Zombie.ts" />
/// <reference path="./org.bukkit.entity.ZombieHorse.ts" />
/// <reference path="./org.bukkit.entity.ZombieVillager.ts" />
/// <reference path="./org.bukkit.entity.memory.MemoryKey.ts" />
/// <reference path="./org.bukkit.entity.minecart.CommandMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.ExplosiveMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.HopperMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.PoweredMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.RideableMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.SpawnerMinecart.ts" />
/// <reference path="./org.bukkit.entity.minecart.StorageMinecart.ts" />
/// <reference path="./org.bukkit.event.Cancellable.ts" />
/// <reference path="./org.bukkit.event.Event.Result.ts" />
/// <reference path="./org.bukkit.event.Event.ts" />
/// <reference path="./org.bukkit.event.EventException.ts" />
/// <reference path="./org.bukkit.event.EventHandler.ts" />
/// <reference path="./org.bukkit.event.EventPriority.ts" />
/// <reference path="./org.bukkit.event.HandlerList.ts" />
/// <reference path="./org.bukkit.event.Listener.ts" />
/// <reference path="./org.bukkit.event.block.Action.ts" />
/// <reference path="./org.bukkit.event.block.BlockBreakEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockBurnEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockCanBuildEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockCookEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockDamageEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockDispenseArmorEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockDispenseEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockDropItemEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockExpEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockExplodeEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockFadeEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockFertilizeEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockFormEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockFromToEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockGrowEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockIgniteEvent.IgniteCause.ts" />
/// <reference path="./org.bukkit.event.block.BlockIgniteEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockMultiPlaceEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockPhysicsEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockPistonEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockPistonExtendEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockPistonRetractEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockPlaceEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockRedstoneEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockShearEntityEvent.ts" />
/// <reference path="./org.bukkit.event.block.BlockSpreadEvent.ts" />
/// <reference path="./org.bukkit.event.block.CauldronLevelChangeEvent.ChangeReason.ts" />
/// <reference path="./org.bukkit.event.block.CauldronLevelChangeEvent.ts" />
/// <reference path="./org.bukkit.event.block.EntityBlockFormEvent.ts" />
/// <reference path="./org.bukkit.event.block.FluidLevelChangeEvent.ts" />
/// <reference path="./org.bukkit.event.block.LeavesDecayEvent.ts" />
/// <reference path="./org.bukkit.event.block.MoistureChangeEvent.ts" />
/// <reference path="./org.bukkit.event.block.NotePlayEvent.ts" />
/// <reference path="./org.bukkit.event.block.SignChangeEvent.ts" />
/// <reference path="./org.bukkit.event.block.SpongeAbsorbEvent.ts" />
/// <reference path="./org.bukkit.event.enchantment.EnchantItemEvent.ts" />
/// <reference path="./org.bukkit.event.enchantment.PrepareItemEnchantEvent.ts" />
/// <reference path="./org.bukkit.event.entity.AreaEffectCloudApplyEvent.ts" />
/// <reference path="./org.bukkit.event.entity.BatToggleSleepEvent.ts" />
/// <reference path="./org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason.ts" />
/// <reference path="./org.bukkit.event.entity.CreatureSpawnEvent.ts" />
/// <reference path="./org.bukkit.event.entity.CreeperPowerEvent.PowerCause.ts" />
/// <reference path="./org.bukkit.event.entity.CreeperPowerEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EnderDragonChangePhaseEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityAirChangeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityBreakDoorEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityBreedEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityChangeBlockEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityCombustByBlockEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityCombustByEntityEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityCombustEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityCreatePortalEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDamageByBlockEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDamageByEntityEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDamageEvent.DamageCause.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDamageEvent.DamageModifier.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDamageEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDeathEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityDropItemEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityExplodeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityInteractEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPickupItemEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPlaceEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPortalEnterEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPortalEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPortalExitEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPoseChangeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPotionEffectEvent.Action.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPotionEffectEvent.Cause.ts" />
/// <reference path="./org.bukkit.event.entity.EntityPotionEffectEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityRegainHealthEvent.RegainReason.ts" />
/// <reference path="./org.bukkit.event.entity.EntityRegainHealthEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityResurrectEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityShootBowEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntitySpawnEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTameEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTargetEvent.TargetReason.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTargetEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTargetLivingEntityEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTeleportEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityToggleGlideEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityToggleSwimEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTransformEvent.TransformReason.ts" />
/// <reference path="./org.bukkit.event.entity.EntityTransformEvent.ts" />
/// <reference path="./org.bukkit.event.entity.EntityUnleashEvent.UnleashReason.ts" />
/// <reference path="./org.bukkit.event.entity.EntityUnleashEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ExpBottleEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ExplosionPrimeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.FireworkExplodeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.FoodLevelChangeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.HorseJumpEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ItemDespawnEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ItemMergeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ItemSpawnEvent.ts" />
/// <reference path="./org.bukkit.event.entity.LingeringPotionSplashEvent.ts" />
/// <reference path="./org.bukkit.event.entity.PigZapEvent.ts" />
/// <reference path="./org.bukkit.event.entity.PigZombieAngerEvent.ts" />
/// <reference path="./org.bukkit.event.entity.PlayerDeathEvent.ts" />
/// <reference path="./org.bukkit.event.entity.PlayerLeashEntityEvent.ts" />
/// <reference path="./org.bukkit.event.entity.PotionSplashEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ProjectileHitEvent.ts" />
/// <reference path="./org.bukkit.event.entity.ProjectileLaunchEvent.ts" />
/// <reference path="./org.bukkit.event.entity.SheepDyeWoolEvent.ts" />
/// <reference path="./org.bukkit.event.entity.SheepRegrowWoolEvent.ts" />
/// <reference path="./org.bukkit.event.entity.SlimeSplitEvent.ts" />
/// <reference path="./org.bukkit.event.entity.VillagerAcquireTradeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.VillagerCareerChangeEvent.ChangeReason.ts" />
/// <reference path="./org.bukkit.event.entity.VillagerCareerChangeEvent.ts" />
/// <reference path="./org.bukkit.event.entity.VillagerReplenishTradeEvent.ts" />
/// <reference path="./org.bukkit.event.hanging.HangingBreakByEntityEvent.ts" />
/// <reference path="./org.bukkit.event.hanging.HangingBreakEvent.RemoveCause.ts" />
/// <reference path="./org.bukkit.event.hanging.HangingBreakEvent.ts" />
/// <reference path="./org.bukkit.event.hanging.HangingEvent.ts" />
/// <reference path="./org.bukkit.event.hanging.HangingPlaceEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.BrewEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.BrewingStandFuelEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.ClickType.ts" />
/// <reference path="./org.bukkit.event.inventory.CraftItemEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.DragType.ts" />
/// <reference path="./org.bukkit.event.inventory.FurnaceBurnEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.FurnaceExtractEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.FurnaceSmeltEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryAction.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryClickEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryCloseEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryCreativeEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryDragEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryInteractEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryMoveItemEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryOpenEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryPickupItemEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryType.SlotType.ts" />
/// <reference path="./org.bukkit.event.inventory.InventoryType.ts" />
/// <reference path="./org.bukkit.event.inventory.PrepareAnvilEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.PrepareItemCraftEvent.ts" />
/// <reference path="./org.bukkit.event.inventory.TradeSelectEvent.ts" />
/// <reference path="./org.bukkit.event.player.AsyncPlayerChatEvent.ts" />
/// <reference path="./org.bukkit.event.player.AsyncPlayerPreLoginEvent.Result.ts" />
/// <reference path="./org.bukkit.event.player.AsyncPlayerPreLoginEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerAchievementAwardedEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerAdvancementDoneEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerAnimationEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerAnimationType.ts" />
/// <reference path="./org.bukkit.event.player.PlayerArmorStandManipulateEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBedEnterEvent.BedEnterResult.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBedEnterEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBedLeaveEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBucketEmptyEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBucketEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerBucketFillEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerChangedMainHandEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerChangedWorldEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerChannelEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerChatEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerChatTabCompleteEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerCommandPreprocessEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerCommandSendEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerDropItemEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerEditBookEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerEggThrowEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerExpChangeEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerFishEvent.State.ts" />
/// <reference path="./org.bukkit.event.player.PlayerFishEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerGameModeChangeEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerInteractAtEntityEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerInteractEntityEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerInteractEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerItemBreakEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerItemConsumeEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerItemDamageEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerItemHeldEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerItemMendEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerJoinEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerKickEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerLevelChangeEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerLocaleChangeEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerLoginEvent.Result.ts" />
/// <reference path="./org.bukkit.event.player.PlayerLoginEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerMoveEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerPickupArrowEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerPickupItemEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerPortalEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerPreLoginEvent.Result.ts" />
/// <reference path="./org.bukkit.event.player.PlayerPreLoginEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerQuitEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerRecipeDiscoverEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerRegisterChannelEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerResourcePackStatusEvent.Status.ts" />
/// <reference path="./org.bukkit.event.player.PlayerResourcePackStatusEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerRespawnEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerRiptideEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerShearEntityEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerStatisticIncrementEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerSwapHandItemsEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerTakeLecternBookEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerTeleportEvent.TeleportCause.ts" />
/// <reference path="./org.bukkit.event.player.PlayerTeleportEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerToggleFlightEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerToggleSneakEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerToggleSprintEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerUnleashEntityEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerUnregisterChannelEvent.ts" />
/// <reference path="./org.bukkit.event.player.PlayerVelocityEvent.ts" />
/// <reference path="./org.bukkit.event.server.BroadcastMessageEvent.ts" />
/// <reference path="./org.bukkit.event.server.MapInitializeEvent.ts" />
/// <reference path="./org.bukkit.event.server.PluginDisableEvent.ts" />
/// <reference path="./org.bukkit.event.server.PluginEnableEvent.ts" />
/// <reference path="./org.bukkit.event.server.PluginEvent.ts" />
/// <reference path="./org.bukkit.event.server.RemoteServerCommandEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServerCommandEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServerEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServerListPingEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServerLoadEvent.LoadType.ts" />
/// <reference path="./org.bukkit.event.server.ServerLoadEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServiceEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServiceRegisterEvent.ts" />
/// <reference path="./org.bukkit.event.server.ServiceUnregisterEvent.ts" />
/// <reference path="./org.bukkit.event.server.TabCompleteEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleBlockCollisionEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleCollisionEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleCreateEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleDamageEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleDestroyEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleEnterEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleEntityCollisionEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleExitEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleMoveEvent.ts" />
/// <reference path="./org.bukkit.event.vehicle.VehicleUpdateEvent.ts" />
/// <reference path="./org.bukkit.event.weather.LightningStrikeEvent.Cause.ts" />
/// <reference path="./org.bukkit.event.weather.LightningStrikeEvent.ts" />
/// <reference path="./org.bukkit.event.weather.ThunderChangeEvent.ts" />
/// <reference path="./org.bukkit.event.weather.WeatherChangeEvent.ts" />
/// <reference path="./org.bukkit.event.weather.WeatherEvent.ts" />
/// <reference path="./org.bukkit.event.world.ChunkEvent.ts" />
/// <reference path="./org.bukkit.event.world.ChunkLoadEvent.ts" />
/// <reference path="./org.bukkit.event.world.ChunkPopulateEvent.ts" />
/// <reference path="./org.bukkit.event.world.ChunkUnloadEvent.ts" />
/// <reference path="./org.bukkit.event.world.PortalCreateEvent.CreateReason.ts" />
/// <reference path="./org.bukkit.event.world.PortalCreateEvent.ts" />
/// <reference path="./org.bukkit.event.world.SpawnChangeEvent.ts" />
/// <reference path="./org.bukkit.event.world.StructureGrowEvent.ts" />
/// <reference path="./org.bukkit.event.world.WorldEvent.ts" />
/// <reference path="./org.bukkit.event.world.WorldInitEvent.ts" />
/// <reference path="./org.bukkit.event.world.WorldLoadEvent.ts" />
/// <reference path="./org.bukkit.event.world.WorldSaveEvent.ts" />
/// <reference path="./org.bukkit.event.world.WorldUnloadEvent.ts" />
/// <reference path="./org.bukkit.generator.BlockPopulator.ts" />
/// <reference path="./org.bukkit.generator.ChunkGenerator.BiomeGrid.ts" />
/// <reference path="./org.bukkit.generator.ChunkGenerator.ChunkData.ts" />
/// <reference path="./org.bukkit.generator.ChunkGenerator.ts" />
/// <reference path="./org.bukkit.help.GenericCommandHelpTopic.ts" />
/// <reference path="./org.bukkit.help.HelpMap.ts" />
/// <reference path="./org.bukkit.help.HelpTopic.ts" />
/// <reference path="./org.bukkit.help.HelpTopicComparator.TopicNameComparator.ts" />
/// <reference path="./org.bukkit.help.HelpTopicComparator.ts" />
/// <reference path="./org.bukkit.help.HelpTopicFactory.ts" />
/// <reference path="./org.bukkit.help.IndexHelpTopic.ts" />
/// <reference path="./org.bukkit.inventory.AbstractHorseInventory.ts" />
/// <reference path="./org.bukkit.inventory.AnvilInventory.ts" />
/// <reference path="./org.bukkit.inventory.BeaconInventory.ts" />
/// <reference path="./org.bukkit.inventory.BlastingRecipe.ts" />
/// <reference path="./org.bukkit.inventory.BlockInventoryHolder.ts" />
/// <reference path="./org.bukkit.inventory.BrewerInventory.ts" />
/// <reference path="./org.bukkit.inventory.CampfireRecipe.ts" />
/// <reference path="./org.bukkit.inventory.CartographyInventory.ts" />
/// <reference path="./org.bukkit.inventory.CookingRecipe.ts" />
/// <reference path="./org.bukkit.inventory.CraftingInventory.ts" />
/// <reference path="./org.bukkit.inventory.DoubleChestInventory.ts" />
/// <reference path="./org.bukkit.inventory.EnchantingInventory.ts" />
/// <reference path="./org.bukkit.inventory.EntityEquipment.ts" />
/// <reference path="./org.bukkit.inventory.EquipmentSlot.ts" />
/// <reference path="./org.bukkit.inventory.FurnaceInventory.ts" />
/// <reference path="./org.bukkit.inventory.FurnaceRecipe.ts" />
/// <reference path="./org.bukkit.inventory.GrindstoneInventory.ts" />
/// <reference path="./org.bukkit.inventory.HorseInventory.ts" />
/// <reference path="./org.bukkit.inventory.Inventory.ts" />
/// <reference path="./org.bukkit.inventory.InventoryHolder.ts" />
/// <reference path="./org.bukkit.inventory.InventoryView.Property.ts" />
/// <reference path="./org.bukkit.inventory.InventoryView.ts" />
/// <reference path="./org.bukkit.inventory.ItemFactory.ts" />
/// <reference path="./org.bukkit.inventory.ItemFlag.ts" />
/// <reference path="./org.bukkit.inventory.ItemStack.ts" />
/// <reference path="./org.bukkit.inventory.LecternInventory.ts" />
/// <reference path="./org.bukkit.inventory.LlamaInventory.ts" />
/// <reference path="./org.bukkit.inventory.LoomInventory.ts" />
/// <reference path="./org.bukkit.inventory.MainHand.ts" />
/// <reference path="./org.bukkit.inventory.Merchant.ts" />
/// <reference path="./org.bukkit.inventory.MerchantInventory.ts" />
/// <reference path="./org.bukkit.inventory.MerchantRecipe.ts" />
/// <reference path="./org.bukkit.inventory.PlayerInventory.ts" />
/// <reference path="./org.bukkit.inventory.Recipe.ts" />
/// <reference path="./org.bukkit.inventory.RecipeChoice.ExactChoice.ts" />
/// <reference path="./org.bukkit.inventory.RecipeChoice.MaterialChoice.ts" />
/// <reference path="./org.bukkit.inventory.RecipeChoice.ts" />
/// <reference path="./org.bukkit.inventory.ShapedRecipe.ts" />
/// <reference path="./org.bukkit.inventory.ShapelessRecipe.ts" />
/// <reference path="./org.bukkit.inventory.SmokingRecipe.ts" />
/// <reference path="./org.bukkit.inventory.StonecutterInventory.ts" />
/// <reference path="./org.bukkit.inventory.StonecuttingRecipe.ts" />
/// <reference path="./org.bukkit.inventory.meta.BannerMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.BlockDataMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.BlockStateMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.BookMeta.Generation.ts" />
/// <reference path="./org.bukkit.inventory.meta.BookMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.CrossbowMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.Damageable.ts" />
/// <reference path="./org.bukkit.inventory.meta.EnchantmentStorageMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.FireworkEffectMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.FireworkMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.ItemMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.KnowledgeBookMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.LeatherArmorMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.MapMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.PotionMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.Repairable.ts" />
/// <reference path="./org.bukkit.inventory.meta.SkullMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.SpawnEggMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.TropicalFishBucketMeta.ts" />
/// <reference path="./org.bukkit.inventory.meta.tags.CustomItemTagContainer.ts" />
/// <reference path="./org.bukkit.inventory.meta.tags.ItemTagAdapterContext.ts" />
/// <reference path="./org.bukkit.inventory.meta.tags.ItemTagType.PrimitiveTagType.ts" />
/// <reference path="./org.bukkit.inventory.meta.tags.ItemTagType.ts" />
/// <reference path="./org.bukkit.loot.LootContext.Builder.ts" />
/// <reference path="./org.bukkit.loot.LootContext.ts" />
/// <reference path="./org.bukkit.loot.LootTable.ts" />
/// <reference path="./org.bukkit.loot.LootTables.ts" />
/// <reference path="./org.bukkit.loot.Lootable.ts" />
/// <reference path="./org.bukkit.map.MapCanvas.ts" />
/// <reference path="./org.bukkit.map.MapCursor.Type.ts" />
/// <reference path="./org.bukkit.map.MapCursor.ts" />
/// <reference path="./org.bukkit.map.MapCursorCollection.ts" />
/// <reference path="./org.bukkit.map.MapFont.CharacterSprite.ts" />
/// <reference path="./org.bukkit.map.MapFont.ts" />
/// <reference path="./org.bukkit.map.MapPalette.ts" />
/// <reference path="./org.bukkit.map.MapRenderer.ts" />
/// <reference path="./org.bukkit.map.MapView.Scale.ts" />
/// <reference path="./org.bukkit.map.MapView.ts" />
/// <reference path="./org.bukkit.map.MinecraftFont.ts" />
/// <reference path="./org.bukkit.material.Attachable.ts" />
/// <reference path="./org.bukkit.material.Banner.ts" />
/// <reference path="./org.bukkit.material.Bed.ts" />
/// <reference path="./org.bukkit.material.Button.ts" />
/// <reference path="./org.bukkit.material.Cake.ts" />
/// <reference path="./org.bukkit.material.Cauldron.ts" />
/// <reference path="./org.bukkit.material.Chest.ts" />
/// <reference path="./org.bukkit.material.Coal.ts" />
/// <reference path="./org.bukkit.material.CocoaPlant.CocoaPlantSize.ts" />
/// <reference path="./org.bukkit.material.CocoaPlant.ts" />
/// <reference path="./org.bukkit.material.Colorable.ts" />
/// <reference path="./org.bukkit.material.Command.ts" />
/// <reference path="./org.bukkit.material.Comparator.ts" />
/// <reference path="./org.bukkit.material.Crops.ts" />
/// <reference path="./org.bukkit.material.DetectorRail.ts" />
/// <reference path="./org.bukkit.material.Diode.ts" />
/// <reference path="./org.bukkit.material.Directional.ts" />
/// <reference path="./org.bukkit.material.DirectionalContainer.ts" />
/// <reference path="./org.bukkit.material.Dispenser.ts" />
/// <reference path="./org.bukkit.material.Door.ts" />
/// <reference path="./org.bukkit.material.Dye.ts" />
/// <reference path="./org.bukkit.material.EnderChest.ts" />
/// <reference path="./org.bukkit.material.ExtendedRails.ts" />
/// <reference path="./org.bukkit.material.FlowerPot.ts" />
/// <reference path="./org.bukkit.material.Furnace.ts" />
/// <reference path="./org.bukkit.material.FurnaceAndDispenser.ts" />
/// <reference path="./org.bukkit.material.Gate.ts" />
/// <reference path="./org.bukkit.material.Hopper.ts" />
/// <reference path="./org.bukkit.material.Ladder.ts" />
/// <reference path="./org.bukkit.material.Leaves.ts" />
/// <reference path="./org.bukkit.material.Lever.ts" />
/// <reference path="./org.bukkit.material.LongGrass.ts" />
/// <reference path="./org.bukkit.material.MaterialData.ts" />
/// <reference path="./org.bukkit.material.MonsterEggs.ts" />
/// <reference path="./org.bukkit.material.Mushroom.ts" />
/// <reference path="./org.bukkit.material.NetherWarts.ts" />
/// <reference path="./org.bukkit.material.Observer.ts" />
/// <reference path="./org.bukkit.material.Openable.ts" />
/// <reference path="./org.bukkit.material.PistonBaseMaterial.ts" />
/// <reference path="./org.bukkit.material.PistonExtensionMaterial.ts" />
/// <reference path="./org.bukkit.material.PoweredRail.ts" />
/// <reference path="./org.bukkit.material.PressurePlate.ts" />
/// <reference path="./org.bukkit.material.PressureSensor.ts" />
/// <reference path="./org.bukkit.material.Pumpkin.ts" />
/// <reference path="./org.bukkit.material.Rails.ts" />
/// <reference path="./org.bukkit.material.Redstone.ts" />
/// <reference path="./org.bukkit.material.RedstoneTorch.ts" />
/// <reference path="./org.bukkit.material.RedstoneWire.ts" />
/// <reference path="./org.bukkit.material.Sandstone.ts" />
/// <reference path="./org.bukkit.material.Sapling.ts" />
/// <reference path="./org.bukkit.material.Sign.ts" />
/// <reference path="./org.bukkit.material.SimpleAttachableMaterialData.ts" />
/// <reference path="./org.bukkit.material.Skull.ts" />
/// <reference path="./org.bukkit.material.SmoothBrick.ts" />
/// <reference path="./org.bukkit.material.SpawnEgg.ts" />
/// <reference path="./org.bukkit.material.Stairs.ts" />
/// <reference path="./org.bukkit.material.Step.ts" />
/// <reference path="./org.bukkit.material.TexturedMaterial.ts" />
/// <reference path="./org.bukkit.material.Torch.ts" />
/// <reference path="./org.bukkit.material.TrapDoor.ts" />
/// <reference path="./org.bukkit.material.Tree.ts" />
/// <reference path="./org.bukkit.material.Tripwire.ts" />
/// <reference path="./org.bukkit.material.TripwireHook.ts" />
/// <reference path="./org.bukkit.material.Vine.ts" />
/// <reference path="./org.bukkit.material.Wood.ts" />
/// <reference path="./org.bukkit.material.WoodenStep.ts" />
/// <reference path="./org.bukkit.material.Wool.ts" />
/// <reference path="./org.bukkit.material.types.MushroomBlockTexture.ts" />
/// <reference path="./org.bukkit.metadata.FixedMetadataValue.ts" />
/// <reference path="./org.bukkit.metadata.LazyMetadataValue.CacheStrategy.ts" />
/// <reference path="./org.bukkit.metadata.LazyMetadataValue.ts" />
/// <reference path="./org.bukkit.metadata.MetadataConversionException.ts" />
/// <reference path="./org.bukkit.metadata.MetadataEvaluationException.ts" />
/// <reference path="./org.bukkit.metadata.MetadataStore.ts" />
/// <reference path="./org.bukkit.metadata.MetadataStoreBase.ts" />
/// <reference path="./org.bukkit.metadata.MetadataValue.ts" />
/// <reference path="./org.bukkit.metadata.MetadataValueAdapter.ts" />
/// <reference path="./org.bukkit.metadata.Metadatable.ts" />
/// <reference path="./org.bukkit.permissions.Permissible.ts" />
/// <reference path="./org.bukkit.permissions.PermissibleBase.ts" />
/// <reference path="./org.bukkit.permissions.Permission.ts" />
/// <reference path="./org.bukkit.permissions.PermissionAttachment.ts" />
/// <reference path="./org.bukkit.permissions.PermissionAttachmentInfo.ts" />
/// <reference path="./org.bukkit.permissions.PermissionDefault.ts" />
/// <reference path="./org.bukkit.permissions.PermissionRemovedExecutor.ts" />
/// <reference path="./org.bukkit.permissions.ServerOperator.ts" />
/// <reference path="./org.bukkit.persistence.PersistentDataAdapterContext.ts" />
/// <reference path="./org.bukkit.persistence.PersistentDataContainer.ts" />
/// <reference path="./org.bukkit.persistence.PersistentDataHolder.ts" />
/// <reference path="./org.bukkit.persistence.PersistentDataType.PrimitivePersistentDataType.ts" />
/// <reference path="./org.bukkit.persistence.PersistentDataType.ts" />
/// <reference path="./org.bukkit.plugin.AuthorNagException.ts" />
/// <reference path="./org.bukkit.plugin.EventExecutor.ts" />
/// <reference path="./org.bukkit.plugin.IllegalPluginAccessException.ts" />
/// <reference path="./org.bukkit.plugin.InvalidDescriptionException.ts" />
/// <reference path="./org.bukkit.plugin.InvalidPluginException.ts" />
/// <reference path="./org.bukkit.plugin.Plugin.ts" />
/// <reference path="./org.bukkit.plugin.PluginAwareness.Flags.ts" />
/// <reference path="./org.bukkit.plugin.PluginAwareness.ts" />
/// <reference path="./org.bukkit.plugin.PluginBase.ts" />
/// <reference path="./org.bukkit.plugin.PluginDescriptionFile.ts" />
/// <reference path="./org.bukkit.plugin.PluginLoadOrder.ts" />
/// <reference path="./org.bukkit.plugin.PluginLoader.ts" />
/// <reference path="./org.bukkit.plugin.PluginLogger.ts" />
/// <reference path="./org.bukkit.plugin.PluginManager.ts" />
/// <reference path="./org.bukkit.plugin.RegisteredListener.ts" />
/// <reference path="./org.bukkit.plugin.RegisteredServiceProvider.ts" />
/// <reference path="./org.bukkit.plugin.ServicePriority.ts" />
/// <reference path="./org.bukkit.plugin.ServicesManager.ts" />
/// <reference path="./org.bukkit.plugin.SimplePluginManager.ts" />
/// <reference path="./org.bukkit.plugin.SimpleServicesManager.ts" />
/// <reference path="./org.bukkit.plugin.TimedRegisteredListener.ts" />
/// <reference path="./org.bukkit.plugin.UnknownDependencyException.ts" />
/// <reference path="./org.bukkit.plugin.java.JavaPlugin.ts" />
/// <reference path="./org.bukkit.plugin.java.JavaPluginLoader.ts" />
/// <reference path="./org.bukkit.plugin.messaging.ChannelNameTooLongException.ts" />
/// <reference path="./org.bukkit.plugin.messaging.ChannelNotRegisteredException.ts" />
/// <reference path="./org.bukkit.plugin.messaging.MessageTooLargeException.ts" />
/// <reference path="./org.bukkit.plugin.messaging.Messenger.ts" />
/// <reference path="./org.bukkit.plugin.messaging.PluginChannelDirection.ts" />
/// <reference path="./org.bukkit.plugin.messaging.PluginMessageListener.ts" />
/// <reference path="./org.bukkit.plugin.messaging.PluginMessageListenerRegistration.ts" />
/// <reference path="./org.bukkit.plugin.messaging.PluginMessageRecipient.ts" />
/// <reference path="./org.bukkit.plugin.messaging.ReservedChannelException.ts" />
/// <reference path="./org.bukkit.plugin.messaging.StandardMessenger.ts" />
/// <reference path="./org.bukkit.potion.Potion.ts" />
/// <reference path="./org.bukkit.potion.PotionBrewer.ts" />
/// <reference path="./org.bukkit.potion.PotionData.ts" />
/// <reference path="./org.bukkit.potion.PotionEffect.ts" />
/// <reference path="./org.bukkit.potion.PotionEffectType.ts" />
/// <reference path="./org.bukkit.potion.PotionEffectTypeWrapper.ts" />
/// <reference path="./org.bukkit.potion.PotionType.ts" />
/// <reference path="./org.bukkit.projectiles.BlockProjectileSource.ts" />
/// <reference path="./org.bukkit.projectiles.ProjectileSource.ts" />
/// <reference path="./org.bukkit.scheduler.BukkitRunnable.ts" />
/// <reference path="./org.bukkit.scheduler.BukkitScheduler.ts" />
/// <reference path="./org.bukkit.scheduler.BukkitTask.ts" />
/// <reference path="./org.bukkit.scheduler.BukkitWorker.ts" />
/// <reference path="./org.bukkit.scoreboard.Criterias.ts" />
/// <reference path="./org.bukkit.scoreboard.DisplaySlot.ts" />
/// <reference path="./org.bukkit.scoreboard.NameTagVisibility.ts" />
/// <reference path="./org.bukkit.scoreboard.Objective.ts" />
/// <reference path="./org.bukkit.scoreboard.RenderType.ts" />
/// <reference path="./org.bukkit.scoreboard.Score.ts" />
/// <reference path="./org.bukkit.scoreboard.Scoreboard.ts" />
/// <reference path="./org.bukkit.scoreboard.ScoreboardManager.ts" />
/// <reference path="./org.bukkit.scoreboard.Team.Option.ts" />
/// <reference path="./org.bukkit.scoreboard.Team.OptionStatus.ts" />
/// <reference path="./org.bukkit.scoreboard.Team.ts" />
/// <reference path="./org.bukkit.util.BlockIterator.ts" />
/// <reference path="./org.bukkit.util.BlockVector.ts" />
/// <reference path="./org.bukkit.util.BoundingBox.ts" />
/// <reference path="./org.bukkit.util.CachedServerIcon.ts" />
/// <reference path="./org.bukkit.util.ChatPaginator.ChatPage.ts" />
/// <reference path="./org.bukkit.util.ChatPaginator.ts" />
/// <reference path="./org.bukkit.util.Consumer.ts" />
/// <reference path="./org.bukkit.util.EulerAngle.ts" />
/// <reference path="./org.bukkit.util.FileUtil.ts" />
/// <reference path="./org.bukkit.util.NumberConversions.ts" />
/// <reference path="./org.bukkit.util.RayTraceResult.ts" />
/// <reference path="./org.bukkit.util.StringUtil.ts" />
/// <reference path="./org.bukkit.util.Vector.ts" />
/// <reference path="./org.bukkit.util.io.BukkitObjectInputStream.ts" />
/// <reference path="./org.bukkit.util.io.BukkitObjectOutputStream.ts" />
/// <reference path="./org.bukkit.util.noise.NoiseGenerator.ts" />
/// <reference path="./org.bukkit.util.noise.OctaveGenerator.ts" />
/// <reference path="./org.bukkit.util.noise.PerlinNoiseGenerator.ts" />
/// <reference path="./org.bukkit.util.noise.PerlinOctaveGenerator.ts" />
/// <reference path="./org.bukkit.util.noise.SimplexNoiseGenerator.ts" />
/// <reference path="./org.bukkit.util.noise.SimplexOctaveGenerator.ts" />
/// <reference path="./org.bukkit.util.permissions.BroadcastPermissions.ts" />
/// <reference path="./org.bukkit.util.permissions.CommandPermissions.ts" />
/// <reference path="./org.bukkit.util.permissions.DefaultPermissions.ts" />

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declare namespace org {
namespace bukkit {
class Achievement {
public static OPEN_INVENTORY: org.bukkit.Achievement;
public static MINE_WOOD: org.bukkit.Achievement;
public static BUILD_WORKBENCH: org.bukkit.Achievement;
public static BUILD_PICKAXE: org.bukkit.Achievement;
public static BUILD_FURNACE: org.bukkit.Achievement;
public static ACQUIRE_IRON: org.bukkit.Achievement;
public static BUILD_HOE: org.bukkit.Achievement;
public static MAKE_BREAD: org.bukkit.Achievement;
public static BAKE_CAKE: org.bukkit.Achievement;
public static BUILD_BETTER_PICKAXE: org.bukkit.Achievement;
public static COOK_FISH: org.bukkit.Achievement;
public static ON_A_RAIL: org.bukkit.Achievement;
public static BUILD_SWORD: org.bukkit.Achievement;
public static KILL_ENEMY: org.bukkit.Achievement;
public static KILL_COW: org.bukkit.Achievement;
public static FLY_PIG: org.bukkit.Achievement;
public static SNIPE_SKELETON: org.bukkit.Achievement;
public static GET_DIAMONDS: org.bukkit.Achievement;
public static NETHER_PORTAL: org.bukkit.Achievement;
public static GHAST_RETURN: org.bukkit.Achievement;
public static GET_BLAZE_ROD: org.bukkit.Achievement;
public static BREW_POTION: org.bukkit.Achievement;
public static END_PORTAL: org.bukkit.Achievement;
public static THE_END: org.bukkit.Achievement;
public static ENCHANTMENTS: org.bukkit.Achievement;
public static OVERKILL: org.bukkit.Achievement;
public static BOOKCASE: org.bukkit.Achievement;
public static EXPLORE_ALL_BIOMES: org.bukkit.Achievement;
public static SPAWN_WITHER: org.bukkit.Achievement;
public static KILL_WITHER: org.bukkit.Achievement;
public static FULL_BEACON: org.bukkit.Achievement;
public static BREED_COW: org.bukkit.Achievement;
public static DIAMONDS_TO_YOU: org.bukkit.Achievement;
public static OVERPOWERED: org.bukkit.Achievement;
public static values(): org.bukkit.Achievement[];
public static valueOf(name: string): org.bukkit.Achievement;
/**
* Returns whether or not this achievement has a parent achievement.
*/
public hasParent(): boolean;
/**
* Returns the parent achievement of this achievement, or null if none.
*/
public getParent(): org.bukkit.Achievement;
}
}
}

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declare namespace org {
namespace bukkit {
class Art {
public static KEBAB: org.bukkit.Art;
public static AZTEC: org.bukkit.Art;
public static ALBAN: org.bukkit.Art;
public static AZTEC2: org.bukkit.Art;
public static BOMB: org.bukkit.Art;
public static PLANT: org.bukkit.Art;
public static WASTELAND: org.bukkit.Art;
public static POOL: org.bukkit.Art;
public static COURBET: org.bukkit.Art;
public static SEA: org.bukkit.Art;
public static SUNSET: org.bukkit.Art;
public static CREEBET: org.bukkit.Art;
public static WANDERER: org.bukkit.Art;
public static GRAHAM: org.bukkit.Art;
public static MATCH: org.bukkit.Art;
public static BUST: org.bukkit.Art;
public static STAGE: org.bukkit.Art;
public static VOID: org.bukkit.Art;
public static SKULL_AND_ROSES: org.bukkit.Art;
public static WITHER: org.bukkit.Art;
public static FIGHTERS: org.bukkit.Art;
public static POINTER: org.bukkit.Art;
public static PIGSCENE: org.bukkit.Art;
public static BURNING_SKULL: org.bukkit.Art;
public static SKELETON: org.bukkit.Art;
public static DONKEY_KONG: org.bukkit.Art;
public static values(): org.bukkit.Art[];
public static valueOf(name: string): org.bukkit.Art;
/**
* Gets the width of the painting, in blocks
*/
public getBlockWidth(): number;
/**
* Gets the height of the painting, in blocks
*/
public getBlockHeight(): number;
/**
* Get the ID of this painting.
*/
public getId(): number;
public getKey(): org.bukkit.NamespacedKey;
/**
* Get a painting by its numeric ID
*/
public static getById(id: number): org.bukkit.Art;
/**
* Get a painting by its unique name
* <p>
* This ignores underscores and capitalization
*/
public static getByName(name: string): org.bukkit.Art;
}
}
}

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declare namespace org {
namespace bukkit {
class Axis {
public static X: org.bukkit.Axis;
public static Y: org.bukkit.Axis;
public static Z: org.bukkit.Axis;
public static values(): org.bukkit.Axis[];
public static valueOf(name: string): org.bukkit.Axis;
}
}
}

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declare namespace org {
namespace bukkit {
class BanEntry {
/**
* Gets the target involved. This may be in the form of an IP or a player
* name.
*/
public getTarget(): string;
/**
* Gets the date this ban entry was created.
*/
public getCreated(): any /*java.util.Date*/;
/**
* Sets the date this ban entry was created.
*/
public setCreated(created: any /*java.util.Date*/): void;
/**
* Gets the source of this ban.
* <p>
* Note: A source is considered any String, although this is generally a
* player name.
*/
public getSource(): string;
/**
* Sets the source of this ban.
* <p>
* Note: A source is considered any String, although this is generally a
* player name.
*/
public setSource(source: string): void;
/**
* Gets the date this ban expires on, or null for no defined end date.
*/
public getExpiration(): any /*java.util.Date*/;
/**
* Sets the date this ban expires on. Null values are considered
* "infinite" bans.
*/
public setExpiration(expiration: any /*java.util.Date*/): void;
/**
* Gets the reason for this ban.
*/
public getReason(): string;
/**
* Sets the reason for this ban. Reasons must not be null.
*/
public setReason(reason: string): void;
/**
* Saves the ban entry, overwriting any previous data in the ban list.
* <p>
* Saving the ban entry of an unbanned player will cause the player to be
* banned once again.
*/
public save(): void;
}
}
}

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declare namespace org {
namespace bukkit {
namespace BanList {
class Type {
public static NAME: org.bukkit.BanList.Type;
public static IP: org.bukkit.BanList.Type;
public static values(): org.bukkit.BanList.Type[];
public static valueOf(name: string): org.bukkit.BanList.Type;
}
}
}
}

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declare namespace org {
namespace bukkit {
class BanList {
/**
* Gets a {@link BanEntry} by target.
*/
public getBanEntry(target: string): org.bukkit.BanEntry;
/**
* Adds a ban to the this list. If a previous ban exists, this will
* update the previous entry.
*/
public addBan(target: string, reason: string, expires: any /*java.util.Date*/, source: string): org.bukkit.BanEntry;
/**
* Gets a set containing every {@link BanEntry} in this list.
*/
public getBanEntries(): any[] /*java.util.Set*/;
/**
* Gets if a {@link BanEntry} exists for the target, indicating an active
* ban status.
*/
public isBanned(target: string): boolean;
/**
* Removes the specified target from this list, therefore indicating a
* "not banned" status.
*/
public pardon(target: string): void;
}
}
}

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declare namespace org {
namespace bukkit {
class BlockChangeDelegate {
/**
* Set a block data at the specified coordinates.
*/
public setBlockData(x: number, y: number, z: number, blockData: org.bukkit.block.data.BlockData): boolean;
/**
* Get the block data at the location.
*/
public getBlockData(x: number, y: number, z: number): org.bukkit.block.data.BlockData;
/**
* Gets the height of the world.
*/
public getHeight(): number;
/**
* Checks if the specified block is empty (air) or not.
*/
public isEmpty(x: number, y: number, z: number): boolean;
}
}
}

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declare namespace org {
namespace bukkit {
class Bukkit {
/**
* Gets the current {@link Server} singleton
*/
public static getServer(): org.bukkit.Server;
/**
* Attempts to set the {@link Server} singleton.
* <p>
* This cannot be done if the Server is already set.
*/
public static setServer(server: org.bukkit.Server): void;
/**
* Gets the name of this server implementation.
*/
public static getName(): string;
/**
* Gets the version string of this server implementation.
*/
public static getVersion(): string;
/**
* Gets the Bukkit version that this server is running.
*/
public static getBukkitVersion(): string;
/**
* Gets a view of all currently logged in players. This {@linkplain
* Collections#unmodifiableCollection(Collection) view} is a reused
* object, making some operations like {@link Collection#size()}
* zero-allocation.
* <p>
* The collection is a view backed by the internal representation, such
* that, changes to the internal state of the server will be reflected
* immediately. However, the reuse of the returned collection (identity)
* is not strictly guaranteed for future or all implementations. Casting
* the collection, or relying on interface implementations (like {@link
* Serializable} or {@link List}), is deprecated.
* <p>
* Iteration behavior is undefined outside of self-contained main-thread
* uses. Normal and immediate iterator use without consequences that
* affect the collection are fully supported. The effects following
* (non-exhaustive) {@link Entity#teleport(Location) teleportation},
* {@link Player#setHealth(double) death}, and {@link Player#kickPlayer(
* String) kicking} are undefined. Any use of this collection from
* asynchronous threads is unsafe.
* <p>
* For safe consequential iteration or mimicking the old array behavior,
* using {@link Collection#toArray(Object[])} is recommended. For making
* snapshots, {@link ImmutableList#copyOf(Collection)} is recommended.
*/
public static getOnlinePlayers(): any[] /*java.util.Collection*/;
/**
* Get the maximum amount of players which can login to this server.
*/
public static getMaxPlayers(): number;
/**
* Get the game port that the server runs on.
*/
public static getPort(): number;
/**
* Get the view distance from this server.
*/
public static getViewDistance(): number;
/**
* Get the IP that this server is bound to, or empty string if not
* specified.
*/
public static getIp(): string;
/**
* Get world type (level-type setting) for default world.
*/
public static getWorldType(): string;
/**
* Get generate-structures setting.
*/
public static getGenerateStructures(): boolean;
/**
* Gets whether this server allows the End or not.
*/
public static getAllowEnd(): boolean;
/**
* Gets whether this server allows the Nether or not.
*/
public static getAllowNether(): boolean;
/**
* Gets whether this server has a whitelist or not.
*/
public static hasWhitelist(): boolean;
/**
* Sets if the server is whitelisted.
*/
public static setWhitelist(value: boolean): void;
/**
* Gets a list of whitelisted players.
*/
public static getWhitelistedPlayers(): any[] /*java.util.Set*/;
/**
* Reloads the whitelist from disk.
*/
public static reloadWhitelist(): void;
/**
* Broadcast a message to all players.
* <p>
* This is the same as calling {@link #broadcast(java.lang.String,
* java.lang.String)} to {@link Server#BROADCAST_CHANNEL_USERS}
*/
public static broadcastMessage(message: string): number;
/**
* Gets the name of the update folder. The update folder is used to safely
* update plugins at the right moment on a plugin load.
* <p>
* The update folder name is relative to the plugins folder.
*/
public static getUpdateFolder(): string;
/**
* Gets the update folder. The update folder is used to safely update
* plugins at the right moment on a plugin load.
*/
public static getUpdateFolderFile(): any;
/**
* Gets the value of the connection throttle setting.
*/
public static getConnectionThrottle(): number;
/**
* Gets default ticks per animal spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, animal spawning will be disabled. We
* recommend using spawn-animals to control this instead.
* <p>
* Minecraft default: 400.
*/
public static getTicksPerAnimalSpawns(): number;
/**
* Gets the default ticks per monster spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, monsters spawning will be disabled. We
* recommend using spawn-monsters to control this instead.
* <p>
* Minecraft default: 1.
*/
public static getTicksPerMonsterSpawns(): number;
/**
* Gets a player object by the given username.
* <p>
* This method may not return objects for offline players.
*/
public static getPlayer(name: string): org.bukkit.entity.Player;
/**
* Gets the player with the exact given name, case insensitive.
*/
public static getPlayerExact(name: string): org.bukkit.entity.Player;
/**
* Attempts to match any players with the given name, and returns a list
* of all possibly matches.
* <p>
* This list is not sorted in any particular order. If an exact match is
* found, the returned list will only contain a single result.
*/
public static matchPlayer(name: string): any[] /*java.util.List*/;
/**
* Gets the player with the given UUID.
*/
public static getPlayer(id: any): org.bukkit.entity.Player;
/**
* Gets the plugin manager for interfacing with plugins.
*/
public static getPluginManager(): org.bukkit.plugin.PluginManager;
/**
* Gets the scheduler for managing scheduled events.
*/
public static getScheduler(): org.bukkit.scheduler.BukkitScheduler;
/**
* Gets a services manager.
*/
public static getServicesManager(): org.bukkit.plugin.ServicesManager;
/**
* Gets a list of all worlds on this server.
*/
public static getWorlds(): any[] /*java.util.List*/;
/**
* Creates or loads a world with the given name using the specified
* options.
* <p>
* If the world is already loaded, it will just return the equivalent of
* getWorld(creator.name()).
*/
public static createWorld(creator: org.bukkit.WorldCreator): org.bukkit.World;
/**
* Unloads a world with the given name.
*/
public static unloadWorld(name: string, save: boolean): boolean;
/**
* Unloads the given world.
*/
public static unloadWorld(world: org.bukkit.World, save: boolean): boolean;
/**
* Gets the world with the given name.
*/
public static getWorld(name: string): org.bukkit.World;
/**
* Gets the world from the given Unique ID.
*/
public static getWorld(uid: any): org.bukkit.World;
/**
* Gets the map from the given item ID.
*/
public static getMap(id: number): org.bukkit.map.MapView;
/**
* Create a new map with an automatically assigned ID.
*/
public static createMap(world: org.bukkit.World): org.bukkit.map.MapView;
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*/
public static createExplorerMap(world: org.bukkit.World, location: org.bukkit.Location, structureType: org.bukkit.StructureType): org.bukkit.inventory.ItemStack;
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*/
public static createExplorerMap(world: org.bukkit.World, location: org.bukkit.Location, structureType: org.bukkit.StructureType, radius: number, findUnexplored: boolean): org.bukkit.inventory.ItemStack;
/**
* Reloads the server, refreshing settings and plugin information.
*/
public static reload(): void;
/**
* Reload only the Minecraft data for the server. This includes custom
* advancements and loot tables.
*/
public static reloadData(): void;
/**
* Returns the primary logger associated with this server instance.
*/
public static getLogger(): any;
/**
* Gets a {@link PluginCommand} with the given name or alias.
*/
public static getPluginCommand(name: string): org.bukkit.command.PluginCommand;
/**
* Writes loaded players to disk.
*/
public static savePlayers(): void;
/**
* Dispatches a command on this server, and executes it if found.
*/
public static dispatchCommand(sender: org.bukkit.command.CommandSender, commandLine: string): boolean;
/**
* Adds a recipe to the crafting manager.
*/
public static addRecipe(recipe: org.bukkit.inventory.Recipe): boolean;
/**
* Get a list of all recipes for a given item. The stack size is ignored
* in comparisons. If the durability is -1, it will match any data value.
*/
public static getRecipesFor(result: org.bukkit.inventory.ItemStack): any[] /*java.util.List*/;
/**
* Get an iterator through the list of crafting recipes.
*/
public static recipeIterator(): any;
/**
* Clears the list of crafting recipes.
*/
public static clearRecipes(): void;
/**
* Resets the list of crafting recipes to the default.
*/
public static resetRecipes(): void;
/**
* Gets a list of command aliases defined in the server properties.
*/
public static getCommandAliases(): Map<any, any> /*java.util.Map*/;
/**
* Gets the radius, in blocks, around each worlds spawn point to protect.
*/
public static getSpawnRadius(): number;
/**
* Sets the radius, in blocks, around each worlds spawn point to protect.
*/
public static setSpawnRadius(value: number): void;
/**
* Gets whether the Server is in online mode or not.
*/
public static getOnlineMode(): boolean;
/**
* Gets whether this server allows flying or not.
*/
public static getAllowFlight(): boolean;
/**
* Gets whether the server is in hardcore mode or not.
*/
public static isHardcore(): boolean;
/**
* Shutdowns the server, stopping everything.
*/
public static shutdown(): void;
/**
* Broadcasts the specified message to every user with the given
* permission name.
*/
public static broadcast(message: string, permission: string): number;
/**
* Gets the player by the given name, regardless if they are offline or
* online.
* <p>
* This method may involve a blocking web request to get the UUID for the
* given name.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*/
public static getOfflinePlayer(name: string): org.bukkit.OfflinePlayer;
/**
* Gets the player by the given UUID, regardless if they are offline or
* online.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*/
public static getOfflinePlayer(id: any): org.bukkit.OfflinePlayer;
/**
* Gets a set containing all current IPs that are banned.
*/
public static getIPBans(): any[] /*java.util.Set*/;
/**
* Bans the specified address from the server.
*/
public static banIP(address: string): void;
/**
* Unbans the specified address from the server.
*/
public static unbanIP(address: string): void;
/**
* Gets a set containing all banned players.
*/
public static getBannedPlayers(): any[] /*java.util.Set*/;
/**
* Gets a ban list for the supplied type.
* <p>
* Bans by name are no longer supported and this method will return
* null when trying to request them. The replacement is bans by UUID.
*/
public static getBanList(type: org.bukkit.BanList.Type): org.bukkit.BanList;
/**
* Gets a set containing all player operators.
*/
public static getOperators(): any[] /*java.util.Set*/;
/**
* Gets the default {@link GameMode} for new players.
*/
public static getDefaultGameMode(): org.bukkit.GameMode;
/**
* Sets the default {@link GameMode} for new players.
*/
public static setDefaultGameMode(mode: org.bukkit.GameMode): void;
/**
* Gets a {@link ConsoleCommandSender} that may be used as an input source
* for this server.
*/
public static getConsoleSender(): org.bukkit.command.ConsoleCommandSender;
/**
* Gets the folder that contains all of the various {@link World}s.
*/
public static getWorldContainer(): any;
/**
* Gets every player that has ever played on this server.
*/
public static getOfflinePlayers(): org.bukkit.OfflinePlayer[];
/**
* Gets the {@link Messenger} responsible for this server.
*/
public static getMessenger(): org.bukkit.plugin.messaging.Messenger;
/**
* Gets the {@link HelpMap} providing help topics for this server.
*/
public static getHelpMap(): org.bukkit.help.HelpMap;
/**
* Creates an empty inventory with the specified type. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*/
public static createInventory(owner: org.bukkit.inventory.InventoryHolder, type: org.bukkit.event.inventory.InventoryType): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory with the specified type and title. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.<br>
* It should be noted that some inventory types do not support titles and
* may not render with said titles on the Minecraft client.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*/
public static createInventory(owner: org.bukkit.inventory.InventoryHolder, type: org.bukkit.event.inventory.InventoryType, title: string): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size.
*/
public static createInventory(owner: org.bukkit.inventory.InventoryHolder, size: number): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size and title.
*/
public static createInventory(owner: org.bukkit.inventory.InventoryHolder, size: number, title: string): org.bukkit.inventory.Inventory;
/**
* Creates an empty merchant.
*/
public static createMerchant(title: string): org.bukkit.inventory.Merchant;
/**
* Gets user-specified limit for number of monsters that can spawn in a
* chunk.
*/
public static getMonsterSpawnLimit(): number;
/**
* Gets user-specified limit for number of animals that can spawn in a
* chunk.
*/
public static getAnimalSpawnLimit(): number;
/**
* Gets user-specified limit for number of water animals that can spawn in
* a chunk.
*/
public static getWaterAnimalSpawnLimit(): number;
/**
* Gets user-specified limit for number of ambient mobs that can spawn in
* a chunk.
*/
public static getAmbientSpawnLimit(): number;
/**
* Checks the current thread against the expected primary thread for the
* server.
* <p>
* <b>Note:</b> this method should not be used to indicate the current
* synchronized state of the runtime. A current thread matching the main
* thread indicates that it is synchronized, but a mismatch <b>does not
* preclude</b> the same assumption.
*/
public static isPrimaryThread(): boolean;
/**
* Gets the message that is displayed on the server list.
*/
public static getMotd(): string;
/**
* Gets the default message that is displayed when the server is stopped.
*/
public static getShutdownMessage(): string;
/**
* Gets the current warning state for the server.
*/
public static getWarningState(): org.bukkit.Warning.WarningState;
/**
* Gets the instance of the item factory (for {@link ItemMeta}).
*/
public static getItemFactory(): org.bukkit.inventory.ItemFactory;
/**
* Gets the instance of the scoreboard manager.
* <p>
* This will only exist after the first world has loaded.
*/
public static getScoreboardManager(): org.bukkit.scoreboard.ScoreboardManager;
/**
* Gets an instance of the server's default server-icon.
*/
public static getServerIcon(): org.bukkit.util.CachedServerIcon;
/**
* Loads an image from a file, and returns a cached image for the specific
* server-icon.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*/
public static loadServerIcon(file: any): org.bukkit.util.CachedServerIcon;
/**
* Creates a cached server-icon for the specific image.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*/
public static loadServerIcon(image: any): org.bukkit.util.CachedServerIcon;
/**
* Set the idle kick timeout. Any players idle for the specified amount of
* time will be automatically kicked.
* <p>
* A value of 0 will disable the idle kick timeout.
*/
public static setIdleTimeout(threshold: number): void;
/**
* Gets the idle kick timeout.
*/
public static getIdleTimeout(): number;
/**
* Create a ChunkData for use in a generator.
* See {@link ChunkGenerator#generateChunkData(org.bukkit.World, java.util.Random, int, int, org.bukkit.generator.ChunkGenerator.BiomeGrid)}
*/
public static createChunkData(world: org.bukkit.World): org.bukkit.generator.ChunkGenerator.ChunkData;
/**
* Creates a boss bar instance to display to players. The progress
* defaults to 1.0
*/
public static createBossBar(title: string, color: org.bukkit.boss.BarColor, style: org.bukkit.boss.BarStyle, flags: org.bukkit.boss.BarFlag): org.bukkit.boss.BossBar;
/**
* Creates a boss bar instance to display to players. The progress defaults
* to 1.0.
* <br>
* This instance is added to the persistent storage of the server and will
* be editable by commands and restored after restart.
*/
public static createBossBar(key: org.bukkit.NamespacedKey, title: string, color: org.bukkit.boss.BarColor, style: org.bukkit.boss.BarStyle, flags: org.bukkit.boss.BarFlag): org.bukkit.boss.KeyedBossBar;
/**
* Gets an unmodifiable iterator through all persistent bossbars.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public static getBossBars(): any;
/**
* Gets the {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public static getBossBar(key: org.bukkit.NamespacedKey): org.bukkit.boss.KeyedBossBar;
/**
* Removes a {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public static removeBossBar(key: org.bukkit.NamespacedKey): boolean;
/**
* Gets an entity on the server by its UUID
*/
public static getEntity(uuid: any): org.bukkit.entity.Entity;
/**
* Get the advancement specified by this key.
*/
public static getAdvancement(key: org.bukkit.NamespacedKey): org.bukkit.advancement.Advancement;
/**
* Get an iterator through all advancements. Advancements cannot be removed
* from this iterator,
*/
public static advancementIterator(): any;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*/
public static createBlockData(material: org.bukkit.Material): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*/
public static createBlockData(material: org.bukkit.Material, consumer: any): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance with material and properties
* parsed from provided data.
*/
public static createBlockData(data: string): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults, except for those
* provided in data.
*/
public static createBlockData(material: org.bukkit.Material, data: string): org.bukkit.block.data.BlockData;
/**
* Gets a tag which has already been defined within the server. Plugins are
* suggested to use the concrete tags in {@link Tag} rather than this method
* which makes no guarantees about which tags are available, and may also be
* less performant due to lack of caching.
* <br>
* Tags will be searched for in an implementation specific manner, but a
* path consisting of namespace/tags/registry/key is expected.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
*/
public static getTag(registry: string, tag: org.bukkit.NamespacedKey, clazz: any): org.bukkit.Tag;
/**
* Gets a all tags which have been defined within the server.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
* <br>
* No guarantees are made about the mutability of the returned iterator.
*/
public static getTags(registry: string, clazz: any): any;
/**
* Gets the specified {@link LootTable}.
*/
public static getLootTable(key: org.bukkit.NamespacedKey): org.bukkit.loot.LootTable;
/**
* Selects entities using the given Vanilla selector.
* <br>
* No guarantees are made about the selector format, other than they match
* the Vanilla format for the active Minecraft version.
* <br>
* Usually a selector will start with '@', unless selecting a Player in
* which case it may simply be the Player's name or UUID.
* <br>
* Note that in Vanilla, elevated permissions are usually required to use
* '@' selectors, but this method should not check such permissions from the
* sender.
*/
public static selectEntities(sender: org.bukkit.command.CommandSender, selector: string): any[] /*java.util.List*/;
public static getUnsafe(): org.bukkit.UnsafeValues;
}
}
}

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declare namespace org {
namespace bukkit {
class ChatColor {
public static BLACK: org.bukkit.ChatColor;
public static DARK_BLUE: org.bukkit.ChatColor;
public static DARK_GREEN: org.bukkit.ChatColor;
public static DARK_AQUA: org.bukkit.ChatColor;
public static DARK_RED: org.bukkit.ChatColor;
public static DARK_PURPLE: org.bukkit.ChatColor;
public static GOLD: org.bukkit.ChatColor;
public static GRAY: org.bukkit.ChatColor;
public static DARK_GRAY: org.bukkit.ChatColor;
public static BLUE: org.bukkit.ChatColor;
public static GREEN: org.bukkit.ChatColor;
public static AQUA: org.bukkit.ChatColor;
public static RED: org.bukkit.ChatColor;
public static LIGHT_PURPLE: org.bukkit.ChatColor;
public static YELLOW: org.bukkit.ChatColor;
public static WHITE: org.bukkit.ChatColor;
public static MAGIC: org.bukkit.ChatColor;
public static BOLD: org.bukkit.ChatColor;
public static STRIKETHROUGH: org.bukkit.ChatColor;
public static UNDERLINE: org.bukkit.ChatColor;
public static ITALIC: org.bukkit.ChatColor;
public static RESET: org.bukkit.ChatColor;
public static COLOR_CHAR: string;
public static values(): org.bukkit.ChatColor[];
public static valueOf(name: string): org.bukkit.ChatColor;
/**
* Gets the char value associated with this color
*/
public getChar(): string;
public toString(): string;
/**
* Checks if this code is a format code as opposed to a color code.
*/
public isFormat(): boolean;
/**
* Checks if this code is a color code as opposed to a format code.
*/
public isColor(): boolean;
/**
* Gets the color represented by the specified color code
*/
public static getByChar(code: string): org.bukkit.ChatColor;
/**
* Gets the color represented by the specified color code
*/
public static getByChar(code: string): org.bukkit.ChatColor;
/**
* Strips the given message of all color codes
*/
public static stripColor(input: string): string;
/**
* Translates a string using an alternate color code character into a
* string that uses the internal ChatColor.COLOR_CODE color code
* character. The alternate color code character will only be replaced if
* it is immediately followed by 0-9, A-F, a-f, K-O, k-o, R or r.
*/
public static translateAlternateColorCodes(altColorChar: string, textToTranslate: string): string;
/**
* Gets the ChatColors used at the end of the given input string.
*/
public static getLastColors(input: string): string;
}
}
}

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declare namespace org {
namespace bukkit {
class Chunk {
/**
* Gets the X-coordinate of this chunk
*/
public getX(): number;
/**
* Gets the Z-coordinate of this chunk
*/
public getZ(): number;
/**
* Gets the world containing this chunk
*/
public getWorld(): org.bukkit.World;
/**
* Gets a block from this chunk
*/
public getBlock(x: number, y: number, z: number): org.bukkit.block.Block;
/**
* Capture thread-safe read-only snapshot of chunk data
*/
public getChunkSnapshot(): org.bukkit.ChunkSnapshot;
/**
* Capture thread-safe read-only snapshot of chunk data
*/
public getChunkSnapshot(includeMaxblocky: boolean, includeBiome: boolean, includeBiomeTempRain: boolean): org.bukkit.ChunkSnapshot;
/**
* Get a list of all entities in the chunk.
*/
public getEntities(): org.bukkit.entity.Entity[];
/**
* Get a list of all tile entities in the chunk.
*/
public getTileEntities(): org.bukkit.block.BlockState[];
/**
* Checks if the chunk is loaded.
*/
public isLoaded(): boolean;
/**
* Loads the chunk.
*/
public load(generate: boolean): boolean;
/**
* Loads the chunk.
*/
public load(): boolean;
/**
* Unloads and optionally saves the Chunk
*/
public unload(save: boolean): boolean;
/**
* Unloads and optionally saves the Chunk
*/
public unload(): boolean;
/**
* Checks if this chunk can spawn slimes without being a swamp biome.
*/
public isSlimeChunk(): boolean;
/**
* Gets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*/
public isForceLoaded(): boolean;
/**
* Sets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*/
public setForceLoaded(forced: boolean): void;
/**
* Adds a plugin ticket for this chunk, loading this chunk if it is not
* already loaded.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public addPluginChunkTicket(plugin: org.bukkit.plugin.Plugin): boolean;
/**
* Removes the specified plugin's ticket for this chunk
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public removePluginChunkTicket(plugin: org.bukkit.plugin.Plugin): boolean;
/**
* Retrieves a collection specifying which plugins have tickets for this
* chunk. This collection is not updated when plugin tickets are added or
* removed to this chunk.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public getPluginChunkTickets(): any[] /*java.util.Collection*/;
}
}
}

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declare namespace org {
namespace bukkit {
class ChunkSnapshot {
/**
* Gets the X-coordinate of this chunk
*/
public getX(): number;
/**
* Gets the Z-coordinate of this chunk
*/
public getZ(): number;
/**
* Gets name of the world containing this chunk
*/
public getWorldName(): string;
/**
* Get block type for block at corresponding coordinate in the chunk
*/
public getBlockType(x: number, y: number, z: number): org.bukkit.Material;
/**
* Get block data for block at corresponding coordinate in the chunk
*/
public getBlockData(x: number, y: number, z: number): org.bukkit.block.data.BlockData;
/**
* Get block data for block at corresponding coordinate in the chunk
*/
public getData(x: number, y: number, z: number): number;
/**
* Get sky light level for block at corresponding coordinate in the chunk
*/
public getBlockSkyLight(x: number, y: number, z: number): number;
/**
* Get light level emitted by block at corresponding coordinate in the
* chunk
*/
public getBlockEmittedLight(x: number, y: number, z: number): number;
/**
* Gets the highest non-air coordinate at the given coordinates
*/
public getHighestBlockYAt(x: number, z: number): number;
/**
* Get biome at given coordinates
*/
public getBiome(x: number, z: number): org.bukkit.block.Biome;
/**
* Get raw biome temperature (0.0-1.0) at given coordinate
*/
public getRawBiomeTemperature(x: number, z: number): number;
/**
* Get world full time when chunk snapshot was captured
*/
public getCaptureFullTime(): number;
/**
* Test if section is empty
*/
public isSectionEmpty(sy: number): boolean;
}
}
}

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declare namespace org {
namespace bukkit {
class CoalType {
public static COAL: org.bukkit.CoalType;
public static CHARCOAL: org.bukkit.CoalType;
public static values(): org.bukkit.CoalType[];
public static valueOf(name: string): org.bukkit.CoalType;
/**
* Gets the associated data value representing this type of coal
*/
public getData(): number;
/**
* Gets the type of coal with the given data value
*/
public static getByData(data: number): org.bukkit.CoalType;
}
}
}

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declare namespace org {
namespace bukkit {
class Color {
public static WHITE: org.bukkit.Color;
public static SILVER: org.bukkit.Color;
public static GRAY: org.bukkit.Color;
public static BLACK: org.bukkit.Color;
public static RED: org.bukkit.Color;
public static MAROON: org.bukkit.Color;
public static YELLOW: org.bukkit.Color;
public static OLIVE: org.bukkit.Color;
public static LIME: org.bukkit.Color;
public static GREEN: org.bukkit.Color;
public static AQUA: org.bukkit.Color;
public static TEAL: org.bukkit.Color;
public static BLUE: org.bukkit.Color;
public static NAVY: org.bukkit.Color;
public static FUCHSIA: org.bukkit.Color;
public static PURPLE: org.bukkit.Color;
public static ORANGE: org.bukkit.Color;
/**
* Creates a new Color object from a red, green, and blue
*/
public static fromRGB(red: number, green: number, blue: number): org.bukkit.Color;
/**
* Creates a new Color object from a blue, green, and red
*/
public static fromBGR(blue: number, green: number, red: number): org.bukkit.Color;
/**
* Creates a new color object from an integer that contains the red,
* green, and blue bytes in the lowest order 24 bits.
*/
public static fromRGB(rgb: number): org.bukkit.Color;
/**
* Creates a new color object from an integer that contains the blue,
* green, and red bytes in the lowest order 24 bits.
*/
public static fromBGR(bgr: number): org.bukkit.Color;
/**
* Gets the red component
*/
public getRed(): number;
/**
* Creates a new Color object with specified component
*/
public setRed(red: number): org.bukkit.Color;
/**
* Gets the green component
*/
public getGreen(): number;
/**
* Creates a new Color object with specified component
*/
public setGreen(green: number): org.bukkit.Color;
/**
* Gets the blue component
*/
public getBlue(): number;
/**
* Creates a new Color object with specified component
*/
public setBlue(blue: number): org.bukkit.Color;
public asRGB(): number;
public asBGR(): number;
/**
* Creates a new color with its RGB components changed as if it was dyed
* with the colors passed in, replicating vanilla workbench dyeing
*/
public mixDyes(colors: org.bukkit.DyeColor): org.bukkit.Color;
/**
* Creates a new color with its RGB components changed as if it was dyed
* with the colors passed in, replicating vanilla workbench dyeing
*/
public mixColors(colors: org.bukkit.Color): org.bukkit.Color;
public equals(o: any): boolean;
public hashCode(): number;
public serialize(): Map<any, any> /*java.util.Map*/;
public static deserialize(map: Map<any, any> /*java.util.Map*/): org.bukkit.Color;
public toString(): string;
}
}
}

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declare namespace org {
namespace bukkit {
class CropState {
public static SEEDED: org.bukkit.CropState;
public static GERMINATED: org.bukkit.CropState;
public static VERY_SMALL: org.bukkit.CropState;
public static SMALL: org.bukkit.CropState;
public static MEDIUM: org.bukkit.CropState;
public static TALL: org.bukkit.CropState;
public static VERY_TALL: org.bukkit.CropState;
public static RIPE: org.bukkit.CropState;
public static values(): org.bukkit.CropState[];
public static valueOf(name: string): org.bukkit.CropState;
/**
* Gets the associated data value representing this growth state
*/
public getData(): number;
/**
* Gets the CropState with the given data value
*/
public static getByData(data: number): org.bukkit.CropState;
}
}
}

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declare namespace org {
namespace bukkit {
class Difficulty {
public static PEACEFUL: org.bukkit.Difficulty;
public static EASY: org.bukkit.Difficulty;
public static NORMAL: org.bukkit.Difficulty;
public static HARD: org.bukkit.Difficulty;
public static values(): org.bukkit.Difficulty[];
public static valueOf(name: string): org.bukkit.Difficulty;
/**
* Gets the difficulty value associated with this Difficulty.
*/
public getValue(): number;
/**
* Gets the Difficulty represented by the specified value
*/
public static getByValue(value: number): org.bukkit.Difficulty;
}
}
}

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declare namespace org {
namespace bukkit {
class DyeColor {
public static WHITE: org.bukkit.DyeColor;
public static ORANGE: org.bukkit.DyeColor;
public static MAGENTA: org.bukkit.DyeColor;
public static LIGHT_BLUE: org.bukkit.DyeColor;
public static YELLOW: org.bukkit.DyeColor;
public static LIME: org.bukkit.DyeColor;
public static PINK: org.bukkit.DyeColor;
public static GRAY: org.bukkit.DyeColor;
public static LIGHT_GRAY: org.bukkit.DyeColor;
public static CYAN: org.bukkit.DyeColor;
public static PURPLE: org.bukkit.DyeColor;
public static BLUE: org.bukkit.DyeColor;
public static BROWN: org.bukkit.DyeColor;
public static GREEN: org.bukkit.DyeColor;
public static RED: org.bukkit.DyeColor;
public static BLACK: org.bukkit.DyeColor;
public static values(): org.bukkit.DyeColor[];
public static valueOf(name: string): org.bukkit.DyeColor;
/**
* Gets the associated wool data value representing this color.
*/
public getWoolData(): number;
/**
* Gets the associated dye data value representing this color.
*/
public getDyeData(): number;
/**
* Gets the color that this dye represents.
*/
public getColor(): org.bukkit.Color;
/**
* Gets the firework color that this dye represents.
*/
public getFireworkColor(): org.bukkit.Color;
/**
* Gets the DyeColor with the given wool data value.
*/
public static getByWoolData(data: number): org.bukkit.DyeColor;
/**
* Gets the DyeColor with the given dye data value.
*/
public static getByDyeData(data: number): org.bukkit.DyeColor;
/**
* Gets the DyeColor with the given color value.
*/
public static getByColor(color: org.bukkit.Color): org.bukkit.DyeColor;
/**
* Gets the DyeColor with the given firework color value.
*/
public static getByFireworkColor(color: org.bukkit.Color): org.bukkit.DyeColor;
/**
* Gets the DyeColor for the given name, possibly doing legacy transformations.
*/
public static legacyValueOf(name: string): org.bukkit.DyeColor;
}
}
}

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declare namespace org {
namespace bukkit {
namespace Effect {
class Type {
public static SOUND: org.bukkit.Effect.Type;
public static VISUAL: org.bukkit.Effect.Type;
public static values(): org.bukkit.Effect.Type[];
public static valueOf(name: string): org.bukkit.Effect.Type;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Effect {
public static CLICK2: org.bukkit.Effect;
public static CLICK1: org.bukkit.Effect;
public static BOW_FIRE: org.bukkit.Effect;
public static DOOR_TOGGLE: org.bukkit.Effect;
public static IRON_DOOR_TOGGLE: org.bukkit.Effect;
public static TRAPDOOR_TOGGLE: org.bukkit.Effect;
public static IRON_TRAPDOOR_TOGGLE: org.bukkit.Effect;
public static FENCE_GATE_TOGGLE: org.bukkit.Effect;
public static DOOR_CLOSE: org.bukkit.Effect;
public static IRON_DOOR_CLOSE: org.bukkit.Effect;
public static TRAPDOOR_CLOSE: org.bukkit.Effect;
public static IRON_TRAPDOOR_CLOSE: org.bukkit.Effect;
public static FENCE_GATE_CLOSE: org.bukkit.Effect;
public static EXTINGUISH: org.bukkit.Effect;
public static RECORD_PLAY: org.bukkit.Effect;
public static GHAST_SHRIEK: org.bukkit.Effect;
public static GHAST_SHOOT: org.bukkit.Effect;
public static BLAZE_SHOOT: org.bukkit.Effect;
public static ZOMBIE_CHEW_WOODEN_DOOR: org.bukkit.Effect;
public static ZOMBIE_CHEW_IRON_DOOR: org.bukkit.Effect;
public static ZOMBIE_DESTROY_DOOR: org.bukkit.Effect;
public static SMOKE: org.bukkit.Effect;
public static STEP_SOUND: org.bukkit.Effect;
public static POTION_BREAK: org.bukkit.Effect;
public static ENDER_SIGNAL: org.bukkit.Effect;
public static MOBSPAWNER_FLAMES: org.bukkit.Effect;
public static BREWING_STAND_BREW: org.bukkit.Effect;
public static CHORUS_FLOWER_GROW: org.bukkit.Effect;
public static CHORUS_FLOWER_DEATH: org.bukkit.Effect;
public static PORTAL_TRAVEL: org.bukkit.Effect;
public static ENDEREYE_LAUNCH: org.bukkit.Effect;
public static FIREWORK_SHOOT: org.bukkit.Effect;
public static VILLAGER_PLANT_GROW: org.bukkit.Effect;
public static DRAGON_BREATH: org.bukkit.Effect;
public static ANVIL_BREAK: org.bukkit.Effect;
public static ANVIL_USE: org.bukkit.Effect;
public static ANVIL_LAND: org.bukkit.Effect;
public static ENDERDRAGON_SHOOT: org.bukkit.Effect;
public static WITHER_BREAK_BLOCK: org.bukkit.Effect;
public static WITHER_SHOOT: org.bukkit.Effect;
public static ZOMBIE_INFECT: org.bukkit.Effect;
public static ZOMBIE_CONVERTED_VILLAGER: org.bukkit.Effect;
public static BAT_TAKEOFF: org.bukkit.Effect;
public static END_GATEWAY_SPAWN: org.bukkit.Effect;
public static ENDERDRAGON_GROWL: org.bukkit.Effect;
public static values(): org.bukkit.Effect[];
public static valueOf(name: string): org.bukkit.Effect;
/**
* Gets the ID for this effect.
*/
public getId(): number;
public getType(): org.bukkit.Effect.Type;
public getData(): any;
/**
* Gets the Effect associated with the given ID.
*/
public static getById(id: number): org.bukkit.Effect;
}
}
}

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declare namespace org {
namespace bukkit {
class EntityEffect {
public static ARROW_PARTICLES: org.bukkit.EntityEffect;
public static RABBIT_JUMP: org.bukkit.EntityEffect;
public static HURT: org.bukkit.EntityEffect;
public static DEATH: org.bukkit.EntityEffect;
public static WOLF_SMOKE: org.bukkit.EntityEffect;
public static WOLF_HEARTS: org.bukkit.EntityEffect;
public static WOLF_SHAKE: org.bukkit.EntityEffect;
public static SHEEP_EAT: org.bukkit.EntityEffect;
public static IRON_GOLEM_ROSE: org.bukkit.EntityEffect;
public static VILLAGER_HEART: org.bukkit.EntityEffect;
public static VILLAGER_ANGRY: org.bukkit.EntityEffect;
public static VILLAGER_HAPPY: org.bukkit.EntityEffect;
public static WITCH_MAGIC: org.bukkit.EntityEffect;
public static ZOMBIE_TRANSFORM: org.bukkit.EntityEffect;
public static FIREWORK_EXPLODE: org.bukkit.EntityEffect;
public static LOVE_HEARTS: org.bukkit.EntityEffect;
public static SQUID_ROTATE: org.bukkit.EntityEffect;
public static ENTITY_POOF: org.bukkit.EntityEffect;
public static GUARDIAN_TARGET: org.bukkit.EntityEffect;
public static SHIELD_BLOCK: org.bukkit.EntityEffect;
public static SHIELD_BREAK: org.bukkit.EntityEffect;
public static ARMOR_STAND_HIT: org.bukkit.EntityEffect;
public static THORNS_HURT: org.bukkit.EntityEffect;
public static IRON_GOLEM_SHEATH: org.bukkit.EntityEffect;
public static TOTEM_RESURRECT: org.bukkit.EntityEffect;
public static HURT_DROWN: org.bukkit.EntityEffect;
public static HURT_EXPLOSION: org.bukkit.EntityEffect;
public static values(): org.bukkit.EntityEffect[];
public static valueOf(name: string): org.bukkit.EntityEffect;
/**
* Gets the data value of this EntityEffect
*/
public getData(): number;
/**
* Gets entity superclass which this affect is applicable to.
*/
public getApplicable(): any;
/**
* Gets the EntityEffect with the given data value
*/
public static getByData(data: number): org.bukkit.EntityEffect;
}
}
}

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declare namespace org {
namespace bukkit {
namespace FireworkEffect {
class Builder {
/**
* Specify the type of the firework effect.
*/
public with(type: org.bukkit.FireworkEffect.Type): org.bukkit.FireworkEffect.Builder;
/**
* Add a flicker to the firework effect.
*/
public withFlicker(): org.bukkit.FireworkEffect.Builder;
/**
* Set whether the firework effect should flicker.
*/
public flicker(flicker: boolean): org.bukkit.FireworkEffect.Builder;
/**
* Add a trail to the firework effect.
*/
public withTrail(): org.bukkit.FireworkEffect.Builder;
/**
* Set whether the firework effect should have a trail.
*/
public trail(trail: boolean): org.bukkit.FireworkEffect.Builder;
/**
* Add a primary color to the firework effect.
*/
public withColor(color: org.bukkit.Color): org.bukkit.FireworkEffect.Builder;
/**
* Add several primary colors to the firework effect.
*/
public withColor(colors: org.bukkit.Color): org.bukkit.FireworkEffect.Builder;
/**
* Add several primary colors to the firework effect.
*/
public withColor(colors: any): org.bukkit.FireworkEffect.Builder;
/**
* Add a fade color to the firework effect.
*/
public withFade(color: org.bukkit.Color): org.bukkit.FireworkEffect.Builder;
/**
* Add several fade colors to the firework effect.
*/
public withFade(colors: org.bukkit.Color): org.bukkit.FireworkEffect.Builder;
/**
* Add several fade colors to the firework effect.
*/
public withFade(colors: any): org.bukkit.FireworkEffect.Builder;
/**
* Create a {@link FireworkEffect} from the current contents of this
* builder.
* <p>
* To successfully build, you must have specified at least one color.
*/
public build(): org.bukkit.FireworkEffect;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace FireworkEffect {
class Type {
public static BALL: org.bukkit.FireworkEffect.Type;
public static BALL_LARGE: org.bukkit.FireworkEffect.Type;
public static STAR: org.bukkit.FireworkEffect.Type;
public static BURST: org.bukkit.FireworkEffect.Type;
public static CREEPER: org.bukkit.FireworkEffect.Type;
public static values(): org.bukkit.FireworkEffect.Type[];
public static valueOf(name: string): org.bukkit.FireworkEffect.Type;
}
}
}
}

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declare namespace org {
namespace bukkit {
class FireworkEffect {
/**
* Construct a firework effect.
*/
public static builder(): org.bukkit.FireworkEffect.Builder;
/**
* Get whether the firework effect flickers.
*/
public hasFlicker(): boolean;
/**
* Get whether the firework effect has a trail.
*/
public hasTrail(): boolean;
/**
* Get the primary colors of the firework effect.
*/
public getColors(): any[] /*java.util.List*/;
/**
* Get the fade colors of the firework effect.
*/
public getFadeColors(): any[] /*java.util.List*/;
/**
* Get the type of the firework effect.
*/
public getType(): org.bukkit.FireworkEffect.Type;
public static deserialize(map: Map<any, any> /*java.util.Map*/): org.bukkit.configuration.serialization.ConfigurationSerializable;
public serialize(): Map<any, any> /*java.util.Map*/;
public toString(): string;
public hashCode(): number;
public equals(obj: any): boolean;
}
}
}

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declare namespace org {
namespace bukkit {
class FluidCollisionMode {
public static NEVER: org.bukkit.FluidCollisionMode;
public static SOURCE_ONLY: org.bukkit.FluidCollisionMode;
public static ALWAYS: org.bukkit.FluidCollisionMode;
public static values(): org.bukkit.FluidCollisionMode[];
public static valueOf(name: string): org.bukkit.FluidCollisionMode;
}
}
}

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declare namespace org {
namespace bukkit {
class GameMode {
public static CREATIVE: org.bukkit.GameMode;
public static SURVIVAL: org.bukkit.GameMode;
public static ADVENTURE: org.bukkit.GameMode;
public static SPECTATOR: org.bukkit.GameMode;
public static values(): org.bukkit.GameMode[];
public static valueOf(name: string): org.bukkit.GameMode;
/**
* Gets the mode value associated with this GameMode
*/
public getValue(): number;
/**
* Gets the GameMode represented by the specified value
*/
public static getByValue(value: number): org.bukkit.GameMode;
}
}
}

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declare namespace org {
namespace bukkit {
class GameRule {
public static ANNOUNCE_ADVANCEMENTS: org.bukkit.GameRule;
public static COMMAND_BLOCK_OUTPUT: org.bukkit.GameRule;
public static DISABLE_ELYTRA_MOVEMENT_CHECK: org.bukkit.GameRule;
public static DO_DAYLIGHT_CYCLE: org.bukkit.GameRule;
public static DO_ENTITY_DROPS: org.bukkit.GameRule;
public static DO_FIRE_TICK: org.bukkit.GameRule;
public static DO_LIMITED_CRAFTING: org.bukkit.GameRule;
public static DO_MOB_LOOT: org.bukkit.GameRule;
public static DO_MOB_SPAWNING: org.bukkit.GameRule;
public static DO_TILE_DROPS: org.bukkit.GameRule;
public static DO_WEATHER_CYCLE: org.bukkit.GameRule;
public static KEEP_INVENTORY: org.bukkit.GameRule;
public static LOG_ADMIN_COMMANDS: org.bukkit.GameRule;
public static MOB_GRIEFING: org.bukkit.GameRule;
public static NATURAL_REGENERATION: org.bukkit.GameRule;
public static REDUCED_DEBUG_INFO: org.bukkit.GameRule;
public static SEND_COMMAND_FEEDBACK: org.bukkit.GameRule;
public static SHOW_DEATH_MESSAGES: org.bukkit.GameRule;
public static SPECTATORS_GENERATE_CHUNKS: org.bukkit.GameRule;
public static DISABLE_RAIDS: org.bukkit.GameRule;
public static RANDOM_TICK_SPEED: org.bukkit.GameRule;
public static SPAWN_RADIUS: org.bukkit.GameRule;
public static MAX_ENTITY_CRAMMING: org.bukkit.GameRule;
public static MAX_COMMAND_CHAIN_LENGTH: org.bukkit.GameRule;
/**
* Get the name of this GameRule.
*/
public getName(): string;
/**
* Get the type of this rule.
*/
public getType(): any;
public equals(obj: any): boolean;
public toString(): string;
/**
* Get a {@link GameRule} by its name.
*/
public static getByName(rule: string): org.bukkit.GameRule;
/**
* Get an immutable collection of {@link GameRule}s.
*/
public static values(): org.bukkit.GameRule[];
}
}
}

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declare namespace org {
namespace bukkit {
class GrassSpecies {
public static DEAD: org.bukkit.GrassSpecies;
public static NORMAL: org.bukkit.GrassSpecies;
public static FERN_LIKE: org.bukkit.GrassSpecies;
public static values(): org.bukkit.GrassSpecies[];
public static valueOf(name: string): org.bukkit.GrassSpecies;
/**
* Gets the associated data value representing this species
*/
public getData(): number;
/**
* Gets the GrassSpecies with the given data value
*/
public static getByData(data: number): org.bukkit.GrassSpecies;
}
}
}

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declare namespace org {
namespace bukkit {
class Instrument {
public static PIANO: org.bukkit.Instrument;
public static BASS_DRUM: org.bukkit.Instrument;
public static SNARE_DRUM: org.bukkit.Instrument;
public static STICKS: org.bukkit.Instrument;
public static BASS_GUITAR: org.bukkit.Instrument;
public static FLUTE: org.bukkit.Instrument;
public static BELL: org.bukkit.Instrument;
public static GUITAR: org.bukkit.Instrument;
public static CHIME: org.bukkit.Instrument;
public static XYLOPHONE: org.bukkit.Instrument;
public static IRON_XYLOPHONE: org.bukkit.Instrument;
public static COW_BELL: org.bukkit.Instrument;
public static DIDGERIDOO: org.bukkit.Instrument;
public static BIT: org.bukkit.Instrument;
public static BANJO: org.bukkit.Instrument;
public static PLING: org.bukkit.Instrument;
public static values(): org.bukkit.Instrument[];
public static valueOf(name: string): org.bukkit.Instrument;
public getType(): number;
/**
* Get an instrument by its type ID.
*/
public static getByType(type: number): org.bukkit.Instrument;
}
}
}

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declare namespace org {
namespace bukkit {
class Keyed {
/**
* Return the namespaced identifier for this object.
*/
public getKey(): org.bukkit.NamespacedKey;
}
}
}

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declare namespace org {
namespace bukkit {
class Location {
/**
* Constructs a new Location with the given coordinates
*/
constructor(world: org.bukkit.World, x: number, y: number, z: number)
/**
* Constructs a new Location with the given coordinates and direction
*/
constructor(world: org.bukkit.World, x: number, y: number, z: number, yaw: number, pitch: number)
/**
* Sets the world that this location resides in
*/
public setWorld(world: org.bukkit.World): void;
/**
* Checks if world in this location is present and loaded.
*/
public isWorldLoaded(): boolean;
/**
* Gets the world that this location resides in
*/
public getWorld(): org.bukkit.World;
/**
* Gets the chunk at the represented location
*/
public getChunk(): org.bukkit.Chunk;
/**
* Gets the block at the represented location
*/
public getBlock(): org.bukkit.block.Block;
/**
* Sets the x-coordinate of this location
*/
public setX(x: number): void;
/**
* Gets the x-coordinate of this location
*/
public getX(): number;
/**
* Gets the floored value of the X component, indicating the block that
* this location is contained with.
*/
public getBlockX(): number;
/**
* Sets the y-coordinate of this location
*/
public setY(y: number): void;
/**
* Gets the y-coordinate of this location
*/
public getY(): number;
/**
* Gets the floored value of the Y component, indicating the block that
* this location is contained with.
*/
public getBlockY(): number;
/**
* Sets the z-coordinate of this location
*/
public setZ(z: number): void;
/**
* Gets the z-coordinate of this location
*/
public getZ(): number;
/**
* Gets the floored value of the Z component, indicating the block that
* this location is contained with.
*/
public getBlockZ(): number;
/**
* Sets the yaw of this location, measured in degrees.
* <ul>
* <li>A yaw of 0 or 360 represents the positive z direction.
* <li>A yaw of 180 represents the negative z direction.
* <li>A yaw of 90 represents the negative x direction.
* <li>A yaw of 270 represents the positive x direction.
* </ul>
* Increasing yaw values are the equivalent of turning to your
* right-facing, increasing the scale of the next respective axis, and
* decreasing the scale of the previous axis.
*/
public setYaw(yaw: number): void;
/**
* Gets the yaw of this location, measured in degrees.
* <ul>
* <li>A yaw of 0 or 360 represents the positive z direction.
* <li>A yaw of 180 represents the negative z direction.
* <li>A yaw of 90 represents the negative x direction.
* <li>A yaw of 270 represents the positive x direction.
* </ul>
* Increasing yaw values are the equivalent of turning to your
* right-facing, increasing the scale of the next respective axis, and
* decreasing the scale of the previous axis.
*/
public getYaw(): number;
/**
* Sets the pitch of this location, measured in degrees.
* <ul>
* <li>A pitch of 0 represents level forward facing.
* <li>A pitch of 90 represents downward facing, or negative y
* direction.
* <li>A pitch of -90 represents upward facing, or positive y direction.
* </ul>
* Increasing pitch values the equivalent of looking down.
*/
public setPitch(pitch: number): void;
/**
* Gets the pitch of this location, measured in degrees.
* <ul>
* <li>A pitch of 0 represents level forward facing.
* <li>A pitch of 90 represents downward facing, or negative y
* direction.
* <li>A pitch of -90 represents upward facing, or positive y direction.
* </ul>
* Increasing pitch values the equivalent of looking down.
*/
public getPitch(): number;
/**
* Gets a unit-vector pointing in the direction that this Location is
* facing.
*/
public getDirection(): org.bukkit.util.Vector;
/**
* Sets the {@link #getYaw() yaw} and {@link #getPitch() pitch} to point
* in the direction of the vector.
*/
public setDirection(vector: org.bukkit.util.Vector): org.bukkit.Location;
/**
* Adds the location by another.
*/
public add(vec: org.bukkit.Location): org.bukkit.Location;
/**
* Adds the location by a vector.
*/
public add(vec: org.bukkit.util.Vector): org.bukkit.Location;
/**
* Adds the location by another. Not world-aware.
*/
public add(x: number, y: number, z: number): org.bukkit.Location;
/**
* Subtracts the location by another.
*/
public subtract(vec: org.bukkit.Location): org.bukkit.Location;
/**
* Subtracts the location by a vector.
*/
public subtract(vec: org.bukkit.util.Vector): org.bukkit.Location;
/**
* Subtracts the location by another. Not world-aware and
* orientation independent.
*/
public subtract(x: number, y: number, z: number): org.bukkit.Location;
/**
* Gets the magnitude of the location, defined as sqrt(x^2+y^2+z^2). The
* value of this method is not cached and uses a costly square-root
* function, so do not repeatedly call this method to get the location's
* magnitude. NaN will be returned if the inner result of the sqrt()
* function overflows, which will be caused if the length is too long. Not
* world-aware and orientation independent.
*/
public length(): number;
/**
* Gets the magnitude of the location squared. Not world-aware and
* orientation independent.
*/
public lengthSquared(): number;
/**
* Get the distance between this location and another. The value of this
* method is not cached and uses a costly square-root function, so do not
* repeatedly call this method to get the location's magnitude. NaN will
* be returned if the inner result of the sqrt() function overflows, which
* will be caused if the distance is too long.
*/
public distance(o: org.bukkit.Location): number;
/**
* Get the squared distance between this location and another.
*/
public distanceSquared(o: org.bukkit.Location): number;
/**
* Performs scalar multiplication, multiplying all components with a
* scalar. Not world-aware.
*/
public multiply(m: number): org.bukkit.Location;
/**
* Zero this location's components. Not world-aware.
*/
public zero(): org.bukkit.Location;
public equals(obj: any): boolean;
public hashCode(): number;
public toString(): string;
/**
* Constructs a new {@link Vector} based on this Location
*/
public toVector(): org.bukkit.util.Vector;
public clone(): org.bukkit.Location;
/**
* Check if each component of this Location is finite.
*/
public checkFinite(): void;
/**
* Safely converts a double (location coordinate) to an int (block
* coordinate)
*/
public static locToBlock(loc: number): number;
public serialize(): Map<any, any> /*java.util.Map*/;
/**
* Required method for deserialization
*/
public static deserialize(args: Map<any, any> /*java.util.Map*/): org.bukkit.Location;
/**
* Normalizes the given yaw angle to a value between <code>+/-180</code>
* degrees.
*/
public static normalizeYaw(yaw: number): number;
/**
* Normalizes the given pitch angle to a value between <code>+/-90</code>
* degrees.
*/
public static normalizePitch(pitch: number): number;
}
}
}

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declare namespace org {
namespace bukkit {
class Nameable {
/**
* Gets the custom name on a mob or block. If there is no name this method
* will return null.
* <p>
* This value has no effect on players, they will always use their real
* name.
*/
public getCustomName(): string;
/**
* Sets a custom name on a mob or block. This name will be used in death
* messages and can be sent to the client as a nameplate over the mob.
* <p>
* Setting the name to null or an empty string will clear it.
* <p>
* This value has no effect on players, they will always use their real
* name.
*/
public setCustomName(name: string): void;
}
}
}

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declare namespace org {
namespace bukkit {
class NamespacedKey {
/**
* Create a key in a specific namespace.
*/
constructor(namespace: string, key: string)
/**
* Create a key in the plugin's namespace.
* <p>
* Namespaces may only contain lowercase alphanumeric characters, periods,
* underscores, and hyphens.
* <p>
* Keys may only contain lowercase alphanumeric characters, periods,
* underscores, hyphens, and forward slashes.
*/
constructor(plugin: org.bukkit.plugin.Plugin, key: string)
public static MINECRAFT: string;
public static BUKKIT: string;
public getNamespace(): string;
public getKey(): string;
public hashCode(): number;
public equals(obj: any): boolean;
public toString(): string;
/**
* Return a new random key in the {@link #BUKKIT} namespace.
*/
public static randomKey(): org.bukkit.NamespacedKey;
/**
* Get a key in the Minecraft namespace.
*/
public static minecraft(key: string): org.bukkit.NamespacedKey;
}
}
}

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declare namespace org {
namespace bukkit {
class NetherWartsState {
public static SEEDED: org.bukkit.NetherWartsState;
public static STAGE_ONE: org.bukkit.NetherWartsState;
public static STAGE_TWO: org.bukkit.NetherWartsState;
public static RIPE: org.bukkit.NetherWartsState;
public static values(): org.bukkit.NetherWartsState[];
public static valueOf(name: string): org.bukkit.NetherWartsState;
}
}
}

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declare namespace org {
namespace bukkit {
namespace Note {
class Tone {
public static G: org.bukkit.Note.Tone;
public static A: org.bukkit.Note.Tone;
public static B: org.bukkit.Note.Tone;
public static C: org.bukkit.Note.Tone;
public static D: org.bukkit.Note.Tone;
public static E: org.bukkit.Note.Tone;
public static F: org.bukkit.Note.Tone;
public static TONES_COUNT: number;
public static values(): org.bukkit.Note.Tone[];
public static valueOf(name: string): org.bukkit.Note.Tone;
/**
* Returns the not sharped id of this tone.
*/
public getId(): number;
/**
* Returns the id of this tone. These method allows to return the
* sharped id of the tone. If the tone couldn't be sharped it always
* return the not sharped id of this tone.
*/
public getId(sharped: boolean): number;
/**
* Returns if this tone could be sharped.
*/
public isSharpable(): boolean;
/**
* Returns if this tone id is the sharped id of the tone.
*/
public isSharped(id: number): boolean;
/**
* Returns the tone to id. Also returning the semitones.
*/
public static getById(id: number): org.bukkit.Note.Tone;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Note {
/**
* Creates a new note.
*/
constructor(note: number)
/**
* Creates a new note.
*/
constructor(octave: number, tone: org.bukkit.Note.Tone, sharped: boolean)
/**
* Creates a new note for a flat tone, such as A-flat.
*/
public static flat(octave: number, tone: org.bukkit.Note.Tone): org.bukkit.Note;
/**
* Creates a new note for a sharp tone, such as A-sharp.
*/
public static sharp(octave: number, tone: org.bukkit.Note.Tone): org.bukkit.Note;
/**
* Creates a new note for a natural tone, such as A-natural.
*/
public static natural(octave: number, tone: org.bukkit.Note.Tone): org.bukkit.Note;
public sharped(): org.bukkit.Note;
public flattened(): org.bukkit.Note;
/**
* Returns the internal id of this note.
*/
public getId(): number;
/**
* Returns the octave of this note.
*/
public getOctave(): number;
/**
* Returns the tone of this note.
*/
public getTone(): org.bukkit.Note.Tone;
/**
* Returns if this note is sharped.
*/
public isSharped(): boolean;
public hashCode(): number;
public equals(obj: any): boolean;
public toString(): string;
}
}
}

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declare namespace org {
namespace bukkit {
class OfflinePlayer {
/**
* Checks if this player is currently online
*/
public isOnline(): boolean;
/**
* Returns the name of this player
* <p>
* Names are no longer unique past a single game session. For persistent storage
* it is recommended that you use {@link #getUniqueId()} instead.
*/
public getName(): string;
/**
* Returns the UUID of this player
*/
public getUniqueId(): any;
/**
* Checks if this player is banned or not
*/
public isBanned(): boolean;
/**
* Checks if this player is whitelisted or not
*/
public isWhitelisted(): boolean;
/**
* Sets if this player is whitelisted or not
*/
public setWhitelisted(value: boolean): void;
/**
* Gets a {@link Player} object that this represents, if there is one
* <p>
* If the player is online, this will return that player. Otherwise,
* it will return null.
*/
public getPlayer(): org.bukkit.entity.Player;
/**
* Gets the first date and time that this player was witnessed on this
* server.
* <p>
* If the player has never played before, this will return 0. Otherwise,
* it will be the amount of milliseconds since midnight, January 1, 1970
* UTC.
*/
public getFirstPlayed(): number;
/**
* Gets the last date and time that this player was witnessed on this
* server.
* <p>
* If the player has never played before, this will return 0. Otherwise,
* it will be the amount of milliseconds since midnight, January 1, 1970
* UTC.
*/
public getLastPlayed(): number;
/**
* Checks if this player has played on this server before.
*/
public hasPlayedBefore(): boolean;
/**
* Gets the Location where the player will spawn at their bed, null if
* they have not slept in one or their current bed spawn is invalid.
*/
public getBedSpawnLocation(): org.bukkit.Location;
}
}
}

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declare namespace org {
namespace bukkit {
namespace Particle {
class DustOptions {
constructor(color: org.bukkit.Color, size: number)
/**
* The color of the particles to be displayed.
*/
public getColor(): org.bukkit.Color;
/**
* Relative size of the particle.
*/
public getSize(): number;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Particle {
public static EXPLOSION_NORMAL: org.bukkit.Particle;
public static EXPLOSION_LARGE: org.bukkit.Particle;
public static EXPLOSION_HUGE: org.bukkit.Particle;
public static FIREWORKS_SPARK: org.bukkit.Particle;
public static WATER_BUBBLE: org.bukkit.Particle;
public static WATER_SPLASH: org.bukkit.Particle;
public static WATER_WAKE: org.bukkit.Particle;
public static SUSPENDED: org.bukkit.Particle;
public static SUSPENDED_DEPTH: org.bukkit.Particle;
public static CRIT: org.bukkit.Particle;
public static CRIT_MAGIC: org.bukkit.Particle;
public static SMOKE_NORMAL: org.bukkit.Particle;
public static SMOKE_LARGE: org.bukkit.Particle;
public static SPELL: org.bukkit.Particle;
public static SPELL_INSTANT: org.bukkit.Particle;
public static SPELL_MOB: org.bukkit.Particle;
public static SPELL_MOB_AMBIENT: org.bukkit.Particle;
public static SPELL_WITCH: org.bukkit.Particle;
public static DRIP_WATER: org.bukkit.Particle;
public static DRIP_LAVA: org.bukkit.Particle;
public static VILLAGER_ANGRY: org.bukkit.Particle;
public static VILLAGER_HAPPY: org.bukkit.Particle;
public static TOWN_AURA: org.bukkit.Particle;
public static NOTE: org.bukkit.Particle;
public static PORTAL: org.bukkit.Particle;
public static ENCHANTMENT_TABLE: org.bukkit.Particle;
public static FLAME: org.bukkit.Particle;
public static LAVA: org.bukkit.Particle;
public static CLOUD: org.bukkit.Particle;
public static REDSTONE: org.bukkit.Particle;
public static SNOWBALL: org.bukkit.Particle;
public static SNOW_SHOVEL: org.bukkit.Particle;
public static SLIME: org.bukkit.Particle;
public static HEART: org.bukkit.Particle;
public static BARRIER: org.bukkit.Particle;
public static ITEM_CRACK: org.bukkit.Particle;
public static BLOCK_CRACK: org.bukkit.Particle;
public static BLOCK_DUST: org.bukkit.Particle;
public static WATER_DROP: org.bukkit.Particle;
public static MOB_APPEARANCE: org.bukkit.Particle;
public static DRAGON_BREATH: org.bukkit.Particle;
public static END_ROD: org.bukkit.Particle;
public static DAMAGE_INDICATOR: org.bukkit.Particle;
public static SWEEP_ATTACK: org.bukkit.Particle;
public static FALLING_DUST: org.bukkit.Particle;
public static TOTEM: org.bukkit.Particle;
public static SPIT: org.bukkit.Particle;
public static SQUID_INK: org.bukkit.Particle;
public static BUBBLE_POP: org.bukkit.Particle;
public static CURRENT_DOWN: org.bukkit.Particle;
public static BUBBLE_COLUMN_UP: org.bukkit.Particle;
public static NAUTILUS: org.bukkit.Particle;
public static DOLPHIN: org.bukkit.Particle;
public static SNEEZE: org.bukkit.Particle;
public static CAMPFIRE_COSY_SMOKE: org.bukkit.Particle;
public static CAMPFIRE_SIGNAL_SMOKE: org.bukkit.Particle;
public static COMPOSTER: org.bukkit.Particle;
public static FLASH: org.bukkit.Particle;
public static FALLING_LAVA: org.bukkit.Particle;
public static LANDING_LAVA: org.bukkit.Particle;
public static FALLING_WATER: org.bukkit.Particle;
public static LEGACY_BLOCK_CRACK: org.bukkit.Particle;
public static LEGACY_BLOCK_DUST: org.bukkit.Particle;
public static LEGACY_FALLING_DUST: org.bukkit.Particle;
public static values(): org.bukkit.Particle[];
public static valueOf(name: string): org.bukkit.Particle;
/**
* Returns the required data type for the particle
*/
public getDataType(): any;
}
}
}

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declare namespace org {
namespace bukkit {
class PortalType {
public static NETHER: org.bukkit.PortalType;
public static ENDER: org.bukkit.PortalType;
public static CUSTOM: org.bukkit.PortalType;
public static values(): org.bukkit.PortalType[];
public static valueOf(name: string): org.bukkit.PortalType;
}
}
}

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declare namespace org {
namespace bukkit {
namespace Registry {
class SimpleRegistry {
constructor(type: any)
constructor(type: any, predicate: any)
public get(key: org.bukkit.NamespacedKey): any;
public iterator(): any;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Registry {
public static ADVANCEMENT: org.bukkit.Registry;
public static ART: org.bukkit.Registry;
public static BIOME: org.bukkit.Registry;
public static BOSS_BARS: org.bukkit.Registry;
public static ENCHANTMENT: org.bukkit.Registry;
public static ENTITY_TYPE: org.bukkit.Registry;
public static LOOT_TABLES: org.bukkit.Registry;
public static MATERIAL: org.bukkit.Registry;
public static STATISTIC: org.bukkit.Registry;
public static VILLAGER_PROFESSION: org.bukkit.Registry;
public static VILLAGER_TYPE: org.bukkit.Registry;
public static MEMORY_MODULE_TYPE: org.bukkit.Registry;
/**
* Get the object by its key.
*/
public get(key: org.bukkit.NamespacedKey): org.bukkit.Keyed;
}
}
}

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declare namespace org {
namespace bukkit {
class Rotation {
public static NONE: org.bukkit.Rotation;
public static CLOCKWISE_45: org.bukkit.Rotation;
public static CLOCKWISE: org.bukkit.Rotation;
public static CLOCKWISE_135: org.bukkit.Rotation;
public static FLIPPED: org.bukkit.Rotation;
public static FLIPPED_45: org.bukkit.Rotation;
public static COUNTER_CLOCKWISE: org.bukkit.Rotation;
public static COUNTER_CLOCKWISE_45: org.bukkit.Rotation;
public static values(): org.bukkit.Rotation[];
public static valueOf(name: string): org.bukkit.Rotation;
/**
* Rotate clockwise by 90 degrees.
*/
public rotateClockwise(): org.bukkit.Rotation;
/**
* Rotate counter-clockwise by 90 degrees.
*/
public rotateCounterClockwise(): org.bukkit.Rotation;
}
}
}

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declare namespace org {
namespace bukkit {
class SandstoneType {
public static CRACKED: org.bukkit.SandstoneType;
public static GLYPHED: org.bukkit.SandstoneType;
public static SMOOTH: org.bukkit.SandstoneType;
public static values(): org.bukkit.SandstoneType[];
public static valueOf(name: string): org.bukkit.SandstoneType;
/**
* Gets the associated data value representing this type of sandstone
*/
public getData(): number;
/**
* Gets the type of sandstone with the given data value
*/
public static getByData(data: number): org.bukkit.SandstoneType;
}
}
}

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declare namespace org {
namespace bukkit {
class Server {
public static BROADCAST_CHANNEL_ADMINISTRATIVE: string;
public static BROADCAST_CHANNEL_USERS: string;
/**
* Gets the name of this server implementation.
*/
public getName(): string;
/**
* Gets the version string of this server implementation.
*/
public getVersion(): string;
/**
* Gets the Bukkit version that this server is running.
*/
public getBukkitVersion(): string;
/**
* Gets a view of all currently logged in players. This {@linkplain
* Collections#unmodifiableCollection(Collection) view} is a reused
* object, making some operations like {@link Collection#size()}
* zero-allocation.
* <p>
* The collection is a view backed by the internal representation, such
* that, changes to the internal state of the server will be reflected
* immediately. However, the reuse of the returned collection (identity)
* is not strictly guaranteed for future or all implementations. Casting
* the collection, or relying on interface implementations (like {@link
* Serializable} or {@link List}), is deprecated.
* <p>
* Iteration behavior is undefined outside of self-contained main-thread
* uses. Normal and immediate iterator use without consequences that
* affect the collection are fully supported. The effects following
* (non-exhaustive) {@link Entity#teleport(Location) teleportation},
* {@link Player#setHealth(double) death}, and {@link Player#kickPlayer(
* String) kicking} are undefined. Any use of this collection from
* asynchronous threads is unsafe.
* <p>
* For safe consequential iteration or mimicking the old array behavior,
* using {@link Collection#toArray(Object[])} is recommended. For making
* snapshots, {@link ImmutableList#copyOf(Collection)} is recommended.
*/
public getOnlinePlayers(): any[] /*java.util.Collection*/;
/**
* Get the maximum amount of players which can login to this server.
*/
public getMaxPlayers(): number;
/**
* Get the game port that the server runs on.
*/
public getPort(): number;
/**
* Get the view distance from this server.
*/
public getViewDistance(): number;
/**
* Get the IP that this server is bound to, or empty string if not
* specified.
*/
public getIp(): string;
/**
* Get world type (level-type setting) for default world.
*/
public getWorldType(): string;
/**
* Get generate-structures setting.
*/
public getGenerateStructures(): boolean;
/**
* Gets whether this server allows the End or not.
*/
public getAllowEnd(): boolean;
/**
* Gets whether this server allows the Nether or not.
*/
public getAllowNether(): boolean;
/**
* Gets whether this server has a whitelist or not.
*/
public hasWhitelist(): boolean;
/**
* Sets if the server is whitelisted.
*/
public setWhitelist(value: boolean): void;
/**
* Gets a list of whitelisted players.
*/
public getWhitelistedPlayers(): any[] /*java.util.Set*/;
/**
* Reloads the whitelist from disk.
*/
public reloadWhitelist(): void;
/**
* Broadcast a message to all players.
* <p>
* This is the same as calling {@link #broadcast(java.lang.String,
* java.lang.String)} to {@link #BROADCAST_CHANNEL_USERS}
*/
public broadcastMessage(message: string): number;
/**
* Gets the name of the update folder. The update folder is used to safely
* update plugins at the right moment on a plugin load.
* <p>
* The update folder name is relative to the plugins folder.
*/
public getUpdateFolder(): string;
/**
* Gets the update folder. The update folder is used to safely update
* plugins at the right moment on a plugin load.
*/
public getUpdateFolderFile(): any;
/**
* Gets the value of the connection throttle setting.
*/
public getConnectionThrottle(): number;
/**
* Gets default ticks per animal spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, animal spawning will be disabled. We
* recommend using spawn-animals to control this instead.
* <p>
* Minecraft default: 400.
*/
public getTicksPerAnimalSpawns(): number;
/**
* Gets the default ticks per monster spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, monsters spawning will be disabled. We
* recommend using spawn-monsters to control this instead.
* <p>
* Minecraft default: 1.
*/
public getTicksPerMonsterSpawns(): number;
/**
* Gets a player object by the given username.
* <p>
* This method may not return objects for offline players.
*/
public getPlayer(name: string): org.bukkit.entity.Player;
/**
* Gets the player with the exact given name, case insensitive.
*/
public getPlayerExact(name: string): org.bukkit.entity.Player;
/**
* Attempts to match any players with the given name, and returns a list
* of all possibly matches.
* <p>
* This list is not sorted in any particular order. If an exact match is
* found, the returned list will only contain a single result.
*/
public matchPlayer(name: string): any[] /*java.util.List*/;
/**
* Gets the player with the given UUID.
*/
public getPlayer(id: any): org.bukkit.entity.Player;
/**
* Gets the plugin manager for interfacing with plugins.
*/
public getPluginManager(): org.bukkit.plugin.PluginManager;
/**
* Gets the scheduler for managing scheduled events.
*/
public getScheduler(): org.bukkit.scheduler.BukkitScheduler;
/**
* Gets a services manager.
*/
public getServicesManager(): org.bukkit.plugin.ServicesManager;
/**
* Gets a list of all worlds on this server.
*/
public getWorlds(): any[] /*java.util.List*/;
/**
* Creates or loads a world with the given name using the specified
* options.
* <p>
* If the world is already loaded, it will just return the equivalent of
* getWorld(creator.name()).
*/
public createWorld(creator: org.bukkit.WorldCreator): org.bukkit.World;
/**
* Unloads a world with the given name.
*/
public unloadWorld(name: string, save: boolean): boolean;
/**
* Unloads the given world.
*/
public unloadWorld(world: org.bukkit.World, save: boolean): boolean;
/**
* Gets the world with the given name.
*/
public getWorld(name: string): org.bukkit.World;
/**
* Gets the world from the given Unique ID.
*/
public getWorld(uid: any): org.bukkit.World;
/**
* Gets the map from the given item ID.
*/
public getMap(id: number): org.bukkit.map.MapView;
/**
* Create a new map with an automatically assigned ID.
*/
public createMap(world: org.bukkit.World): org.bukkit.map.MapView;
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*/
public createExplorerMap(world: org.bukkit.World, location: org.bukkit.Location, structureType: org.bukkit.StructureType): org.bukkit.inventory.ItemStack;
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*/
public createExplorerMap(world: org.bukkit.World, location: org.bukkit.Location, structureType: org.bukkit.StructureType, radius: number, findUnexplored: boolean): org.bukkit.inventory.ItemStack;
/**
* Reloads the server, refreshing settings and plugin information.
*/
public reload(): void;
/**
* Reload only the Minecraft data for the server. This includes custom
* advancements and loot tables.
*/
public reloadData(): void;
/**
* Returns the primary logger associated with this server instance.
*/
public getLogger(): any;
/**
* Gets a {@link PluginCommand} with the given name or alias.
*/
public getPluginCommand(name: string): org.bukkit.command.PluginCommand;
/**
* Writes loaded players to disk.
*/
public savePlayers(): void;
/**
* Dispatches a command on this server, and executes it if found.
*/
public dispatchCommand(sender: org.bukkit.command.CommandSender, commandLine: string): boolean;
/**
* Adds a recipe to the crafting manager.
*/
public addRecipe(recipe: org.bukkit.inventory.Recipe): boolean;
/**
* Get a list of all recipes for a given item. The stack size is ignored
* in comparisons. If the durability is -1, it will match any data value.
*/
public getRecipesFor(result: org.bukkit.inventory.ItemStack): any[] /*java.util.List*/;
/**
* Get an iterator through the list of crafting recipes.
*/
public recipeIterator(): any;
/**
* Clears the list of crafting recipes.
*/
public clearRecipes(): void;
/**
* Resets the list of crafting recipes to the default.
*/
public resetRecipes(): void;
/**
* Gets a list of command aliases defined in the server properties.
*/
public getCommandAliases(): Map<any, any> /*java.util.Map*/;
/**
* Gets the radius, in blocks, around each worlds spawn point to protect.
*/
public getSpawnRadius(): number;
/**
* Sets the radius, in blocks, around each worlds spawn point to protect.
*/
public setSpawnRadius(value: number): void;
/**
* Gets whether the Server is in online mode or not.
*/
public getOnlineMode(): boolean;
/**
* Gets whether this server allows flying or not.
*/
public getAllowFlight(): boolean;
/**
* Gets whether the server is in hardcore mode or not.
*/
public isHardcore(): boolean;
/**
* Shutdowns the server, stopping everything.
*/
public shutdown(): void;
/**
* Broadcasts the specified message to every user with the given
* permission name.
*/
public broadcast(message: string, permission: string): number;
/**
* Gets the player by the given name, regardless if they are offline or
* online.
* <p>
* This method may involve a blocking web request to get the UUID for the
* given name.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*/
public getOfflinePlayer(name: string): org.bukkit.OfflinePlayer;
/**
* Gets the player by the given UUID, regardless if they are offline or
* online.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*/
public getOfflinePlayer(id: any): org.bukkit.OfflinePlayer;
/**
* Gets a set containing all current IPs that are banned.
*/
public getIPBans(): any[] /*java.util.Set*/;
/**
* Bans the specified address from the server.
*/
public banIP(address: string): void;
/**
* Unbans the specified address from the server.
*/
public unbanIP(address: string): void;
/**
* Gets a set containing all banned players.
*/
public getBannedPlayers(): any[] /*java.util.Set*/;
/**
* Gets a ban list for the supplied type.
* <p>
* Bans by name are no longer supported and this method will return
* null when trying to request them. The replacement is bans by UUID.
*/
public getBanList(type: org.bukkit.BanList.Type): org.bukkit.BanList;
/**
* Gets a set containing all player operators.
*/
public getOperators(): any[] /*java.util.Set*/;
/**
* Gets the default {@link GameMode} for new players.
*/
public getDefaultGameMode(): org.bukkit.GameMode;
/**
* Sets the default {@link GameMode} for new players.
*/
public setDefaultGameMode(mode: org.bukkit.GameMode): void;
/**
* Gets a {@link ConsoleCommandSender} that may be used as an input source
* for this server.
*/
public getConsoleSender(): org.bukkit.command.ConsoleCommandSender;
/**
* Gets the folder that contains all of the various {@link World}s.
*/
public getWorldContainer(): any;
/**
* Gets every player that has ever played on this server.
*/
public getOfflinePlayers(): org.bukkit.OfflinePlayer[];
/**
* Gets the {@link Messenger} responsible for this server.
*/
public getMessenger(): org.bukkit.plugin.messaging.Messenger;
/**
* Gets the {@link HelpMap} providing help topics for this server.
*/
public getHelpMap(): org.bukkit.help.HelpMap;
/**
* Creates an empty inventory with the specified type. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*/
public createInventory(owner: org.bukkit.inventory.InventoryHolder, type: org.bukkit.event.inventory.InventoryType): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory with the specified type and title. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.<br>
* It should be noted that some inventory types do not support titles and
* may not render with said titles on the Minecraft client.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*/
public createInventory(owner: org.bukkit.inventory.InventoryHolder, type: org.bukkit.event.inventory.InventoryType, title: string): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size.
*/
public createInventory(owner: org.bukkit.inventory.InventoryHolder, size: number): org.bukkit.inventory.Inventory;
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size and title.
*/
public createInventory(owner: org.bukkit.inventory.InventoryHolder, size: number, title: string): org.bukkit.inventory.Inventory;
/**
* Creates an empty merchant.
*/
public createMerchant(title: string): org.bukkit.inventory.Merchant;
/**
* Gets user-specified limit for number of monsters that can spawn in a
* chunk.
*/
public getMonsterSpawnLimit(): number;
/**
* Gets user-specified limit for number of animals that can spawn in a
* chunk.
*/
public getAnimalSpawnLimit(): number;
/**
* Gets user-specified limit for number of water animals that can spawn in
* a chunk.
*/
public getWaterAnimalSpawnLimit(): number;
/**
* Gets user-specified limit for number of ambient mobs that can spawn in
* a chunk.
*/
public getAmbientSpawnLimit(): number;
/**
* Checks the current thread against the expected primary thread for the
* server.
* <p>
* <b>Note:</b> this method should not be used to indicate the current
* synchronized state of the runtime. A current thread matching the main
* thread indicates that it is synchronized, but a mismatch <b>does not
* preclude</b> the same assumption.
*/
public isPrimaryThread(): boolean;
/**
* Gets the message that is displayed on the server list.
*/
public getMotd(): string;
/**
* Gets the default message that is displayed when the server is stopped.
*/
public getShutdownMessage(): string;
/**
* Gets the current warning state for the server.
*/
public getWarningState(): org.bukkit.Warning.WarningState;
/**
* Gets the instance of the item factory (for {@link ItemMeta}).
*/
public getItemFactory(): org.bukkit.inventory.ItemFactory;
/**
* Gets the instance of the scoreboard manager.
* <p>
* This will only exist after the first world has loaded.
*/
public getScoreboardManager(): org.bukkit.scoreboard.ScoreboardManager;
/**
* Gets an instance of the server's default server-icon.
*/
public getServerIcon(): org.bukkit.util.CachedServerIcon;
/**
* Loads an image from a file, and returns a cached image for the specific
* server-icon.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*/
public loadServerIcon(file: any): org.bukkit.util.CachedServerIcon;
/**
* Creates a cached server-icon for the specific image.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*/
public loadServerIcon(image: any): org.bukkit.util.CachedServerIcon;
/**
* Set the idle kick timeout. Any players idle for the specified amount of
* time will be automatically kicked.
* <p>
* A value of 0 will disable the idle kick timeout.
*/
public setIdleTimeout(threshold: number): void;
/**
* Gets the idle kick timeout.
*/
public getIdleTimeout(): number;
/**
* Create a ChunkData for use in a generator.
* See {@link ChunkGenerator#generateChunkData(org.bukkit.World, java.util.Random, int, int, org.bukkit.generator.ChunkGenerator.BiomeGrid)}
*/
public createChunkData(world: org.bukkit.World): org.bukkit.generator.ChunkGenerator.ChunkData;
/**
* Creates a boss bar instance to display to players. The progress
* defaults to 1.0
*/
public createBossBar(title: string, color: org.bukkit.boss.BarColor, style: org.bukkit.boss.BarStyle, flags: org.bukkit.boss.BarFlag): org.bukkit.boss.BossBar;
/**
* Creates a boss bar instance to display to players. The progress defaults
* to 1.0.
* <br>
* This instance is added to the persistent storage of the server and will
* be editable by commands and restored after restart.
*/
public createBossBar(key: org.bukkit.NamespacedKey, title: string, color: org.bukkit.boss.BarColor, style: org.bukkit.boss.BarStyle, flags: org.bukkit.boss.BarFlag): org.bukkit.boss.KeyedBossBar;
/**
* Gets an unmodifiable iterator through all persistent bossbars.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public getBossBars(): any;
/**
* Gets the {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public getBossBar(key: org.bukkit.NamespacedKey): org.bukkit.boss.KeyedBossBar;
/**
* Removes a {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
* e.g. bossbars created using the bossbar command
*/
public removeBossBar(key: org.bukkit.NamespacedKey): boolean;
/**
* Gets an entity on the server by its UUID
*/
public getEntity(uuid: any): org.bukkit.entity.Entity;
/**
* Get the advancement specified by this key.
*/
public getAdvancement(key: org.bukkit.NamespacedKey): org.bukkit.advancement.Advancement;
/**
* Get an iterator through all advancements. Advancements cannot be removed
* from this iterator,
*/
public advancementIterator(): any;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*/
public createBlockData(material: org.bukkit.Material): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*/
public createBlockData(material: org.bukkit.Material, consumer: any): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance with material and properties
* parsed from provided data.
*/
public createBlockData(data: string): org.bukkit.block.data.BlockData;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults, except for those
* provided in data.
* <br>
* If <code>material</code> is specified, then the data string must not also
* contain the material.
*/
public createBlockData(material: org.bukkit.Material, data: string): org.bukkit.block.data.BlockData;
/**
* Gets a tag which has already been defined within the server. Plugins are
* suggested to use the concrete tags in {@link Tag} rather than this method
* which makes no guarantees about which tags are available, and may also be
* less performant due to lack of caching.
* <br>
* Tags will be searched for in an implementation specific manner, but a
* path consisting of namespace/tags/registry/key is expected.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
*/
public getTag(registry: string, tag: org.bukkit.NamespacedKey, clazz: any): org.bukkit.Tag;
/**
* Gets a all tags which have been defined within the server.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
* <br>
* No guarantees are made about the mutability of the returned iterator.
*/
public getTags(registry: string, clazz: any): any;
/**
* Gets the specified {@link LootTable}.
*/
public getLootTable(key: org.bukkit.NamespacedKey): org.bukkit.loot.LootTable;
/**
* Selects entities using the given Vanilla selector.
* <br>
* No guarantees are made about the selector format, other than they match
* the Vanilla format for the active Minecraft version.
* <br>
* Usually a selector will start with '@', unless selecting a Player in
* which case it may simply be the Player's name or UUID.
* <br>
* Note that in Vanilla, elevated permissions are usually required to use
* '@' selectors, but this method should not check such permissions from the
* sender.
*/
public selectEntities(sender: org.bukkit.command.CommandSender, selector: string): any[] /*java.util.List*/;
public getUnsafe(): org.bukkit.UnsafeValues;
}
}
}

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@ -0,0 +1,14 @@
declare namespace org {
namespace bukkit {
class SkullType {
public static SKELETON: org.bukkit.SkullType;
public static WITHER: org.bukkit.SkullType;
public static ZOMBIE: org.bukkit.SkullType;
public static PLAYER: org.bukkit.SkullType;
public static CREEPER: org.bukkit.SkullType;
public static DRAGON: org.bukkit.SkullType;
public static values(): org.bukkit.SkullType[];
public static valueOf(name: string): org.bukkit.SkullType;
}
}
}

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@ -0,0 +1,803 @@
declare namespace org {
namespace bukkit {
class Sound {
public static AMBIENT_CAVE: any;
public static AMBIENT_UNDERWATER_ENTER: any;
public static AMBIENT_UNDERWATER_EXIT: any;
public static AMBIENT_UNDERWATER_LOOP: any;
public static AMBIENT_UNDERWATER_LOOP_ADDITIONS: any;
public static AMBIENT_UNDERWATER_LOOP_ADDITIONS_RARE: any;
public static AMBIENT_UNDERWATER_LOOP_ADDITIONS_ULTRA_RARE: any;
public static BLOCK_ANVIL_BREAK: any;
public static BLOCK_ANVIL_DESTROY: any;
public static BLOCK_ANVIL_FALL: any;
public static BLOCK_ANVIL_HIT: any;
public static BLOCK_ANVIL_LAND: any;
public static BLOCK_ANVIL_PLACE: any;
public static BLOCK_ANVIL_STEP: any;
public static BLOCK_ANVIL_USE: any;
public static BLOCK_BAMBOO_BREAK: any;
public static BLOCK_BAMBOO_FALL: any;
public static BLOCK_BAMBOO_HIT: any;
public static BLOCK_BAMBOO_PLACE: any;
public static BLOCK_BAMBOO_SAPLING_BREAK: any;
public static BLOCK_BAMBOO_SAPLING_HIT: any;
public static BLOCK_BAMBOO_SAPLING_PLACE: any;
public static BLOCK_BAMBOO_STEP: any;
public static BLOCK_BARREL_CLOSE: any;
public static BLOCK_BARREL_OPEN: any;
public static BLOCK_BEACON_ACTIVATE: any;
public static BLOCK_BEACON_AMBIENT: any;
public static BLOCK_BEACON_DEACTIVATE: any;
public static BLOCK_BEACON_POWER_SELECT: any;
public static BLOCK_BELL_RESONATE: any;
public static BLOCK_BELL_USE: any;
public static BLOCK_BLASTFURNACE_FIRE_CRACKLE: any;
public static BLOCK_BREWING_STAND_BREW: any;
public static BLOCK_BUBBLE_COLUMN_BUBBLE_POP: any;
public static BLOCK_BUBBLE_COLUMN_UPWARDS_AMBIENT: any;
public static BLOCK_BUBBLE_COLUMN_UPWARDS_INSIDE: any;
public static BLOCK_BUBBLE_COLUMN_WHIRLPOOL_AMBIENT: any;
public static BLOCK_BUBBLE_COLUMN_WHIRLPOOL_INSIDE: any;
public static BLOCK_CAMPFIRE_CRACKLE: any;
public static BLOCK_CHEST_CLOSE: any;
public static BLOCK_CHEST_LOCKED: any;
public static BLOCK_CHEST_OPEN: any;
public static BLOCK_CHORUS_FLOWER_DEATH: any;
public static BLOCK_CHORUS_FLOWER_GROW: any;
public static BLOCK_COMPARATOR_CLICK: any;
public static BLOCK_COMPOSTER_EMPTY: any;
public static BLOCK_COMPOSTER_FILL: any;
public static BLOCK_COMPOSTER_FILL_SUCCESS: any;
public static BLOCK_COMPOSTER_READY: any;
public static BLOCK_CONDUIT_ACTIVATE: any;
public static BLOCK_CONDUIT_AMBIENT: any;
public static BLOCK_CONDUIT_AMBIENT_SHORT: any;
public static BLOCK_CONDUIT_ATTACK_TARGET: any;
public static BLOCK_CONDUIT_DEACTIVATE: any;
public static BLOCK_CORAL_BLOCK_BREAK: any;
public static BLOCK_CORAL_BLOCK_FALL: any;
public static BLOCK_CORAL_BLOCK_HIT: any;
public static BLOCK_CORAL_BLOCK_PLACE: any;
public static BLOCK_CORAL_BLOCK_STEP: any;
public static BLOCK_CROP_BREAK: any;
public static BLOCK_DISPENSER_DISPENSE: any;
public static BLOCK_DISPENSER_FAIL: any;
public static BLOCK_DISPENSER_LAUNCH: any;
public static BLOCK_ENCHANTMENT_TABLE_USE: any;
public static BLOCK_ENDER_CHEST_CLOSE: any;
public static BLOCK_ENDER_CHEST_OPEN: any;
public static BLOCK_END_GATEWAY_SPAWN: any;
public static BLOCK_END_PORTAL_FRAME_FILL: any;
public static BLOCK_END_PORTAL_SPAWN: any;
public static BLOCK_FENCE_GATE_CLOSE: any;
public static BLOCK_FENCE_GATE_OPEN: any;
public static BLOCK_FIRE_AMBIENT: any;
public static BLOCK_FIRE_EXTINGUISH: any;
public static BLOCK_FURNACE_FIRE_CRACKLE: any;
public static BLOCK_GLASS_BREAK: any;
public static BLOCK_GLASS_FALL: any;
public static BLOCK_GLASS_HIT: any;
public static BLOCK_GLASS_PLACE: any;
public static BLOCK_GLASS_STEP: any;
public static BLOCK_GRASS_BREAK: any;
public static BLOCK_GRASS_FALL: any;
public static BLOCK_GRASS_HIT: any;
public static BLOCK_GRASS_PLACE: any;
public static BLOCK_GRASS_STEP: any;
public static BLOCK_GRAVEL_BREAK: any;
public static BLOCK_GRAVEL_FALL: any;
public static BLOCK_GRAVEL_HIT: any;
public static BLOCK_GRAVEL_PLACE: any;
public static BLOCK_GRAVEL_STEP: any;
public static BLOCK_GRINDSTONE_USE: any;
public static BLOCK_IRON_DOOR_CLOSE: any;
public static BLOCK_IRON_DOOR_OPEN: any;
public static BLOCK_IRON_TRAPDOOR_CLOSE: any;
public static BLOCK_IRON_TRAPDOOR_OPEN: any;
public static BLOCK_LADDER_BREAK: any;
public static BLOCK_LADDER_FALL: any;
public static BLOCK_LADDER_HIT: any;
public static BLOCK_LADDER_PLACE: any;
public static BLOCK_LADDER_STEP: any;
public static BLOCK_LANTERN_BREAK: any;
public static BLOCK_LANTERN_FALL: any;
public static BLOCK_LANTERN_HIT: any;
public static BLOCK_LANTERN_PLACE: any;
public static BLOCK_LANTERN_STEP: any;
public static BLOCK_LAVA_AMBIENT: any;
public static BLOCK_LAVA_EXTINGUISH: any;
public static BLOCK_LAVA_POP: any;
public static BLOCK_LEVER_CLICK: any;
public static BLOCK_LILY_PAD_PLACE: any;
public static BLOCK_METAL_BREAK: any;
public static BLOCK_METAL_FALL: any;
public static BLOCK_METAL_HIT: any;
public static BLOCK_METAL_PLACE: any;
public static BLOCK_METAL_PRESSURE_PLATE_CLICK_OFF: any;
public static BLOCK_METAL_PRESSURE_PLATE_CLICK_ON: any;
public static BLOCK_METAL_STEP: any;
public static BLOCK_NETHER_WART_BREAK: any;
public static BLOCK_NOTE_BLOCK_BANJO: any;
public static BLOCK_NOTE_BLOCK_BASEDRUM: any;
public static BLOCK_NOTE_BLOCK_BASS: any;
public static BLOCK_NOTE_BLOCK_BELL: any;
public static BLOCK_NOTE_BLOCK_BIT: any;
public static BLOCK_NOTE_BLOCK_CHIME: any;
public static BLOCK_NOTE_BLOCK_COW_BELL: any;
public static BLOCK_NOTE_BLOCK_DIDGERIDOO: any;
public static BLOCK_NOTE_BLOCK_FLUTE: any;
public static BLOCK_NOTE_BLOCK_GUITAR: any;
public static BLOCK_NOTE_BLOCK_HARP: any;
public static BLOCK_NOTE_BLOCK_HAT: any;
public static BLOCK_NOTE_BLOCK_IRON_XYLOPHONE: any;
public static BLOCK_NOTE_BLOCK_PLING: any;
public static BLOCK_NOTE_BLOCK_SNARE: any;
public static BLOCK_NOTE_BLOCK_XYLOPHONE: any;
public static BLOCK_PISTON_CONTRACT: any;
public static BLOCK_PISTON_EXTEND: any;
public static BLOCK_PORTAL_AMBIENT: any;
public static BLOCK_PORTAL_TRAVEL: any;
public static BLOCK_PORTAL_TRIGGER: any;
public static BLOCK_PUMPKIN_CARVE: any;
public static BLOCK_REDSTONE_TORCH_BURNOUT: any;
public static BLOCK_SAND_BREAK: any;
public static BLOCK_SAND_FALL: any;
public static BLOCK_SAND_HIT: any;
public static BLOCK_SAND_PLACE: any;
public static BLOCK_SAND_STEP: any;
public static BLOCK_SCAFFOLDING_BREAK: any;
public static BLOCK_SCAFFOLDING_FALL: any;
public static BLOCK_SCAFFOLDING_HIT: any;
public static BLOCK_SCAFFOLDING_PLACE: any;
public static BLOCK_SCAFFOLDING_STEP: any;
public static BLOCK_SHULKER_BOX_CLOSE: any;
public static BLOCK_SHULKER_BOX_OPEN: any;
public static BLOCK_SLIME_BLOCK_BREAK: any;
public static BLOCK_SLIME_BLOCK_FALL: any;
public static BLOCK_SLIME_BLOCK_HIT: any;
public static BLOCK_SLIME_BLOCK_PLACE: any;
public static BLOCK_SLIME_BLOCK_STEP: any;
public static BLOCK_SMOKER_SMOKE: any;
public static BLOCK_SNOW_BREAK: any;
public static BLOCK_SNOW_FALL: any;
public static BLOCK_SNOW_HIT: any;
public static BLOCK_SNOW_PLACE: any;
public static BLOCK_SNOW_STEP: any;
public static BLOCK_STONE_BREAK: any;
public static BLOCK_STONE_BUTTON_CLICK_OFF: any;
public static BLOCK_STONE_BUTTON_CLICK_ON: any;
public static BLOCK_STONE_FALL: any;
public static BLOCK_STONE_HIT: any;
public static BLOCK_STONE_PLACE: any;
public static BLOCK_STONE_PRESSURE_PLATE_CLICK_OFF: any;
public static BLOCK_STONE_PRESSURE_PLATE_CLICK_ON: any;
public static BLOCK_STONE_STEP: any;
public static BLOCK_SWEET_BERRY_BUSH_BREAK: any;
public static BLOCK_SWEET_BERRY_BUSH_PLACE: any;
public static BLOCK_TRIPWIRE_ATTACH: any;
public static BLOCK_TRIPWIRE_CLICK_OFF: any;
public static BLOCK_TRIPWIRE_CLICK_ON: any;
public static BLOCK_TRIPWIRE_DETACH: any;
public static BLOCK_WATER_AMBIENT: any;
public static BLOCK_WET_GRASS_BREAK: any;
public static BLOCK_WET_GRASS_FALL: any;
public static BLOCK_WET_GRASS_HIT: any;
public static BLOCK_WET_GRASS_PLACE: any;
public static BLOCK_WET_GRASS_STEP: any;
public static BLOCK_WOODEN_BUTTON_CLICK_OFF: any;
public static BLOCK_WOODEN_BUTTON_CLICK_ON: any;
public static BLOCK_WOODEN_DOOR_CLOSE: any;
public static BLOCK_WOODEN_DOOR_OPEN: any;
public static BLOCK_WOODEN_PRESSURE_PLATE_CLICK_OFF: any;
public static BLOCK_WOODEN_PRESSURE_PLATE_CLICK_ON: any;
public static BLOCK_WOODEN_TRAPDOOR_CLOSE: any;
public static BLOCK_WOODEN_TRAPDOOR_OPEN: any;
public static BLOCK_WOOD_BREAK: any;
public static BLOCK_WOOD_FALL: any;
public static BLOCK_WOOD_HIT: any;
public static BLOCK_WOOD_PLACE: any;
public static BLOCK_WOOD_STEP: any;
public static BLOCK_WOOL_BREAK: any;
public static BLOCK_WOOL_FALL: any;
public static BLOCK_WOOL_HIT: any;
public static BLOCK_WOOL_PLACE: any;
public static BLOCK_WOOL_STEP: any;
public static ENCHANT_THORNS_HIT: any;
public static ENTITY_ARMOR_STAND_BREAK: any;
public static ENTITY_ARMOR_STAND_FALL: any;
public static ENTITY_ARMOR_STAND_HIT: any;
public static ENTITY_ARMOR_STAND_PLACE: any;
public static ENTITY_ARROW_HIT: any;
public static ENTITY_ARROW_HIT_PLAYER: any;
public static ENTITY_ARROW_SHOOT: any;
public static ENTITY_BAT_AMBIENT: any;
public static ENTITY_BAT_DEATH: any;
public static ENTITY_BAT_HURT: any;
public static ENTITY_BAT_LOOP: any;
public static ENTITY_BAT_TAKEOFF: any;
public static ENTITY_BLAZE_AMBIENT: any;
public static ENTITY_BLAZE_BURN: any;
public static ENTITY_BLAZE_DEATH: any;
public static ENTITY_BLAZE_HURT: any;
public static ENTITY_BLAZE_SHOOT: any;
public static ENTITY_BOAT_PADDLE_LAND: any;
public static ENTITY_BOAT_PADDLE_WATER: any;
public static ENTITY_CAT_AMBIENT: any;
public static ENTITY_CAT_BEG_FOR_FOOD: any;
public static ENTITY_CAT_DEATH: any;
public static ENTITY_CAT_EAT: any;
public static ENTITY_CAT_HISS: any;
public static ENTITY_CAT_HURT: any;
public static ENTITY_CAT_PURR: any;
public static ENTITY_CAT_PURREOW: any;
public static ENTITY_CAT_STRAY_AMBIENT: any;
public static ENTITY_CHICKEN_AMBIENT: any;
public static ENTITY_CHICKEN_DEATH: any;
public static ENTITY_CHICKEN_EGG: any;
public static ENTITY_CHICKEN_HURT: any;
public static ENTITY_CHICKEN_STEP: any;
public static ENTITY_COD_AMBIENT: any;
public static ENTITY_COD_DEATH: any;
public static ENTITY_COD_FLOP: any;
public static ENTITY_COD_HURT: any;
public static ENTITY_COW_AMBIENT: any;
public static ENTITY_COW_DEATH: any;
public static ENTITY_COW_HURT: any;
public static ENTITY_COW_MILK: any;
public static ENTITY_COW_STEP: any;
public static ENTITY_CREEPER_DEATH: any;
public static ENTITY_CREEPER_HURT: any;
public static ENTITY_CREEPER_PRIMED: any;
public static ENTITY_DOLPHIN_AMBIENT: any;
public static ENTITY_DOLPHIN_AMBIENT_WATER: any;
public static ENTITY_DOLPHIN_ATTACK: any;
public static ENTITY_DOLPHIN_DEATH: any;
public static ENTITY_DOLPHIN_EAT: any;
public static ENTITY_DOLPHIN_HURT: any;
public static ENTITY_DOLPHIN_JUMP: any;
public static ENTITY_DOLPHIN_PLAY: any;
public static ENTITY_DOLPHIN_SPLASH: any;
public static ENTITY_DOLPHIN_SWIM: any;
public static ENTITY_DONKEY_AMBIENT: any;
public static ENTITY_DONKEY_ANGRY: any;
public static ENTITY_DONKEY_CHEST: any;
public static ENTITY_DONKEY_DEATH: any;
public static ENTITY_DONKEY_HURT: any;
public static ENTITY_DRAGON_FIREBALL_EXPLODE: any;
public static ENTITY_DROWNED_AMBIENT: any;
public static ENTITY_DROWNED_AMBIENT_WATER: any;
public static ENTITY_DROWNED_DEATH: any;
public static ENTITY_DROWNED_DEATH_WATER: any;
public static ENTITY_DROWNED_HURT: any;
public static ENTITY_DROWNED_HURT_WATER: any;
public static ENTITY_DROWNED_SHOOT: any;
public static ENTITY_DROWNED_STEP: any;
public static ENTITY_DROWNED_SWIM: any;
public static ENTITY_EGG_THROW: any;
public static ENTITY_ELDER_GUARDIAN_AMBIENT: any;
public static ENTITY_ELDER_GUARDIAN_AMBIENT_LAND: any;
public static ENTITY_ELDER_GUARDIAN_CURSE: any;
public static ENTITY_ELDER_GUARDIAN_DEATH: any;
public static ENTITY_ELDER_GUARDIAN_DEATH_LAND: any;
public static ENTITY_ELDER_GUARDIAN_FLOP: any;
public static ENTITY_ELDER_GUARDIAN_HURT: any;
public static ENTITY_ELDER_GUARDIAN_HURT_LAND: any;
public static ENTITY_ENDERMAN_AMBIENT: any;
public static ENTITY_ENDERMAN_DEATH: any;
public static ENTITY_ENDERMAN_HURT: any;
public static ENTITY_ENDERMAN_SCREAM: any;
public static ENTITY_ENDERMAN_STARE: any;
public static ENTITY_ENDERMAN_TELEPORT: any;
public static ENTITY_ENDERMITE_AMBIENT: any;
public static ENTITY_ENDERMITE_DEATH: any;
public static ENTITY_ENDERMITE_HURT: any;
public static ENTITY_ENDERMITE_STEP: any;
public static ENTITY_ENDER_DRAGON_AMBIENT: any;
public static ENTITY_ENDER_DRAGON_DEATH: any;
public static ENTITY_ENDER_DRAGON_FLAP: any;
public static ENTITY_ENDER_DRAGON_GROWL: any;
public static ENTITY_ENDER_DRAGON_HURT: any;
public static ENTITY_ENDER_DRAGON_SHOOT: any;
public static ENTITY_ENDER_EYE_DEATH: any;
public static ENTITY_ENDER_EYE_LAUNCH: any;
public static ENTITY_ENDER_PEARL_THROW: any;
public static ENTITY_EVOKER_AMBIENT: any;
public static ENTITY_EVOKER_CAST_SPELL: any;
public static ENTITY_EVOKER_CELEBRATE: any;
public static ENTITY_EVOKER_DEATH: any;
public static ENTITY_EVOKER_FANGS_ATTACK: any;
public static ENTITY_EVOKER_HURT: any;
public static ENTITY_EVOKER_PREPARE_ATTACK: any;
public static ENTITY_EVOKER_PREPARE_SUMMON: any;
public static ENTITY_EVOKER_PREPARE_WOLOLO: any;
public static ENTITY_EXPERIENCE_BOTTLE_THROW: any;
public static ENTITY_EXPERIENCE_ORB_PICKUP: any;
public static ENTITY_FIREWORK_ROCKET_BLAST: any;
public static ENTITY_FIREWORK_ROCKET_BLAST_FAR: any;
public static ENTITY_FIREWORK_ROCKET_LARGE_BLAST: any;
public static ENTITY_FIREWORK_ROCKET_LARGE_BLAST_FAR: any;
public static ENTITY_FIREWORK_ROCKET_LAUNCH: any;
public static ENTITY_FIREWORK_ROCKET_SHOOT: any;
public static ENTITY_FIREWORK_ROCKET_TWINKLE: any;
public static ENTITY_FIREWORK_ROCKET_TWINKLE_FAR: any;
public static ENTITY_FISHING_BOBBER_RETRIEVE: any;
public static ENTITY_FISHING_BOBBER_SPLASH: any;
public static ENTITY_FISHING_BOBBER_THROW: any;
public static ENTITY_FISH_SWIM: any;
public static ENTITY_FOX_AGGRO: any;
public static ENTITY_FOX_AMBIENT: any;
public static ENTITY_FOX_BITE: any;
public static ENTITY_FOX_DEATH: any;
public static ENTITY_FOX_EAT: any;
public static ENTITY_FOX_HURT: any;
public static ENTITY_FOX_SCREECH: any;
public static ENTITY_FOX_SLEEP: any;
public static ENTITY_FOX_SNIFF: any;
public static ENTITY_FOX_SPIT: any;
public static ENTITY_GENERIC_BIG_FALL: any;
public static ENTITY_GENERIC_BURN: any;
public static ENTITY_GENERIC_DEATH: any;
public static ENTITY_GENERIC_DRINK: any;
public static ENTITY_GENERIC_EAT: any;
public static ENTITY_GENERIC_EXPLODE: any;
public static ENTITY_GENERIC_EXTINGUISH_FIRE: any;
public static ENTITY_GENERIC_HURT: any;
public static ENTITY_GENERIC_SMALL_FALL: any;
public static ENTITY_GENERIC_SPLASH: any;
public static ENTITY_GENERIC_SWIM: any;
public static ENTITY_GHAST_AMBIENT: any;
public static ENTITY_GHAST_DEATH: any;
public static ENTITY_GHAST_HURT: any;
public static ENTITY_GHAST_SCREAM: any;
public static ENTITY_GHAST_SHOOT: any;
public static ENTITY_GHAST_WARN: any;
public static ENTITY_GUARDIAN_AMBIENT: any;
public static ENTITY_GUARDIAN_AMBIENT_LAND: any;
public static ENTITY_GUARDIAN_ATTACK: any;
public static ENTITY_GUARDIAN_DEATH: any;
public static ENTITY_GUARDIAN_DEATH_LAND: any;
public static ENTITY_GUARDIAN_FLOP: any;
public static ENTITY_GUARDIAN_HURT: any;
public static ENTITY_GUARDIAN_HURT_LAND: any;
public static ENTITY_HORSE_AMBIENT: any;
public static ENTITY_HORSE_ANGRY: any;
public static ENTITY_HORSE_ARMOR: any;
public static ENTITY_HORSE_BREATHE: any;
public static ENTITY_HORSE_DEATH: any;
public static ENTITY_HORSE_EAT: any;
public static ENTITY_HORSE_GALLOP: any;
public static ENTITY_HORSE_HURT: any;
public static ENTITY_HORSE_JUMP: any;
public static ENTITY_HORSE_LAND: any;
public static ENTITY_HORSE_SADDLE: any;
public static ENTITY_HORSE_STEP: any;
public static ENTITY_HORSE_STEP_WOOD: any;
public static ENTITY_HOSTILE_BIG_FALL: any;
public static ENTITY_HOSTILE_DEATH: any;
public static ENTITY_HOSTILE_HURT: any;
public static ENTITY_HOSTILE_SMALL_FALL: any;
public static ENTITY_HOSTILE_SPLASH: any;
public static ENTITY_HOSTILE_SWIM: any;
public static ENTITY_HUSK_AMBIENT: any;
public static ENTITY_HUSK_CONVERTED_TO_ZOMBIE: any;
public static ENTITY_HUSK_DEATH: any;
public static ENTITY_HUSK_HURT: any;
public static ENTITY_HUSK_STEP: any;
public static ENTITY_ILLUSIONER_AMBIENT: any;
public static ENTITY_ILLUSIONER_CAST_SPELL: any;
public static ENTITY_ILLUSIONER_DEATH: any;
public static ENTITY_ILLUSIONER_HURT: any;
public static ENTITY_ILLUSIONER_MIRROR_MOVE: any;
public static ENTITY_ILLUSIONER_PREPARE_BLINDNESS: any;
public static ENTITY_ILLUSIONER_PREPARE_MIRROR: any;
public static ENTITY_IRON_GOLEM_ATTACK: any;
public static ENTITY_IRON_GOLEM_DEATH: any;
public static ENTITY_IRON_GOLEM_HURT: any;
public static ENTITY_IRON_GOLEM_STEP: any;
public static ENTITY_ITEM_BREAK: any;
public static ENTITY_ITEM_FRAME_ADD_ITEM: any;
public static ENTITY_ITEM_FRAME_BREAK: any;
public static ENTITY_ITEM_FRAME_PLACE: any;
public static ENTITY_ITEM_FRAME_REMOVE_ITEM: any;
public static ENTITY_ITEM_FRAME_ROTATE_ITEM: any;
public static ENTITY_ITEM_PICKUP: any;
public static ENTITY_LEASH_KNOT_BREAK: any;
public static ENTITY_LEASH_KNOT_PLACE: any;
public static ENTITY_LIGHTNING_BOLT_IMPACT: any;
public static ENTITY_LIGHTNING_BOLT_THUNDER: any;
public static ENTITY_LINGERING_POTION_THROW: any;
public static ENTITY_LLAMA_AMBIENT: any;
public static ENTITY_LLAMA_ANGRY: any;
public static ENTITY_LLAMA_CHEST: any;
public static ENTITY_LLAMA_DEATH: any;
public static ENTITY_LLAMA_EAT: any;
public static ENTITY_LLAMA_HURT: any;
public static ENTITY_LLAMA_SPIT: any;
public static ENTITY_LLAMA_STEP: any;
public static ENTITY_LLAMA_SWAG: any;
public static ENTITY_MAGMA_CUBE_DEATH: any;
public static ENTITY_MAGMA_CUBE_DEATH_SMALL: any;
public static ENTITY_MAGMA_CUBE_HURT: any;
public static ENTITY_MAGMA_CUBE_HURT_SMALL: any;
public static ENTITY_MAGMA_CUBE_JUMP: any;
public static ENTITY_MAGMA_CUBE_SQUISH: any;
public static ENTITY_MAGMA_CUBE_SQUISH_SMALL: any;
public static ENTITY_MINECART_INSIDE: any;
public static ENTITY_MINECART_RIDING: any;
public static ENTITY_MOOSHROOM_CONVERT: any;
public static ENTITY_MOOSHROOM_EAT: any;
public static ENTITY_MOOSHROOM_MILK: any;
public static ENTITY_MOOSHROOM_SHEAR: any;
public static ENTITY_MOOSHROOM_SUSPICIOUS_MILK: any;
public static ENTITY_MULE_AMBIENT: any;
public static ENTITY_MULE_CHEST: any;
public static ENTITY_MULE_DEATH: any;
public static ENTITY_MULE_HURT: any;
public static ENTITY_OCELOT_AMBIENT: any;
public static ENTITY_OCELOT_DEATH: any;
public static ENTITY_OCELOT_HURT: any;
public static ENTITY_PAINTING_BREAK: any;
public static ENTITY_PAINTING_PLACE: any;
public static ENTITY_PANDA_AGGRESSIVE_AMBIENT: any;
public static ENTITY_PANDA_AMBIENT: any;
public static ENTITY_PANDA_BITE: any;
public static ENTITY_PANDA_CANT_BREED: any;
public static ENTITY_PANDA_DEATH: any;
public static ENTITY_PANDA_EAT: any;
public static ENTITY_PANDA_HURT: any;
public static ENTITY_PANDA_PRE_SNEEZE: any;
public static ENTITY_PANDA_SNEEZE: any;
public static ENTITY_PANDA_STEP: any;
public static ENTITY_PANDA_WORRIED_AMBIENT: any;
public static ENTITY_PARROT_AMBIENT: any;
public static ENTITY_PARROT_DEATH: any;
public static ENTITY_PARROT_EAT: any;
public static ENTITY_PARROT_FLY: any;
public static ENTITY_PARROT_HURT: any;
public static ENTITY_PARROT_IMITATE_BLAZE: any;
public static ENTITY_PARROT_IMITATE_CREEPER: any;
public static ENTITY_PARROT_IMITATE_DROWNED: any;
public static ENTITY_PARROT_IMITATE_ELDER_GUARDIAN: any;
public static ENTITY_PARROT_IMITATE_ENDERMAN: any;
public static ENTITY_PARROT_IMITATE_ENDERMITE: any;
public static ENTITY_PARROT_IMITATE_ENDER_DRAGON: any;
public static ENTITY_PARROT_IMITATE_EVOKER: any;
public static ENTITY_PARROT_IMITATE_GHAST: any;
public static ENTITY_PARROT_IMITATE_GUARDIAN: any;
public static ENTITY_PARROT_IMITATE_HUSK: any;
public static ENTITY_PARROT_IMITATE_ILLUSIONER: any;
public static ENTITY_PARROT_IMITATE_MAGMA_CUBE: any;
public static ENTITY_PARROT_IMITATE_PANDA: any;
public static ENTITY_PARROT_IMITATE_PHANTOM: any;
public static ENTITY_PARROT_IMITATE_PILLAGER: any;
public static ENTITY_PARROT_IMITATE_POLAR_BEAR: any;
public static ENTITY_PARROT_IMITATE_RAVAGER: any;
public static ENTITY_PARROT_IMITATE_SHULKER: any;
public static ENTITY_PARROT_IMITATE_SILVERFISH: any;
public static ENTITY_PARROT_IMITATE_SKELETON: any;
public static ENTITY_PARROT_IMITATE_SLIME: any;
public static ENTITY_PARROT_IMITATE_SPIDER: any;
public static ENTITY_PARROT_IMITATE_STRAY: any;
public static ENTITY_PARROT_IMITATE_VEX: any;
public static ENTITY_PARROT_IMITATE_VINDICATOR: any;
public static ENTITY_PARROT_IMITATE_WITCH: any;
public static ENTITY_PARROT_IMITATE_WITHER: any;
public static ENTITY_PARROT_IMITATE_WITHER_SKELETON: any;
public static ENTITY_PARROT_IMITATE_WOLF: any;
public static ENTITY_PARROT_IMITATE_ZOMBIE: any;
public static ENTITY_PARROT_IMITATE_ZOMBIE_PIGMAN: any;
public static ENTITY_PARROT_IMITATE_ZOMBIE_VILLAGER: any;
public static ENTITY_PARROT_STEP: any;
public static ENTITY_PHANTOM_AMBIENT: any;
public static ENTITY_PHANTOM_BITE: any;
public static ENTITY_PHANTOM_DEATH: any;
public static ENTITY_PHANTOM_FLAP: any;
public static ENTITY_PHANTOM_HURT: any;
public static ENTITY_PHANTOM_SWOOP: any;
public static ENTITY_PIG_AMBIENT: any;
public static ENTITY_PIG_DEATH: any;
public static ENTITY_PIG_HURT: any;
public static ENTITY_PIG_SADDLE: any;
public static ENTITY_PIG_STEP: any;
public static ENTITY_PILLAGER_AMBIENT: any;
public static ENTITY_PILLAGER_CELEBRATE: any;
public static ENTITY_PILLAGER_DEATH: any;
public static ENTITY_PILLAGER_HURT: any;
public static ENTITY_PLAYER_ATTACK_CRIT: any;
public static ENTITY_PLAYER_ATTACK_KNOCKBACK: any;
public static ENTITY_PLAYER_ATTACK_NODAMAGE: any;
public static ENTITY_PLAYER_ATTACK_STRONG: any;
public static ENTITY_PLAYER_ATTACK_SWEEP: any;
public static ENTITY_PLAYER_ATTACK_WEAK: any;
public static ENTITY_PLAYER_BIG_FALL: any;
public static ENTITY_PLAYER_BREATH: any;
public static ENTITY_PLAYER_BURP: any;
public static ENTITY_PLAYER_DEATH: any;
public static ENTITY_PLAYER_HURT: any;
public static ENTITY_PLAYER_HURT_DROWN: any;
public static ENTITY_PLAYER_HURT_ON_FIRE: any;
public static ENTITY_PLAYER_HURT_SWEET_BERRY_BUSH: any;
public static ENTITY_PLAYER_LEVELUP: any;
public static ENTITY_PLAYER_SMALL_FALL: any;
public static ENTITY_PLAYER_SPLASH: any;
public static ENTITY_PLAYER_SPLASH_HIGH_SPEED: any;
public static ENTITY_PLAYER_SWIM: any;
public static ENTITY_POLAR_BEAR_AMBIENT: any;
public static ENTITY_POLAR_BEAR_AMBIENT_BABY: any;
public static ENTITY_POLAR_BEAR_DEATH: any;
public static ENTITY_POLAR_BEAR_HURT: any;
public static ENTITY_POLAR_BEAR_STEP: any;
public static ENTITY_POLAR_BEAR_WARNING: any;
public static ENTITY_PUFFER_FISH_AMBIENT: any;
public static ENTITY_PUFFER_FISH_BLOW_OUT: any;
public static ENTITY_PUFFER_FISH_BLOW_UP: any;
public static ENTITY_PUFFER_FISH_DEATH: any;
public static ENTITY_PUFFER_FISH_FLOP: any;
public static ENTITY_PUFFER_FISH_HURT: any;
public static ENTITY_PUFFER_FISH_STING: any;
public static ENTITY_RABBIT_AMBIENT: any;
public static ENTITY_RABBIT_ATTACK: any;
public static ENTITY_RABBIT_DEATH: any;
public static ENTITY_RABBIT_HURT: any;
public static ENTITY_RABBIT_JUMP: any;
public static ENTITY_RAVAGER_AMBIENT: any;
public static ENTITY_RAVAGER_ATTACK: any;
public static ENTITY_RAVAGER_CELEBRATE: any;
public static ENTITY_RAVAGER_DEATH: any;
public static ENTITY_RAVAGER_HURT: any;
public static ENTITY_RAVAGER_ROAR: any;
public static ENTITY_RAVAGER_STEP: any;
public static ENTITY_RAVAGER_STUNNED: any;
public static ENTITY_SALMON_AMBIENT: any;
public static ENTITY_SALMON_DEATH: any;
public static ENTITY_SALMON_FLOP: any;
public static ENTITY_SALMON_HURT: any;
public static ENTITY_SHEEP_AMBIENT: any;
public static ENTITY_SHEEP_DEATH: any;
public static ENTITY_SHEEP_HURT: any;
public static ENTITY_SHEEP_SHEAR: any;
public static ENTITY_SHEEP_STEP: any;
public static ENTITY_SHULKER_AMBIENT: any;
public static ENTITY_SHULKER_BULLET_HIT: any;
public static ENTITY_SHULKER_BULLET_HURT: any;
public static ENTITY_SHULKER_CLOSE: any;
public static ENTITY_SHULKER_DEATH: any;
public static ENTITY_SHULKER_HURT: any;
public static ENTITY_SHULKER_HURT_CLOSED: any;
public static ENTITY_SHULKER_OPEN: any;
public static ENTITY_SHULKER_SHOOT: any;
public static ENTITY_SHULKER_TELEPORT: any;
public static ENTITY_SILVERFISH_AMBIENT: any;
public static ENTITY_SILVERFISH_DEATH: any;
public static ENTITY_SILVERFISH_HURT: any;
public static ENTITY_SILVERFISH_STEP: any;
public static ENTITY_SKELETON_AMBIENT: any;
public static ENTITY_SKELETON_DEATH: any;
public static ENTITY_SKELETON_HORSE_AMBIENT: any;
public static ENTITY_SKELETON_HORSE_AMBIENT_WATER: any;
public static ENTITY_SKELETON_HORSE_DEATH: any;
public static ENTITY_SKELETON_HORSE_GALLOP_WATER: any;
public static ENTITY_SKELETON_HORSE_HURT: any;
public static ENTITY_SKELETON_HORSE_JUMP_WATER: any;
public static ENTITY_SKELETON_HORSE_STEP_WATER: any;
public static ENTITY_SKELETON_HORSE_SWIM: any;
public static ENTITY_SKELETON_HURT: any;
public static ENTITY_SKELETON_SHOOT: any;
public static ENTITY_SKELETON_STEP: any;
public static ENTITY_SLIME_ATTACK: any;
public static ENTITY_SLIME_DEATH: any;
public static ENTITY_SLIME_DEATH_SMALL: any;
public static ENTITY_SLIME_HURT: any;
public static ENTITY_SLIME_HURT_SMALL: any;
public static ENTITY_SLIME_JUMP: any;
public static ENTITY_SLIME_JUMP_SMALL: any;
public static ENTITY_SLIME_SQUISH: any;
public static ENTITY_SLIME_SQUISH_SMALL: any;
public static ENTITY_SNOWBALL_THROW: any;
public static ENTITY_SNOW_GOLEM_AMBIENT: any;
public static ENTITY_SNOW_GOLEM_DEATH: any;
public static ENTITY_SNOW_GOLEM_HURT: any;
public static ENTITY_SNOW_GOLEM_SHOOT: any;
public static ENTITY_SPIDER_AMBIENT: any;
public static ENTITY_SPIDER_DEATH: any;
public static ENTITY_SPIDER_HURT: any;
public static ENTITY_SPIDER_STEP: any;
public static ENTITY_SPLASH_POTION_BREAK: any;
public static ENTITY_SPLASH_POTION_THROW: any;
public static ENTITY_SQUID_AMBIENT: any;
public static ENTITY_SQUID_DEATH: any;
public static ENTITY_SQUID_HURT: any;
public static ENTITY_SQUID_SQUIRT: any;
public static ENTITY_STRAY_AMBIENT: any;
public static ENTITY_STRAY_DEATH: any;
public static ENTITY_STRAY_HURT: any;
public static ENTITY_STRAY_STEP: any;
public static ENTITY_TNT_PRIMED: any;
public static ENTITY_TROPICAL_FISH_AMBIENT: any;
public static ENTITY_TROPICAL_FISH_DEATH: any;
public static ENTITY_TROPICAL_FISH_FLOP: any;
public static ENTITY_TROPICAL_FISH_HURT: any;
public static ENTITY_TURTLE_AMBIENT_LAND: any;
public static ENTITY_TURTLE_DEATH: any;
public static ENTITY_TURTLE_DEATH_BABY: any;
public static ENTITY_TURTLE_EGG_BREAK: any;
public static ENTITY_TURTLE_EGG_CRACK: any;
public static ENTITY_TURTLE_EGG_HATCH: any;
public static ENTITY_TURTLE_HURT: any;
public static ENTITY_TURTLE_HURT_BABY: any;
public static ENTITY_TURTLE_LAY_EGG: any;
public static ENTITY_TURTLE_SHAMBLE: any;
public static ENTITY_TURTLE_SHAMBLE_BABY: any;
public static ENTITY_TURTLE_SWIM: any;
public static ENTITY_VEX_AMBIENT: any;
public static ENTITY_VEX_CHARGE: any;
public static ENTITY_VEX_DEATH: any;
public static ENTITY_VEX_HURT: any;
public static ENTITY_VILLAGER_AMBIENT: any;
public static ENTITY_VILLAGER_CELEBRATE: any;
public static ENTITY_VILLAGER_DEATH: any;
public static ENTITY_VILLAGER_HURT: any;
public static ENTITY_VILLAGER_NO: any;
public static ENTITY_VILLAGER_TRADE: any;
public static ENTITY_VILLAGER_WORK_ARMORER: any;
public static ENTITY_VILLAGER_WORK_BUTCHER: any;
public static ENTITY_VILLAGER_WORK_CARTOGRAPHER: any;
public static ENTITY_VILLAGER_WORK_CLERIC: any;
public static ENTITY_VILLAGER_WORK_FARMER: any;
public static ENTITY_VILLAGER_WORK_FISHERMAN: any;
public static ENTITY_VILLAGER_WORK_FLETCHER: any;
public static ENTITY_VILLAGER_WORK_LEATHERWORKER: any;
public static ENTITY_VILLAGER_WORK_LIBRARIAN: any;
public static ENTITY_VILLAGER_WORK_MASON: any;
public static ENTITY_VILLAGER_WORK_SHEPHERD: any;
public static ENTITY_VILLAGER_WORK_TOOLSMITH: any;
public static ENTITY_VILLAGER_WORK_WEAPONSMITH: any;
public static ENTITY_VILLAGER_YES: any;
public static ENTITY_VINDICATOR_AMBIENT: any;
public static ENTITY_VINDICATOR_CELEBRATE: any;
public static ENTITY_VINDICATOR_DEATH: any;
public static ENTITY_VINDICATOR_HURT: any;
public static ENTITY_WANDERING_TRADER_AMBIENT: any;
public static ENTITY_WANDERING_TRADER_DEATH: any;
public static ENTITY_WANDERING_TRADER_DISAPPEARED: any;
public static ENTITY_WANDERING_TRADER_DRINK_MILK: any;
public static ENTITY_WANDERING_TRADER_DRINK_POTION: any;
public static ENTITY_WANDERING_TRADER_HURT: any;
public static ENTITY_WANDERING_TRADER_NO: any;
public static ENTITY_WANDERING_TRADER_REAPPEARED: any;
public static ENTITY_WANDERING_TRADER_TRADE: any;
public static ENTITY_WANDERING_TRADER_YES: any;
public static ENTITY_WITCH_AMBIENT: any;
public static ENTITY_WITCH_CELEBRATE: any;
public static ENTITY_WITCH_DEATH: any;
public static ENTITY_WITCH_DRINK: any;
public static ENTITY_WITCH_HURT: any;
public static ENTITY_WITCH_THROW: any;
public static ENTITY_WITHER_AMBIENT: any;
public static ENTITY_WITHER_BREAK_BLOCK: any;
public static ENTITY_WITHER_DEATH: any;
public static ENTITY_WITHER_HURT: any;
public static ENTITY_WITHER_SHOOT: any;
public static ENTITY_WITHER_SKELETON_AMBIENT: any;
public static ENTITY_WITHER_SKELETON_DEATH: any;
public static ENTITY_WITHER_SKELETON_HURT: any;
public static ENTITY_WITHER_SKELETON_STEP: any;
public static ENTITY_WITHER_SPAWN: any;
public static ENTITY_WOLF_AMBIENT: any;
public static ENTITY_WOLF_DEATH: any;
public static ENTITY_WOLF_GROWL: any;
public static ENTITY_WOLF_HOWL: any;
public static ENTITY_WOLF_HURT: any;
public static ENTITY_WOLF_PANT: any;
public static ENTITY_WOLF_SHAKE: any;
public static ENTITY_WOLF_STEP: any;
public static ENTITY_WOLF_WHINE: any;
public static ENTITY_ZOMBIE_AMBIENT: any;
public static ENTITY_ZOMBIE_ATTACK_IRON_DOOR: any;
public static ENTITY_ZOMBIE_ATTACK_WOODEN_DOOR: any;
public static ENTITY_ZOMBIE_BREAK_WOODEN_DOOR: any;
public static ENTITY_ZOMBIE_CONVERTED_TO_DROWNED: any;
public static ENTITY_ZOMBIE_DEATH: any;
public static ENTITY_ZOMBIE_DESTROY_EGG: any;
public static ENTITY_ZOMBIE_HORSE_AMBIENT: any;
public static ENTITY_ZOMBIE_HORSE_DEATH: any;
public static ENTITY_ZOMBIE_HORSE_HURT: any;
public static ENTITY_ZOMBIE_HURT: any;
public static ENTITY_ZOMBIE_INFECT: any;
public static ENTITY_ZOMBIE_PIGMAN_AMBIENT: any;
public static ENTITY_ZOMBIE_PIGMAN_ANGRY: any;
public static ENTITY_ZOMBIE_PIGMAN_DEATH: any;
public static ENTITY_ZOMBIE_PIGMAN_HURT: any;
public static ENTITY_ZOMBIE_STEP: any;
public static ENTITY_ZOMBIE_VILLAGER_AMBIENT: any;
public static ENTITY_ZOMBIE_VILLAGER_CONVERTED: any;
public static ENTITY_ZOMBIE_VILLAGER_CURE: any;
public static ENTITY_ZOMBIE_VILLAGER_DEATH: any;
public static ENTITY_ZOMBIE_VILLAGER_HURT: any;
public static ENTITY_ZOMBIE_VILLAGER_STEP: any;
public static EVENT_RAID_HORN: any;
public static ITEM_ARMOR_EQUIP_CHAIN: any;
public static ITEM_ARMOR_EQUIP_DIAMOND: any;
public static ITEM_ARMOR_EQUIP_ELYTRA: any;
public static ITEM_ARMOR_EQUIP_GENERIC: any;
public static ITEM_ARMOR_EQUIP_GOLD: any;
public static ITEM_ARMOR_EQUIP_IRON: any;
public static ITEM_ARMOR_EQUIP_LEATHER: any;
public static ITEM_ARMOR_EQUIP_TURTLE: any;
public static ITEM_AXE_STRIP: any;
public static ITEM_BOOK_PAGE_TURN: any;
public static ITEM_BOOK_PUT: any;
public static ITEM_BOTTLE_EMPTY: any;
public static ITEM_BOTTLE_FILL: any;
public static ITEM_BOTTLE_FILL_DRAGONBREATH: any;
public static ITEM_BUCKET_EMPTY: any;
public static ITEM_BUCKET_EMPTY_FISH: any;
public static ITEM_BUCKET_EMPTY_LAVA: any;
public static ITEM_BUCKET_FILL: any;
public static ITEM_BUCKET_FILL_FISH: any;
public static ITEM_BUCKET_FILL_LAVA: any;
public static ITEM_CHORUS_FRUIT_TELEPORT: any;
public static ITEM_CROP_PLANT: any;
public static ITEM_CROSSBOW_HIT: any;
public static ITEM_CROSSBOW_LOADING_END: any;
public static ITEM_CROSSBOW_LOADING_MIDDLE: any;
public static ITEM_CROSSBOW_LOADING_START: any;
public static ITEM_CROSSBOW_QUICK_CHARGE_1: any;
public static ITEM_CROSSBOW_QUICK_CHARGE_2: any;
public static ITEM_CROSSBOW_QUICK_CHARGE_3: any;
public static ITEM_CROSSBOW_SHOOT: any;
public static ITEM_ELYTRA_FLYING: any;
public static ITEM_FIRECHARGE_USE: any;
public static ITEM_FLINTANDSTEEL_USE: any;
public static ITEM_HOE_TILL: any;
public static ITEM_NETHER_WART_PLANT: any;
public static ITEM_SHIELD_BLOCK: any;
public static ITEM_SHIELD_BREAK: any;
public static ITEM_SHOVEL_FLATTEN: any;
public static ITEM_SWEET_BERRIES_PICK_FROM_BUSH: any;
public static ITEM_TOTEM_USE: any;
public static ITEM_TRIDENT_HIT: any;
public static ITEM_TRIDENT_HIT_GROUND: any;
public static ITEM_TRIDENT_RETURN: any;
public static ITEM_TRIDENT_RIPTIDE_1: any;
public static ITEM_TRIDENT_RIPTIDE_2: any;
public static ITEM_TRIDENT_RIPTIDE_3: any;
public static ITEM_TRIDENT_THROW: any;
public static ITEM_TRIDENT_THUNDER: any;
public static MUSIC_CREATIVE: any;
public static MUSIC_CREDITS: any;
public static MUSIC_DISC_11: any;
public static MUSIC_DISC_13: any;
public static MUSIC_DISC_BLOCKS: any;
public static MUSIC_DISC_CAT: any;
public static MUSIC_DISC_CHIRP: any;
public static MUSIC_DISC_FAR: any;
public static MUSIC_DISC_MALL: any;
public static MUSIC_DISC_MELLOHI: any;
public static MUSIC_DISC_STAL: any;
public static MUSIC_DISC_STRAD: any;
public static MUSIC_DISC_WAIT: any;
public static MUSIC_DISC_WARD: any;
public static MUSIC_DRAGON: any;
public static MUSIC_END: any;
public static MUSIC_GAME: any;
public static MUSIC_MENU: any;
public static MUSIC_NETHER: any;
public static MUSIC_UNDER_WATER: any;
public static UI_BUTTON_CLICK: any;
public static UI_CARTOGRAPHY_TABLE_TAKE_RESULT: any;
public static UI_LOOM_SELECT_PATTERN: any;
public static UI_LOOM_TAKE_RESULT: any;
public static UI_STONECUTTER_SELECT_RECIPE: any;
public static UI_STONECUTTER_TAKE_RESULT: any;
public static UI_TOAST_CHALLENGE_COMPLETE: any;
public static UI_TOAST_IN: any;
public static UI_TOAST_OUT: any;
public static WEATHER_RAIN: any;
public static WEATHER_RAIN_ABOVE: any;
public static values(): any;
public static valueOf(name: any): any;
}
}
}

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declare namespace org {
namespace bukkit {
class SoundCategory {
public static MASTER: org.bukkit.SoundCategory;
public static MUSIC: org.bukkit.SoundCategory;
public static RECORDS: org.bukkit.SoundCategory;
public static WEATHER: org.bukkit.SoundCategory;
public static BLOCKS: org.bukkit.SoundCategory;
public static HOSTILE: org.bukkit.SoundCategory;
public static NEUTRAL: org.bukkit.SoundCategory;
public static PLAYERS: org.bukkit.SoundCategory;
public static AMBIENT: org.bukkit.SoundCategory;
public static VOICE: org.bukkit.SoundCategory;
public static values(): org.bukkit.SoundCategory[];
public static valueOf(name: string): org.bukkit.SoundCategory;
}
}
}

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declare namespace org {
namespace bukkit {
namespace Statistic {
class Type {
public static UNTYPED: org.bukkit.Statistic.Type;
public static ITEM: org.bukkit.Statistic.Type;
public static BLOCK: org.bukkit.Statistic.Type;
public static ENTITY: org.bukkit.Statistic.Type;
public static values(): org.bukkit.Statistic.Type[];
public static valueOf(name: string): org.bukkit.Statistic.Type;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Statistic {
public static DAMAGE_DEALT: org.bukkit.Statistic;
public static DAMAGE_TAKEN: org.bukkit.Statistic;
public static DEATHS: org.bukkit.Statistic;
public static MOB_KILLS: org.bukkit.Statistic;
public static PLAYER_KILLS: org.bukkit.Statistic;
public static FISH_CAUGHT: org.bukkit.Statistic;
public static ANIMALS_BRED: org.bukkit.Statistic;
public static LEAVE_GAME: org.bukkit.Statistic;
public static JUMP: org.bukkit.Statistic;
public static DROP_COUNT: org.bukkit.Statistic;
public static DROP: org.bukkit.Statistic;
public static PICKUP: org.bukkit.Statistic;
public static PLAY_ONE_MINUTE: org.bukkit.Statistic;
public static WALK_ONE_CM: org.bukkit.Statistic;
public static WALK_ON_WATER_ONE_CM: org.bukkit.Statistic;
public static FALL_ONE_CM: org.bukkit.Statistic;
public static SNEAK_TIME: org.bukkit.Statistic;
public static CLIMB_ONE_CM: org.bukkit.Statistic;
public static FLY_ONE_CM: org.bukkit.Statistic;
public static WALK_UNDER_WATER_ONE_CM: org.bukkit.Statistic;
public static MINECART_ONE_CM: org.bukkit.Statistic;
public static BOAT_ONE_CM: org.bukkit.Statistic;
public static PIG_ONE_CM: org.bukkit.Statistic;
public static HORSE_ONE_CM: org.bukkit.Statistic;
public static SPRINT_ONE_CM: org.bukkit.Statistic;
public static CROUCH_ONE_CM: org.bukkit.Statistic;
public static AVIATE_ONE_CM: org.bukkit.Statistic;
public static MINE_BLOCK: org.bukkit.Statistic;
public static USE_ITEM: org.bukkit.Statistic;
public static BREAK_ITEM: org.bukkit.Statistic;
public static CRAFT_ITEM: org.bukkit.Statistic;
public static KILL_ENTITY: org.bukkit.Statistic;
public static ENTITY_KILLED_BY: org.bukkit.Statistic;
public static TIME_SINCE_DEATH: org.bukkit.Statistic;
public static TALKED_TO_VILLAGER: org.bukkit.Statistic;
public static TRADED_WITH_VILLAGER: org.bukkit.Statistic;
public static CAKE_SLICES_EATEN: org.bukkit.Statistic;
public static CAULDRON_FILLED: org.bukkit.Statistic;
public static CAULDRON_USED: org.bukkit.Statistic;
public static ARMOR_CLEANED: org.bukkit.Statistic;
public static BANNER_CLEANED: org.bukkit.Statistic;
public static BREWINGSTAND_INTERACTION: org.bukkit.Statistic;
public static BEACON_INTERACTION: org.bukkit.Statistic;
public static DROPPER_INSPECTED: org.bukkit.Statistic;
public static HOPPER_INSPECTED: org.bukkit.Statistic;
public static DISPENSER_INSPECTED: org.bukkit.Statistic;
public static NOTEBLOCK_PLAYED: org.bukkit.Statistic;
public static NOTEBLOCK_TUNED: org.bukkit.Statistic;
public static FLOWER_POTTED: org.bukkit.Statistic;
public static TRAPPED_CHEST_TRIGGERED: org.bukkit.Statistic;
public static ENDERCHEST_OPENED: org.bukkit.Statistic;
public static ITEM_ENCHANTED: org.bukkit.Statistic;
public static RECORD_PLAYED: org.bukkit.Statistic;
public static FURNACE_INTERACTION: org.bukkit.Statistic;
public static CRAFTING_TABLE_INTERACTION: org.bukkit.Statistic;
public static CHEST_OPENED: org.bukkit.Statistic;
public static SLEEP_IN_BED: org.bukkit.Statistic;
public static SHULKER_BOX_OPENED: org.bukkit.Statistic;
public static TIME_SINCE_REST: org.bukkit.Statistic;
public static SWIM_ONE_CM: org.bukkit.Statistic;
public static DAMAGE_DEALT_ABSORBED: org.bukkit.Statistic;
public static DAMAGE_DEALT_RESISTED: org.bukkit.Statistic;
public static DAMAGE_BLOCKED_BY_SHIELD: org.bukkit.Statistic;
public static DAMAGE_ABSORBED: org.bukkit.Statistic;
public static DAMAGE_RESISTED: org.bukkit.Statistic;
public static CLEAN_SHULKER_BOX: org.bukkit.Statistic;
public static OPEN_BARREL: org.bukkit.Statistic;
public static INTERACT_WITH_BLAST_FURNACE: org.bukkit.Statistic;
public static INTERACT_WITH_SMOKER: org.bukkit.Statistic;
public static INTERACT_WITH_LECTERN: org.bukkit.Statistic;
public static INTERACT_WITH_CAMPFIRE: org.bukkit.Statistic;
public static INTERACT_WITH_CARTOGRAPHY_TABLE: org.bukkit.Statistic;
public static INTERACT_WITH_LOOM: org.bukkit.Statistic;
public static INTERACT_WITH_STONECUTTER: org.bukkit.Statistic;
public static BELL_RING: org.bukkit.Statistic;
public static RAID_TRIGGER: org.bukkit.Statistic;
public static RAID_WIN: org.bukkit.Statistic;
public static values(): org.bukkit.Statistic[];
public static valueOf(name: string): org.bukkit.Statistic;
/**
* Gets the type of this statistic.
*/
public getType(): org.bukkit.Statistic.Type;
/**
* Checks if this is a substatistic.
* <p>
* A substatistic exists en masse for each block, item, or entitytype, depending on
* {@link #getType()}.
* <p>
* This is a redundant method and equivalent to checking
* <code>getType() != Type.UNTYPED</code>
*/
public isSubstatistic(): boolean;
/**
* Checks if this is a substatistic dealing with blocks.
* <p>
* This is a redundant method and equivalent to checking
* <code>getType() == Type.BLOCK</code>
*/
public isBlock(): boolean;
public getKey(): org.bukkit.NamespacedKey;
}
}
}

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declare namespace org {
namespace bukkit {
class StructureType {
public static MINESHAFT: org.bukkit.StructureType;
public static VILLAGE: org.bukkit.StructureType;
public static NETHER_FORTRESS: org.bukkit.StructureType;
public static STRONGHOLD: org.bukkit.StructureType;
public static JUNGLE_PYRAMID: org.bukkit.StructureType;
public static OCEAN_RUIN: org.bukkit.StructureType;
public static DESERT_PYRAMID: org.bukkit.StructureType;
public static IGLOO: org.bukkit.StructureType;
public static SWAMP_HUT: org.bukkit.StructureType;
public static OCEAN_MONUMENT: org.bukkit.StructureType;
public static END_CITY: org.bukkit.StructureType;
public static WOODLAND_MANSION: org.bukkit.StructureType;
public static BURIED_TREASURE: org.bukkit.StructureType;
public static SHIPWRECK: org.bukkit.StructureType;
public static PILLAGER_OUTPOST: org.bukkit.StructureType;
/**
* Get the name of this structure. This is case-sensitive when used in
* commands.
*/
public getName(): string;
/**
* Get the {@link org.bukkit.map.MapCursor.Type} that this structure can use on maps. If
* this is null, this structure will not appear on explorer maps.
*/
public getMapIcon(): org.bukkit.map.MapCursor.Type;
public equals(other: any): boolean;
public hashCode(): number;
public toString(): string;
/**
* Get all registered {@link StructureType}s.
*/
public static getStructureTypes(): Map<any, any> /*java.util.Map*/;
}
}
}

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declare namespace org {
namespace bukkit {
class Tag {
public static REGISTRY_BLOCKS: string;
public static WOOL: org.bukkit.Tag;
public static PLANKS: org.bukkit.Tag;
public static STONE_BRICKS: org.bukkit.Tag;
public static WOODEN_BUTTONS: org.bukkit.Tag;
public static BUTTONS: org.bukkit.Tag;
public static CARPETS: org.bukkit.Tag;
public static WOODEN_DOORS: org.bukkit.Tag;
public static WOODEN_STAIRS: org.bukkit.Tag;
public static WOODEN_SLABS: org.bukkit.Tag;
public static WOODEN_FENCES: org.bukkit.Tag;
public static WOODEN_PRESSURE_PLATES: org.bukkit.Tag;
public static WOODEN_TRAPDOORS: org.bukkit.Tag;
public static DOORS: org.bukkit.Tag;
public static SAPLINGS: org.bukkit.Tag;
public static LOGS: org.bukkit.Tag;
public static DARK_OAK_LOGS: org.bukkit.Tag;
public static OAK_LOGS: org.bukkit.Tag;
public static BIRCH_LOGS: org.bukkit.Tag;
public static ACACIA_LOGS: org.bukkit.Tag;
public static JUNGLE_LOGS: org.bukkit.Tag;
public static SPRUCE_LOGS: org.bukkit.Tag;
public static BANNERS: org.bukkit.Tag;
public static SAND: org.bukkit.Tag;
public static STAIRS: org.bukkit.Tag;
public static SLABS: org.bukkit.Tag;
public static WALLS: org.bukkit.Tag;
public static ANVIL: org.bukkit.Tag;
public static RAILS: org.bukkit.Tag;
public static LEAVES: org.bukkit.Tag;
public static TRAPDOORS: org.bukkit.Tag;
public static FLOWER_POTS: org.bukkit.Tag;
public static SMALL_FLOWERS: org.bukkit.Tag;
public static BEDS: org.bukkit.Tag;
public static FENCES: org.bukkit.Tag;
public static ENDERMAN_HOLDABLE: org.bukkit.Tag;
public static ICE: org.bukkit.Tag;
public static VALID_SPAWN: org.bukkit.Tag;
public static IMPERMEABLE: org.bukkit.Tag;
public static UNDERWATER_BONEMEALS: org.bukkit.Tag;
public static CORAL_BLOCKS: org.bukkit.Tag;
public static WALL_CORALS: org.bukkit.Tag;
public static CORAL_PLANTS: org.bukkit.Tag;
public static CORALS: org.bukkit.Tag;
public static BAMBOO_PLANTABLE_ON: org.bukkit.Tag;
public static DIRT_LIKE: org.bukkit.Tag;
public static STANDING_SIGNS: org.bukkit.Tag;
public static WALL_SIGNS: org.bukkit.Tag;
public static SIGNS: org.bukkit.Tag;
public static REGISTRY_ITEMS: string;
public static ITEMS_BANNERS: org.bukkit.Tag;
public static ITEMS_BOATS: org.bukkit.Tag;
public static ITEMS_FISHES: org.bukkit.Tag;
public static ITEMS_MUSIC_DISCS: org.bukkit.Tag;
public static ITEMS_COALS: org.bukkit.Tag;
public static ITEMS_ARROWS: org.bukkit.Tag;
/**
* Returns whether or not this tag has an entry for the specified item.
*/
public isTagged(item: org.bukkit.Keyed): boolean;
/**
* Gets an immutable set of all tagged items.
*/
public getValues(): any[] /*java.util.Set*/;
}
}
}

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declare namespace org {
namespace bukkit {
class TreeSpecies {
public static GENERIC: org.bukkit.TreeSpecies;
public static REDWOOD: org.bukkit.TreeSpecies;
public static BIRCH: org.bukkit.TreeSpecies;
public static JUNGLE: org.bukkit.TreeSpecies;
public static ACACIA: org.bukkit.TreeSpecies;
public static DARK_OAK: org.bukkit.TreeSpecies;
public static values(): org.bukkit.TreeSpecies[];
public static valueOf(name: string): org.bukkit.TreeSpecies;
/**
* Gets the associated data value representing this species
*/
public getData(): number;
/**
* Gets the TreeSpecies with the given data value
*/
public static getByData(data: number): org.bukkit.TreeSpecies;
}
}
}

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declare namespace org {
namespace bukkit {
class TreeType {
public static TREE: org.bukkit.TreeType;
public static BIG_TREE: org.bukkit.TreeType;
public static REDWOOD: org.bukkit.TreeType;
public static TALL_REDWOOD: org.bukkit.TreeType;
public static BIRCH: org.bukkit.TreeType;
public static JUNGLE: org.bukkit.TreeType;
public static SMALL_JUNGLE: org.bukkit.TreeType;
public static COCOA_TREE: org.bukkit.TreeType;
public static JUNGLE_BUSH: org.bukkit.TreeType;
public static RED_MUSHROOM: org.bukkit.TreeType;
public static BROWN_MUSHROOM: org.bukkit.TreeType;
public static SWAMP: org.bukkit.TreeType;
public static ACACIA: org.bukkit.TreeType;
public static DARK_OAK: org.bukkit.TreeType;
public static MEGA_REDWOOD: org.bukkit.TreeType;
public static TALL_BIRCH: org.bukkit.TreeType;
public static CHORUS_PLANT: org.bukkit.TreeType;
public static values(): org.bukkit.TreeType[];
public static valueOf(name: string): org.bukkit.TreeType;
}
}
}

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declare namespace org {
namespace bukkit {
class UndefinedNullability {
/**
* Human readable description of the circumstances, in which the type is
* nullable.
*/
public value(): string;
}
}
}

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declare namespace org {
namespace bukkit {
class UnsafeValues {
public toLegacy(material: org.bukkit.Material): org.bukkit.Material;
public fromLegacy(material: org.bukkit.Material): org.bukkit.Material;
public fromLegacy(material: org.bukkit.material.MaterialData): org.bukkit.Material;
public fromLegacy(material: org.bukkit.material.MaterialData, itemPriority: boolean): org.bukkit.Material;
public fromLegacy(material: org.bukkit.Material, data: number): org.bukkit.block.data.BlockData;
public getMaterial(material: string, version: number): org.bukkit.Material;
public getDataVersion(): number;
public modifyItemStack(stack: org.bukkit.inventory.ItemStack, arguments: string): org.bukkit.inventory.ItemStack;
public checkSupported(pdf: org.bukkit.plugin.PluginDescriptionFile): void;
public processClass(pdf: org.bukkit.plugin.PluginDescriptionFile, path: string, clazz: number): number[];
/**
* Load an advancement represented by the specified string into the server.
* The advancement format is governed by Minecraft and has no specified
* layout.
* <br>
* It is currently a JSON object, as described by the Minecraft Wiki:
* http://minecraft.gamepedia.com/Advancements
* <br>
* Loaded advancements will be stored and persisted across server restarts
* and reloads.
* <br>
* Callers should be prepared for {@link Exception} to be thrown.
*/
public loadAdvancement(key: org.bukkit.NamespacedKey, advancement: string): org.bukkit.advancement.Advancement;
/**
* Delete an advancement which was loaded and saved by
* {@link #loadAdvancement(org.bukkit.NamespacedKey, java.lang.String)}.
* <br>
* This method will only remove advancement from persistent storage. It
* should be accompanied by a call to {@link Server#reloadData()} in order
* to fully remove it from the running instance.
*/
public removeAdvancement(key: org.bukkit.NamespacedKey): boolean;
}
}
}

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declare namespace org {
namespace bukkit {
class Utility {
}
}
}

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declare namespace org {
namespace bukkit {
namespace Warning {
class WarningState {
public static ON: org.bukkit.Warning.WarningState;
public static OFF: org.bukkit.Warning.WarningState;
public static DEFAULT: org.bukkit.Warning.WarningState;
public static values(): org.bukkit.Warning.WarningState[];
public static valueOf(name: string): org.bukkit.Warning.WarningState;
/**
* This method checks the provided warning should be printed for this
* state
*/
public printFor(warning: org.bukkit.Warning): boolean;
/**
* This method returns the corresponding warning state for the given
* string value.
*/
public static value(value: string): org.bukkit.Warning.WarningState;
}
}
}
}

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declare namespace org {
namespace bukkit {
class Warning {
/**
* This sets if the deprecation warnings when registering events gets
* printed when the setting is in the default state.
*/
public value(): boolean;
/**
* This can provide detailed information on why the event is deprecated.
*/
public reason(): string;
}
}
}

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declare namespace org {
namespace bukkit {
class WeatherType {
public static DOWNFALL: org.bukkit.WeatherType;
public static CLEAR: org.bukkit.WeatherType;
public static values(): org.bukkit.WeatherType[];
public static valueOf(name: string): org.bukkit.WeatherType;
}
}
}

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declare namespace org {
namespace bukkit {
namespace World {
class Environment {
public static NORMAL: org.bukkit.World.Environment;
public static NETHER: org.bukkit.World.Environment;
public static THE_END: org.bukkit.World.Environment;
public static values(): org.bukkit.World.Environment[];
public static valueOf(name: string): org.bukkit.World.Environment;
/**
* Gets the dimension ID of this environment
*/
public getId(): number;
/**
* Get an environment by ID
*/
public static getEnvironment(id: number): org.bukkit.World.Environment;
}
}
}
}

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declare namespace org {
namespace bukkit {
class World {
/**
* Gets the {@link Block} at the given coordinates
*/
public getBlockAt(x: number, y: number, z: number): org.bukkit.block.Block;
/**
* Gets the {@link Block} at the given {@link Location}
*/
public getBlockAt(location: org.bukkit.Location): org.bukkit.block.Block;
/**
* Gets the y coordinate of the lowest block at this position such that the
* block and all blocks above it are transparent for lighting purposes.
*/
public getHighestBlockYAt(x: number, z: number): number;
/**
* Gets the y coordinate of the lowest block at the given {@link Location}
* such that the block and all blocks above it are transparent for lighting
* purposes.
*/
public getHighestBlockYAt(location: org.bukkit.Location): number;
/**
* Gets the lowest block at the given coordinates such that the block and
* all blocks above it are transparent for lighting purposes.
*/
public getHighestBlockAt(x: number, z: number): org.bukkit.block.Block;
/**
* Gets the lowest block at the given {@link Location} such that the block
* and all blocks above it are transparent for lighting purposes.
*/
public getHighestBlockAt(location: org.bukkit.Location): org.bukkit.block.Block;
/**
* Gets the {@link Chunk} at the given coordinates
*/
public getChunkAt(x: number, z: number): org.bukkit.Chunk;
/**
* Gets the {@link Chunk} at the given {@link Location}
*/
public getChunkAt(location: org.bukkit.Location): org.bukkit.Chunk;
/**
* Gets the {@link Chunk} that contains the given {@link Block}
*/
public getChunkAt(block: org.bukkit.block.Block): org.bukkit.Chunk;
/**
* Checks if the specified {@link Chunk} is loaded
*/
public isChunkLoaded(chunk: org.bukkit.Chunk): boolean;
/**
* Gets an array of all loaded {@link Chunk}s
*/
public getLoadedChunks(): org.bukkit.Chunk[];
/**
* Loads the specified {@link Chunk}.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
*/
public loadChunk(chunk: org.bukkit.Chunk): void;
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded
*/
public isChunkLoaded(x: number, z: number): boolean;
/**
* Checks if the {@link Chunk} at the specified coordinates is generated
*/
public isChunkGenerated(x: number, z: number): boolean;
/**
* Checks if the {@link Chunk} at the specified coordinates is loaded and
* in use by one or more players
*/
public isChunkInUse(x: number, z: number): boolean;
/**
* Loads the {@link Chunk} at the specified coordinates.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
* <p>
* If the chunk does not exist, it will be generated.
* <p>
* This method is analogous to {@link #loadChunk(int, int, boolean)} where
* generate is true.
*/
public loadChunk(x: number, z: number): void;
/**
* Loads the {@link Chunk} at the specified coordinates.
* <p>
* <b>This method will keep the specified chunk loaded until one of the
* unload methods is manually called. Callers are advised to instead use
* getChunkAt which will only temporarily load the requested chunk.</b>
*/
public loadChunk(x: number, z: number, generate: boolean): boolean;
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*/
public unloadChunk(chunk: org.bukkit.Chunk): boolean;
/**
* Safely unloads and saves the {@link Chunk} at the specified coordinates
* <p>
* This method is analogous to {@link #unloadChunk(int, int, boolean)}
* where save is true.
*/
public unloadChunk(x: number, z: number): boolean;
/**
* Safely unloads and optionally saves the {@link Chunk} at the specified
* coordinates.
*/
public unloadChunk(x: number, z: number, save: boolean): boolean;
/**
* Safely queues the {@link Chunk} at the specified coordinates for
* unloading.
*/
public unloadChunkRequest(x: number, z: number): boolean;
/**
* Regenerates the {@link Chunk} at the specified coordinates
*/
public regenerateChunk(x: number, z: number): boolean;
/**
* Resends the {@link Chunk} to all clients
*/
public refreshChunk(x: number, z: number): boolean;
/**
* Gets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*/
public isChunkForceLoaded(x: number, z: number): boolean;
/**
* Sets whether the chunk at the specified chunk coordinates is force
* loaded.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*/
public setChunkForceLoaded(x: number, z: number, forced: boolean): void;
/**
* Returns all force loaded chunks in this world.
* <p>
* A force loaded chunk will not be unloaded due to lack of player activity.
*/
public getForceLoadedChunks(): any[] /*java.util.Collection*/;
/**
* Adds a plugin ticket for the specified chunk, loading the chunk if it is
* not already loaded.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public addPluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
/**
* Removes the specified plugin's ticket for the specified chunk
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public removePluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
/**
* Removes all plugin tickets for the specified plugin
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public removePluginChunkTickets(plugin: org.bukkit.plugin.Plugin): void;
/**
* Retrieves a collection specifying which plugins have tickets for the
* specified chunk. This collection is not updated when plugin tickets are
* added or removed to the chunk.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public getPluginChunkTickets(x: number, z: number): any[] /*java.util.Collection*/;
/**
* Returns a map of which plugins have tickets for what chunks. The returned
* map is not updated when plugin tickets are added or removed to chunks. If
* a plugin has no tickets, it will be absent from the map.
* <p>
* A plugin ticket will prevent a chunk from unloading until it is
* explicitly removed. A plugin instance may only have one ticket per chunk,
* but each chunk can have multiple plugin tickets.
* </p>
*/
public getPluginChunkTickets(): Map<any, any> /*java.util.Map*/;
/**
* Drops an item at the specified {@link Location}
*/
public dropItem(location: org.bukkit.Location, item: org.bukkit.inventory.ItemStack): org.bukkit.entity.Item;
/**
* Drops an item at the specified {@link Location} with a random offset
*/
public dropItemNaturally(location: org.bukkit.Location, item: org.bukkit.inventory.ItemStack): org.bukkit.entity.Item;
/**
* Creates an {@link Arrow} entity at the given {@link Location}
*/
public spawnArrow(location: org.bukkit.Location, direction: org.bukkit.util.Vector, speed: number, spread: number): org.bukkit.entity.Arrow;
/**
* Creates an arrow entity of the given class at the given {@link Location}
*/
public spawnArrow(location: org.bukkit.Location, direction: org.bukkit.util.Vector, speed: number, spread: number, clazz: any): org.bukkit.entity.AbstractArrow;
/**
* Creates a tree at the given {@link Location}
*/
public generateTree(location: org.bukkit.Location, type: org.bukkit.TreeType): boolean;
/**
* Creates a tree at the given {@link Location}
*/
public generateTree(loc: org.bukkit.Location, type: org.bukkit.TreeType, delegate: org.bukkit.BlockChangeDelegate): boolean;
/**
* Creates a entity at the given {@link Location}
*/
public spawnEntity(loc: org.bukkit.Location, type: org.bukkit.entity.EntityType): org.bukkit.entity.Entity;
/**
* Strikes lightning at the given {@link Location}
*/
public strikeLightning(loc: org.bukkit.Location): org.bukkit.entity.LightningStrike;
/**
* Strikes lightning at the given {@link Location} without doing damage
*/
public strikeLightningEffect(loc: org.bukkit.Location): org.bukkit.entity.LightningStrike;
/**
* Get a list of all entities in this World
*/
public getEntities(): any[] /*java.util.List*/;
/**
* Get a list of all living entities in this World
*/
public getLivingEntities(): any[] /*java.util.List*/;
/**
* Get a collection of all entities in this World matching the given
* class/interface
*/
public getEntitiesByClass(classes: any): any[] /*java.util.Collection*/;
/**
* Get a collection of all entities in this World matching the given
* class/interface
*/
public getEntitiesByClass(cls: any): any[] /*java.util.Collection*/;
/**
* Get a collection of all entities in this World matching any of the
* given classes/interfaces
*/
public getEntitiesByClasses(classes: any): any[] /*java.util.Collection*/;
/**
* Get a list of all players in this World
*/
public getPlayers(): any[] /*java.util.List*/;
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*/
public getNearbyEntities(location: org.bukkit.Location, x: number, y: number, z: number): any[] /*java.util.Collection*/;
/**
* Returns a list of entities within a bounding box centered around a
* Location.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*/
public getNearbyEntities(location: org.bukkit.Location, x: number, y: number, z: number, filter: any): any[] /*java.util.Collection*/;
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*/
public getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox): any[] /*java.util.Collection*/;
/**
* Returns a list of entities within the given bounding box.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the size of the
* search bounding box.
*/
public getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox, filter: any): any[] /*java.util.Collection*/;
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*/
public rayTraceEntities(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*/
public rayTraceEntities(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, raySize: number): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*/
public rayTraceEntities(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, filter: any): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for entity collisions.
* <p>
* This may not consider entities in currently unloaded chunks. Some
* implementations may impose artificial restrictions on the maximum
* distance.
*/
public rayTraceEntities(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, raySize: number, filter: any): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account, but ignores
* fluids.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*/
public rayTraceBlocks(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* This takes collisions with passable blocks into account.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*/
public rayTraceBlocks(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, fluidCollisionMode: org.bukkit.FluidCollisionMode): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for block collisions using the blocks'
* precise collision shapes.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within
* them. Apart from that collisions with portal blocks will be considered
* even if collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*/
public rayTraceBlocks(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, fluidCollisionMode: org.bukkit.FluidCollisionMode, ignorePassableBlocks: boolean): org.bukkit.util.RayTraceResult;
/**
* Performs a ray trace that checks for both block and entity collisions.
* <p>
* Block collisions use the blocks' precise collision shapes. The
* <code>raySize</code> parameter is only taken into account for entity
* collision checks.
* <p>
* If collisions with passable blocks are ignored, fluid collisions are
* ignored as well regardless of the fluid collision mode.
* <p>
* Portal blocks are only considered passable if the ray starts within them.
* Apart from that collisions with portal blocks will be considered even if
* collisions with passable blocks are otherwise ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*/
public rayTrace(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, fluidCollisionMode: org.bukkit.FluidCollisionMode, ignorePassableBlocks: boolean, raySize: number, filter: any): org.bukkit.util.RayTraceResult;
/**
* Gets the unique name of this world
*/
public getName(): string;
/**
* Gets the Unique ID of this world
*/
public getUID(): any;
/**
* Gets the default spawn {@link Location} of this world
*/
public getSpawnLocation(): org.bukkit.Location;
/**
* Sets the spawn location of the world.
* <br>
* The location provided must be equal to this world.
*/
public setSpawnLocation(location: org.bukkit.Location): boolean;
/**
* Sets the spawn location of the world
*/
public setSpawnLocation(x: number, y: number, z: number): boolean;
/**
* Gets the relative in-game time of this world.
* <p>
* The relative time is analogous to hours * 1000
*/
public getTime(): number;
/**
* Sets the relative in-game time on the server.
* <p>
* The relative time is analogous to hours * 1000
* <p>
* Note that setting the relative time below the current relative time
* will actually move the clock forward a day. If you require to rewind
* time, please see {@link #setFullTime(long)}
*/
public setTime(time: number): void;
/**
* Gets the full in-game time on this world
*/
public getFullTime(): number;
/**
* Sets the in-game time on the server
* <p>
* Note that this sets the full time of the world, which may cause adverse
* effects such as breaking redstone clocks and any scheduled events
*/
public setFullTime(time: number): void;
/**
* Returns whether the world has an ongoing storm.
*/
public hasStorm(): boolean;
/**
* Set whether there is a storm. A duration will be set for the new
* current conditions.
*/
public setStorm(hasStorm: boolean): void;
/**
* Get the remaining time in ticks of the current conditions.
*/
public getWeatherDuration(): number;
/**
* Set the remaining time in ticks of the current conditions.
*/
public setWeatherDuration(duration: number): void;
/**
* Returns whether there is thunder.
*/
public isThundering(): boolean;
/**
* Set whether it is thundering.
*/
public setThundering(thundering: boolean): void;
/**
* Get the thundering duration.
*/
public getThunderDuration(): number;
/**
* Set the thundering duration.
*/
public setThunderDuration(duration: number): void;
/**
* Creates explosion at given coordinates with given power
*/
public createExplosion(x: number, y: number, z: number, power: number): boolean;
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*/
public createExplosion(x: number, y: number, z: number, power: number, setFire: boolean): boolean;
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire or breaking blocks.
*/
public createExplosion(x: number, y: number, z: number, power: number, setFire: boolean, breakBlocks: boolean): boolean;
/**
* Creates explosion at given coordinates with given power
*/
public createExplosion(loc: org.bukkit.Location, power: number): boolean;
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*/
public createExplosion(loc: org.bukkit.Location, power: number, setFire: boolean): boolean;
/**
* Gets the {@link Environment} type of this world
*/
public getEnvironment(): org.bukkit.World.Environment;
/**
* Gets the Seed for this world.
*/
public getSeed(): number;
/**
* Gets the current PVP setting for this world.
*/
public getPVP(): boolean;
/**
* Sets the PVP setting for this world.
*/
public setPVP(pvp: boolean): void;
/**
* Gets the chunk generator for this world
*/
public getGenerator(): org.bukkit.generator.ChunkGenerator;
/**
* Saves world to disk
*/
public save(): void;
/**
* Gets a list of all applied {@link BlockPopulator}s for this World
*/
public getPopulators(): any[] /*java.util.List*/;
/**
* Spawn an entity of a specific class at the given {@link Location}
*/
public spawn(location: org.bukkit.Location, clazz: any): org.bukkit.entity.Entity;
/**
* Spawn an entity of a specific class at the given {@link Location}, with
* the supplied function run before the entity is added to the world.
* <br>
* Note that when the function is run, the entity will not be actually in
* the world. Any operation involving such as teleporting the entity is undefined
* until after this function returns.
*/
public spawn(location: org.bukkit.Location, clazz: any, func: org.bukkit.util.Consumer): org.bukkit.entity.Entity;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*/
public spawnFallingBlock(location: org.bukkit.Location, data: org.bukkit.material.MaterialData): org.bukkit.entity.FallingBlock;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of
* the specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*/
public spawnFallingBlock(location: org.bukkit.Location, data: org.bukkit.block.data.BlockData): org.bukkit.entity.FallingBlock;
/**
* Spawn a {@link FallingBlock} entity at the given {@link Location} of the
* specified {@link Material}. The material dictates what is falling.
* When the FallingBlock hits the ground, it will place that block.
* <p>
* The Material must be a block type, check with {@link Material#isBlock()
* material.isBlock()}. The Material may not be air.
*/
public spawnFallingBlock(location: org.bukkit.Location, material: org.bukkit.Material, data: number): org.bukkit.entity.FallingBlock;
/**
* Plays an effect to all players within a default radius around a given
* location.
*/
public playEffect(location: org.bukkit.Location, effect: org.bukkit.Effect, data: number): void;
/**
* Plays an effect to all players within a given radius around a location.
*/
public playEffect(location: org.bukkit.Location, effect: org.bukkit.Effect, data: number, radius: number): void;
/**
* Plays an effect to all players within a default radius around a given
* location.
*/
public playEffect(location: org.bukkit.Location, effect: org.bukkit.Effect, data: any): void;
/**
* Plays an effect to all players within a given radius around a location.
*/
public playEffect(location: org.bukkit.Location, effect: org.bukkit.Effect, data: any, radius: number): void;
/**
* Get empty chunk snapshot (equivalent to all air blocks), optionally
* including valid biome data. Used for representing an ungenerated chunk,
* or for fetching only biome data without loading a chunk.
*/
public getEmptyChunkSnapshot(x: number, z: number, includeBiome: boolean, includeBiomeTemp: boolean): org.bukkit.ChunkSnapshot;
/**
* Sets the spawn flags for this.
*/
public setSpawnFlags(allowMonsters: boolean, allowAnimals: boolean): void;
/**
* Gets whether animals can spawn in this world.
*/
public getAllowAnimals(): boolean;
/**
* Gets whether monsters can spawn in this world.
*/
public getAllowMonsters(): boolean;
/**
* Gets the biome for the given block coordinates.
*/
public getBiome(x: number, z: number): org.bukkit.block.Biome;
/**
* Sets the biome for the given block coordinates
*/
public setBiome(x: number, z: number, bio: org.bukkit.block.Biome): void;
/**
* Gets the temperature for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
* <p>
* This method will return the raw temperature without adjusting for block
* height effects.
*/
public getTemperature(x: number, z: number): number;
/**
* Gets the humidity for the given block coordinates.
* <p>
* It is safe to run this method when the block does not exist, it will
* not create the block.
*/
public getHumidity(x: number, z: number): number;
/**
* Gets the maximum height of this world.
* <p>
* If the max height is 100, there are only blocks from y=0 to y=99.
*/
public getMaxHeight(): number;
/**
* Gets the sea level for this world.
* <p>
* This is often half of {@link #getMaxHeight()}
*/
public getSeaLevel(): number;
/**
* Gets whether the world's spawn area should be kept loaded into memory
* or not.
*/
public getKeepSpawnInMemory(): boolean;
/**
* Sets whether the world's spawn area should be kept loaded into memory
* or not.
*/
public setKeepSpawnInMemory(keepLoaded: boolean): void;
/**
* Gets whether or not the world will automatically save
*/
public isAutoSave(): boolean;
/**
* Sets whether or not the world will automatically save
*/
public setAutoSave(value: boolean): void;
/**
* Sets the Difficulty of the world.
*/
public setDifficulty(difficulty: org.bukkit.Difficulty): void;
/**
* Gets the Difficulty of the world.
*/
public getDifficulty(): org.bukkit.Difficulty;
/**
* Gets the folder of this world on disk.
*/
public getWorldFolder(): any;
/**
* Gets the type of this world.
*/
public getWorldType(): org.bukkit.WorldType;
/**
* Gets whether or not structures are being generated.
*/
public canGenerateStructures(): boolean;
/**
* Gets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*/
public getTicksPerAnimalSpawns(): number;
/**
* Sets the world's ticks per animal spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn animals.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn animals in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn animals
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, animal spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 400.
*/
public setTicksPerAnimalSpawns(ticksPerAnimalSpawns: number): void;
/**
* Gets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*/
public getTicksPerMonsterSpawns(): number;
/**
* Sets the world's ticks per monster spawns value
* <p>
* This value determines how many ticks there are between attempts to
* spawn monsters.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters in
* this world on every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* in this world every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b>
* If set to 0, monsters spawning will be disabled for this world. We
* recommend using {@link #setSpawnFlags(boolean, boolean)} to control
* this instead.
* <p>
* Minecraft default: 1.
*/
public setTicksPerMonsterSpawns(ticksPerMonsterSpawns: number): void;
/**
* Gets limit for number of monsters that can spawn in a chunk in this
* world
*/
public getMonsterSpawnLimit(): number;
/**
* Sets the limit for number of monsters that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*/
public setMonsterSpawnLimit(limit: number): void;
/**
* Gets the limit for number of animals that can spawn in a chunk in this
* world
*/
public getAnimalSpawnLimit(): number;
/**
* Sets the limit for number of animals that can spawn in a chunk in this
* world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*/
public setAnimalSpawnLimit(limit: number): void;
/**
* Gets the limit for number of water animals that can spawn in a chunk in
* this world
*/
public getWaterAnimalSpawnLimit(): number;
/**
* Sets the limit for number of water animals that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*/
public setWaterAnimalSpawnLimit(limit: number): void;
/**
* Gets the limit for number of ambient mobs that can spawn in a chunk in
* this world
*/
public getAmbientSpawnLimit(): number;
/**
* Sets the limit for number of ambient mobs that can spawn in a chunk in
* this world
* <p>
* <b>Note:</b> If set to a negative number the world will use the
* server-wide spawn limit instead.
*/
public setAmbientSpawnLimit(limit: number): void;
/**
* Play a Sound at the provided Location in the World
* <p>
* This function will fail silently if Location or Sound are null.
*/
public playSound(location: org.bukkit.Location, sound: org.bukkit.Sound, volume: number, pitch: number): void;
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No
* sound will be heard by the players if their clients do not have the
* respective sound for the value passed.
*/
public playSound(location: org.bukkit.Location, sound: string, volume: number, pitch: number): void;
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null.
*/
public playSound(location: org.bukkit.Location, sound: org.bukkit.Sound, category: org.bukkit.SoundCategory, volume: number, pitch: number): void;
/**
* Play a Sound at the provided Location in the World.
* <p>
* This function will fail silently if Location or Sound are null. No sound
* will be heard by the players if their clients do not have the respective
* sound for the value passed.
*/
public playSound(location: org.bukkit.Location, sound: string, category: org.bukkit.SoundCategory, volume: number, pitch: number): void;
/**
* Get an array containing the names of all the {@link GameRule}s.
*/
public getGameRules(): any;
/**
* Gets the current state of the specified rule
* <p>
* Will return null if rule passed is null
*/
public getGameRuleValue(rule: string): string;
/**
* Set the specified gamerule to specified value.
* <p>
* The rule may attempt to validate the value passed, will return true if
* value was set.
* <p>
* If rule is null, the function will return false.
*/
public setGameRuleValue(rule: string, value: string): boolean;
/**
* Checks if string is a valid game rule
*/
public isGameRule(rule: string): boolean;
/**
* Get the current value for a given {@link GameRule}.
*/
public getGameRuleValue(rule: org.bukkit.GameRule): any;
/**
* Get the default value for a given {@link GameRule}. This value is not
* guaranteed to match the current value.
*/
public getGameRuleDefault(rule: org.bukkit.GameRule): any;
/**
* Set the given {@link GameRule}'s new value.
*/
public setGameRule(rule: org.bukkit.GameRule, newValue: any): boolean;
/**
* Gets the world border for this world.
*/
public getWorldBorder(): org.bukkit.WorldBorder;
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number): void;
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number): void;
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, data: any): void;
/**
* Spawns the particle (the number of times specified by count)
* at the target location.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, data: any): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, offsetX: number, offsetY: number, offsetZ: number): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, offsetX: number, offsetY: number, offsetZ: number): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, offsetX: number, offsetY: number, offsetZ: number, data: any): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, offsetX: number, offsetY: number, offsetZ: number, data: any): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number, data: any): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number, data: any): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, location: org.bukkit.Location, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number, data: any, force: boolean): void;
/**
* 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.
*/
public spawnParticle(particle: org.bukkit.Particle, x: number, y: number, z: number, count: number, offsetX: number, offsetY: number, offsetZ: number, extra: number, data: any, force: boolean): void;
/**
* Find the closest nearby structure of a given {@link StructureType}.
* Finding unexplored structures can, and will, block if the world is
* looking in chunks that gave not generated yet. This can lead to the world
* temporarily freezing while locating an unexplored structure.
* <p>
* The {@code radius} is not a rigid square radius. Each structure may alter
* how many chunks to check for each iteration. Do not assume that only a
* radius x radius chunk area will be checked. For example,
* {@link StructureType#WOODLAND_MANSION} can potentially check up to 20,000
* blocks away (or more) regardless of the radius used.
* <p>
* This will <i>not</i> load or generate chunks. This can also lead to
* instances where the server can hang if you are only looking for
* unexplored structures. This is because it will keep looking further and
* further out in order to find the structure.
*/
public locateNearestStructure(origin: org.bukkit.Location, structureType: org.bukkit.StructureType, radius: number, findUnexplored: boolean): org.bukkit.Location;
}
}
}

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declare namespace org {
namespace bukkit {
class WorldBorder {
/**
* Resets the border to default values.
*/
public reset(): void;
/**
* Gets the current side length of the border.
*/
public getSize(): number;
/**
* Sets the border to a square region with the specified side length in blocks.
*/
public setSize(newSize: number): void;
/**
* Sets the border to a square region with the specified side length in blocks.
*/
public setSize(newSize: number, seconds: number): void;
/**
* Gets the current border center.
*/
public getCenter(): org.bukkit.Location;
/**
* Sets the new border center.
*/
public setCenter(x: number, z: number): void;
/**
* Sets the new border center.
*/
public setCenter(location: org.bukkit.Location): void;
/**
* Gets the current border damage buffer.
*/
public getDamageBuffer(): number;
/**
* Sets the amount of blocks a player may safely be outside the border before taking damage.
*/
public setDamageBuffer(blocks: number): void;
/**
* Gets the current border damage amount.
*/
public getDamageAmount(): number;
/**
* Sets the amount of damage a player takes when outside the border plus the border buffer.
*/
public setDamageAmount(damage: number): void;
/**
* Gets the current border warning time in seconds.
*/
public getWarningTime(): number;
/**
* Sets the warning time that causes the screen to be tinted red when a contracting border will reach the player within the specified time.
*/
public setWarningTime(seconds: number): void;
/**
* Gets the current border warning distance.
*/
public getWarningDistance(): number;
/**
* Sets the warning distance that causes the screen to be tinted red when the player is within the specified number of blocks from the border.
*/
public setWarningDistance(distance: number): void;
/**
* Check if the specified location is inside this border.
*/
public isInside(location: org.bukkit.Location): boolean;
}
}
}

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declare namespace org {
namespace bukkit {
class WorldCreator {
/**
* Creates an empty WorldCreationOptions for the given world name
*/
constructor(name: string)
/**
* Copies the options from the specified world
*/
public copy(world: org.bukkit.World): org.bukkit.WorldCreator;
/**
* Copies the options from the specified {@link WorldCreator}
*/
public copy(creator: org.bukkit.WorldCreator): org.bukkit.WorldCreator;
/**
* Gets the name of the world that is to be loaded or created.
*/
public name(): string;
/**
* Gets the seed that will be used to create this world
*/
public seed(): number;
/**
* Sets the seed that will be used to create this world
*/
public seed(seed: number): org.bukkit.WorldCreator;
/**
* Gets the environment that will be used to create or load the world
*/
public environment(): org.bukkit.World.Environment;
/**
* Sets the environment that will be used to create or load the world
*/
public environment(env: org.bukkit.World.Environment): org.bukkit.WorldCreator;
/**
* Gets the type of the world that will be created or loaded
*/
public type(): org.bukkit.WorldType;
/**
* Sets the type of the world that will be created or loaded
*/
public type(type: org.bukkit.WorldType): org.bukkit.WorldCreator;
/**
* Gets the generator that will be used to create or load the world.
* <p>
* This may be null, in which case the "natural" generator for this
* environment will be used.
*/
public generator(): org.bukkit.generator.ChunkGenerator;
/**
* Sets the generator that will be used to create or load the world.
* <p>
* This may be null, in which case the "natural" generator for this
* environment will be used.
*/
public generator(generator: org.bukkit.generator.ChunkGenerator): org.bukkit.WorldCreator;
/**
* Sets the generator that will be used to create or load the world.
* <p>
* This may be null, in which case the "natural" generator for this
* environment will be used.
* <p>
* If the generator cannot be found for the given name, the natural
* environment generator will be used instead and a warning will be
* printed to the console.
*/
public generator(generator: string): org.bukkit.WorldCreator;
/**
* Sets the generator that will be used to create or load the world.
* <p>
* This may be null, in which case the "natural" generator for this
* environment will be used.
* <p>
* If the generator cannot be found for the given name, the natural
* environment generator will be used instead and a warning will be
* printed to the specified output
*/
public generator(generator: string, output: org.bukkit.command.CommandSender): org.bukkit.WorldCreator;
/**
* Sets the generator settings of the world that will be created or loaded
*/
public generatorSettings(generatorSettings: string): org.bukkit.WorldCreator;
/**
* Gets the generator settings of the world that will be created or loaded
*/
public generatorSettings(): string;
/**
* Sets whether or not worlds created or loaded with this creator will
* have structures.
*/
public generateStructures(generate: boolean): org.bukkit.WorldCreator;
/**
* Gets whether or not structures will be generated in the world.
*/
public generateStructures(): boolean;
/**
* Creates a world with the specified options.
* <p>
* If the world already exists, it will be loaded from disk and some
* options may be ignored.
*/
public createWorld(): org.bukkit.World;
/**
* Creates a new {@link WorldCreator} for the given world name
*/
public static name(name: string): org.bukkit.WorldCreator;
/**
* Attempts to get the {@link ChunkGenerator} with the given name.
* <p>
* If the generator is not found, null will be returned and a message will
* be printed to the specified {@link CommandSender} explaining why.
* <p>
* The name must be in the "plugin:id" notation, or optionally just
* "plugin", where "plugin" is the safe-name of a plugin and "id" is an
* optional unique identifier for the generator you wish to request from
* the plugin.
*/
public static getGeneratorForName(world: string, name: string, output: org.bukkit.command.CommandSender): org.bukkit.generator.ChunkGenerator;
}
}
}

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declare namespace org {
namespace bukkit {
class WorldType {
public static NORMAL: org.bukkit.WorldType;
public static FLAT: org.bukkit.WorldType;
public static VERSION_1_1: org.bukkit.WorldType;
public static LARGE_BIOMES: org.bukkit.WorldType;
public static AMPLIFIED: org.bukkit.WorldType;
public static CUSTOMIZED: org.bukkit.WorldType;
public static BUFFET: org.bukkit.WorldType;
public static values(): org.bukkit.WorldType[];
public static valueOf(name: string): org.bukkit.WorldType;
/**
* Gets the name of this WorldType
*/
public getName(): string;
/**
* Gets a WorldType by its name
*/
public static getByName(name: string): org.bukkit.WorldType;
}
}
}

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declare namespace org {
namespace bukkit {
namespace advancement {
class Advancement {
/**
* Get all the criteria present in this advancement.
*/
public getCriteria(): any[] /*java.util.Collection*/;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace advancement {
class AdvancementProgress {
/**
* The advancement this progress is concerning.
*/
public getAdvancement(): org.bukkit.advancement.Advancement;
/**
* Check if all criteria for this advancement have been met.
*/
public isDone(): boolean;
/**
* Mark the specified criteria as awarded at the current time.
*/
public awardCriteria(criteria: string): boolean;
/**
* Mark the specified criteria as uncompleted.
*/
public revokeCriteria(criteria: string): boolean;
/**
* Get the date the specified criteria was awarded.
*/
public getDateAwarded(criteria: string): any /*java.util.Date*/;
/**
* Get the criteria which have not been awarded.
*/
public getRemainingCriteria(): any[] /*java.util.Collection*/;
/**
* Gets the criteria which have been awarded.
*/
public getAwardedCriteria(): any[] /*java.util.Collection*/;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace attribute {
class Attributable {
/**
* Gets the specified attribute instance from the object. This instance will
* be backed directly to the object and any changes will be visible at once.
*/
public getAttribute(attribute: org.bukkit.attribute.Attribute): org.bukkit.attribute.AttributeInstance;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace attribute {
class Attribute {
public static GENERIC_MAX_HEALTH: org.bukkit.attribute.Attribute;
public static GENERIC_FOLLOW_RANGE: org.bukkit.attribute.Attribute;
public static GENERIC_KNOCKBACK_RESISTANCE: org.bukkit.attribute.Attribute;
public static GENERIC_MOVEMENT_SPEED: org.bukkit.attribute.Attribute;
public static GENERIC_FLYING_SPEED: org.bukkit.attribute.Attribute;
public static GENERIC_ATTACK_DAMAGE: org.bukkit.attribute.Attribute;
public static GENERIC_ATTACK_SPEED: org.bukkit.attribute.Attribute;
public static GENERIC_ARMOR: org.bukkit.attribute.Attribute;
public static GENERIC_ARMOR_TOUGHNESS: org.bukkit.attribute.Attribute;
public static GENERIC_LUCK: org.bukkit.attribute.Attribute;
public static HORSE_JUMP_STRENGTH: org.bukkit.attribute.Attribute;
public static ZOMBIE_SPAWN_REINFORCEMENTS: org.bukkit.attribute.Attribute;
public static values(): org.bukkit.attribute.Attribute[];
public static valueOf(name: string): org.bukkit.attribute.Attribute;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace attribute {
class AttributeInstance {
/**
* The attribute pertaining to this instance.
*/
public getAttribute(): org.bukkit.attribute.Attribute;
/**
* Base value of this instance before modifiers are applied.
*/
public getBaseValue(): number;
/**
* Set the base value of this instance.
*/
public setBaseValue(value: number): void;
/**
* Get all modifiers present on this instance.
*/
public getModifiers(): any[] /*java.util.Collection*/;
/**
* Add a modifier to this instance.
*/
public addModifier(modifier: org.bukkit.attribute.AttributeModifier): void;
/**
* Remove a modifier from this instance.
*/
public removeModifier(modifier: org.bukkit.attribute.AttributeModifier): void;
/**
* Get the value of this instance after all associated modifiers have been
* applied.
*/
public getValue(): number;
/**
* Gets the default value of the Attribute attached to this instance.
*/
public getDefaultValue(): number;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace attribute {
namespace AttributeModifier {
class Operation {
public static ADD_NUMBER: org.bukkit.attribute.AttributeModifier.Operation;
public static ADD_SCALAR: org.bukkit.attribute.AttributeModifier.Operation;
public static MULTIPLY_SCALAR_1: org.bukkit.attribute.AttributeModifier.Operation;
public static values(): org.bukkit.attribute.AttributeModifier.Operation[];
public static valueOf(name: string): org.bukkit.attribute.AttributeModifier.Operation;
}
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace attribute {
class AttributeModifier {
constructor(name: string, amount: number, operation: org.bukkit.attribute.AttributeModifier.Operation)
constructor(uuid: any, name: string, amount: number, operation: org.bukkit.attribute.AttributeModifier.Operation)
constructor(uuid: any, name: string, amount: number, operation: org.bukkit.attribute.AttributeModifier.Operation, slot: org.bukkit.inventory.EquipmentSlot)
/**
* Get the unique ID for this modifier.
*/
public getUniqueId(): any;
/**
* Get the name of this modifier.
*/
public getName(): string;
/**
* Get the amount by which this modifier will apply its {@link Operation}.
*/
public getAmount(): number;
/**
* Get the operation this modifier will apply.
*/
public getOperation(): org.bukkit.attribute.AttributeModifier.Operation;
/**
* Get the {@link EquipmentSlot} this AttributeModifier is active on,
* or null if this modifier is applicable for any slot.
*/
public getSlot(): org.bukkit.inventory.EquipmentSlot;
public serialize(): Map<any, any> /*java.util.Map*/;
public equals(other: any): boolean;
public hashCode(): number;
public toString(): string;
public static deserialize(args: Map<any, any> /*java.util.Map*/): org.bukkit.attribute.AttributeModifier;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Banner {
/**
* Returns the base color for this banner
*/
public getBaseColor(): org.bukkit.DyeColor;
/**
* Sets the base color for this banner.
* <b>Only valid for shield pseudo banners, otherwise base depends on block
* type</b>
*/
public setBaseColor(color: org.bukkit.DyeColor): void;
/**
* Returns a list of patterns on this banner
*/
public getPatterns(): any[] /*java.util.List*/;
/**
* Sets the patterns used on this banner
*/
public setPatterns(patterns: any[] /*java.util.List*/): void;
/**
* Adds a new pattern on top of the existing
* patterns
*/
public addPattern(pattern: org.bukkit.block.banner.Pattern): void;
/**
* Returns the pattern at the specified index
*/
public getPattern(i: number): org.bukkit.block.banner.Pattern;
/**
* Removes the pattern at the specified index
*/
public removePattern(i: number): org.bukkit.block.banner.Pattern;
/**
* Sets the pattern at the specified index
*/
public setPattern(i: number, pattern: org.bukkit.block.banner.Pattern): void;
/**
* Returns the number of patterns on this
* banner
*/
public numberOfPatterns(): number;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Barrel {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Beacon {
/**
* Returns the list of players within the beacon's range of effect.
* <p>
* This will return an empty list if the block represented by this state is
* no longer a beacon.
*/
public getEntitiesInRange(): any[] /*java.util.Collection*/;
/**
* Returns the tier of the beacon pyramid (0-4). The tier refers to the
* beacon's power level, based on how many layers of blocks are in the
* pyramid. Tier 1 refers to a beacon with one layer of 9 blocks under it.
*/
public getTier(): number;
/**
* Returns the primary effect set on the beacon
*/
public getPrimaryEffect(): org.bukkit.potion.PotionEffect;
/**
* Set the primary effect on this beacon, or null to clear.
*/
public setPrimaryEffect(effect: org.bukkit.potion.PotionEffectType): void;
/**
* Returns the secondary effect set on the beacon.
*/
public getSecondaryEffect(): org.bukkit.potion.PotionEffect;
/**
* Set the secondary effect on this beacon, or null to clear. Note that tier
* must be &gt;= 4 for this effect to be active.
*/
public setSecondaryEffect(effect: org.bukkit.potion.PotionEffectType): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Bed {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Bell {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Biome {
public static OCEAN: org.bukkit.block.Biome;
public static PLAINS: org.bukkit.block.Biome;
public static DESERT: org.bukkit.block.Biome;
public static MOUNTAINS: org.bukkit.block.Biome;
public static FOREST: org.bukkit.block.Biome;
public static TAIGA: org.bukkit.block.Biome;
public static SWAMP: org.bukkit.block.Biome;
public static RIVER: org.bukkit.block.Biome;
public static NETHER: org.bukkit.block.Biome;
public static THE_END: org.bukkit.block.Biome;
public static FROZEN_OCEAN: org.bukkit.block.Biome;
public static FROZEN_RIVER: org.bukkit.block.Biome;
public static SNOWY_TUNDRA: org.bukkit.block.Biome;
public static SNOWY_MOUNTAINS: org.bukkit.block.Biome;
public static MUSHROOM_FIELDS: org.bukkit.block.Biome;
public static MUSHROOM_FIELD_SHORE: org.bukkit.block.Biome;
public static BEACH: org.bukkit.block.Biome;
public static DESERT_HILLS: org.bukkit.block.Biome;
public static WOODED_HILLS: org.bukkit.block.Biome;
public static TAIGA_HILLS: org.bukkit.block.Biome;
public static MOUNTAIN_EDGE: org.bukkit.block.Biome;
public static JUNGLE: org.bukkit.block.Biome;
public static JUNGLE_HILLS: org.bukkit.block.Biome;
public static JUNGLE_EDGE: org.bukkit.block.Biome;
public static DEEP_OCEAN: org.bukkit.block.Biome;
public static STONE_SHORE: org.bukkit.block.Biome;
public static SNOWY_BEACH: org.bukkit.block.Biome;
public static BIRCH_FOREST: org.bukkit.block.Biome;
public static BIRCH_FOREST_HILLS: org.bukkit.block.Biome;
public static DARK_FOREST: org.bukkit.block.Biome;
public static SNOWY_TAIGA: org.bukkit.block.Biome;
public static SNOWY_TAIGA_HILLS: org.bukkit.block.Biome;
public static GIANT_TREE_TAIGA: org.bukkit.block.Biome;
public static GIANT_TREE_TAIGA_HILLS: org.bukkit.block.Biome;
public static WOODED_MOUNTAINS: org.bukkit.block.Biome;
public static SAVANNA: org.bukkit.block.Biome;
public static SAVANNA_PLATEAU: org.bukkit.block.Biome;
public static BADLANDS: org.bukkit.block.Biome;
public static WOODED_BADLANDS_PLATEAU: org.bukkit.block.Biome;
public static BADLANDS_PLATEAU: org.bukkit.block.Biome;
public static SMALL_END_ISLANDS: org.bukkit.block.Biome;
public static END_MIDLANDS: org.bukkit.block.Biome;
public static END_HIGHLANDS: org.bukkit.block.Biome;
public static END_BARRENS: org.bukkit.block.Biome;
public static WARM_OCEAN: org.bukkit.block.Biome;
public static LUKEWARM_OCEAN: org.bukkit.block.Biome;
public static COLD_OCEAN: org.bukkit.block.Biome;
public static DEEP_WARM_OCEAN: org.bukkit.block.Biome;
public static DEEP_LUKEWARM_OCEAN: org.bukkit.block.Biome;
public static DEEP_COLD_OCEAN: org.bukkit.block.Biome;
public static DEEP_FROZEN_OCEAN: org.bukkit.block.Biome;
public static THE_VOID: org.bukkit.block.Biome;
public static SUNFLOWER_PLAINS: org.bukkit.block.Biome;
public static DESERT_LAKES: org.bukkit.block.Biome;
public static GRAVELLY_MOUNTAINS: org.bukkit.block.Biome;
public static FLOWER_FOREST: org.bukkit.block.Biome;
public static TAIGA_MOUNTAINS: org.bukkit.block.Biome;
public static SWAMP_HILLS: org.bukkit.block.Biome;
public static ICE_SPIKES: org.bukkit.block.Biome;
public static MODIFIED_JUNGLE: org.bukkit.block.Biome;
public static MODIFIED_JUNGLE_EDGE: org.bukkit.block.Biome;
public static TALL_BIRCH_FOREST: org.bukkit.block.Biome;
public static TALL_BIRCH_HILLS: org.bukkit.block.Biome;
public static DARK_FOREST_HILLS: org.bukkit.block.Biome;
public static SNOWY_TAIGA_MOUNTAINS: org.bukkit.block.Biome;
public static GIANT_SPRUCE_TAIGA: org.bukkit.block.Biome;
public static GIANT_SPRUCE_TAIGA_HILLS: org.bukkit.block.Biome;
public static MODIFIED_GRAVELLY_MOUNTAINS: org.bukkit.block.Biome;
public static SHATTERED_SAVANNA: org.bukkit.block.Biome;
public static SHATTERED_SAVANNA_PLATEAU: org.bukkit.block.Biome;
public static ERODED_BADLANDS: org.bukkit.block.Biome;
public static MODIFIED_WOODED_BADLANDS_PLATEAU: org.bukkit.block.Biome;
public static MODIFIED_BADLANDS_PLATEAU: org.bukkit.block.Biome;
public static BAMBOO_JUNGLE: org.bukkit.block.Biome;
public static BAMBOO_JUNGLE_HILLS: org.bukkit.block.Biome;
public static values(): org.bukkit.block.Biome[];
public static valueOf(name: string): org.bukkit.block.Biome;
public getKey(): org.bukkit.NamespacedKey;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class BlastFurnace {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Block {
/**
* Gets the metadata for this block
*/
public getData(): number;
/**
* Gets the complete block data for this block
*/
public getBlockData(): org.bukkit.block.data.BlockData;
/**
* Gets the block at the given offsets
*/
public getRelative(modX: number, modY: number, modZ: number): org.bukkit.block.Block;
/**
* Gets the block at the given face
* <p>
* This method is equal to getRelative(face, 1)
*/
public getRelative(face: org.bukkit.block.BlockFace): org.bukkit.block.Block;
/**
* Gets the block at the given distance of the given face
* <p>
* For example, the following method places water at 100,102,100; two
* blocks above 100,100,100.
* <pre>
* Block block = world.getBlockAt(100, 100, 100);
* Block shower = block.getRelative(BlockFace.UP, 2);
* shower.setType(Material.WATER);
* </pre>
*/
public getRelative(face: org.bukkit.block.BlockFace, distance: number): org.bukkit.block.Block;
/**
* Gets the type of this block
*/
public getType(): org.bukkit.Material;
/**
* Gets the light level between 0-15
*/
public getLightLevel(): number;
/**
* Get the amount of light at this block from the sky.
* <p>
* Any light given from other sources (such as blocks like torches) will
* be ignored.
*/
public getLightFromSky(): number;
/**
* Get the amount of light at this block from nearby blocks.
* <p>
* Any light given from other sources (such as the sun) will be ignored.
*/
public getLightFromBlocks(): number;
/**
* Gets the world which contains this Block
*/
public getWorld(): org.bukkit.World;
/**
* Gets the x-coordinate of this block
*/
public getX(): number;
/**
* Gets the y-coordinate of this block
*/
public getY(): number;
/**
* Gets the z-coordinate of this block
*/
public getZ(): number;
/**
* Gets the Location of the block
*/
public getLocation(): org.bukkit.Location;
/**
* Stores the location of the block in the provided Location object.
* <p>
* If the provided Location is null this method does nothing and returns
* null.
*/
public getLocation(loc: org.bukkit.Location): org.bukkit.Location;
/**
* Gets the chunk which contains this block
*/
public getChunk(): org.bukkit.Chunk;
/**
* Sets the complete data for this block
*/
public setBlockData(data: org.bukkit.block.data.BlockData): void;
/**
* Sets the complete data for this block
* <br>
* Note that applyPhysics = false is not in general safe. It should only be
* used when you need to avoid triggering a physics update of neighboring
* blocks, for example when creating a {@link Bisected} block. If you are
* using a custom populator, then this parameter may also be required to
* prevent triggering infinite chunk loads on border blocks. This method
* should NOT be used to "hack" physics by placing blocks in impossible
* locations. Such blocks are liable to be removed on various events such as
* world upgrades. Furthermore setting large amounts of such blocks in close
* proximity may overload the server physics engine if an update is
* triggered at a later point. If this occurs, the resulting behavior is
* undefined.
*/
public setBlockData(data: org.bukkit.block.data.BlockData, applyPhysics: boolean): void;
/**
* Sets the type of this block
*/
public setType(type: org.bukkit.Material): void;
/**
* Sets the type of this block
* <br>
* Note that applyPhysics = false is not in general safe. It should only be
* used when you need to avoid triggering a physics update of neighboring
* blocks, for example when creating a {@link Bisected} block. If you are
* using a custom populator, then this parameter may also be required to
* prevent triggering infinite chunk loads on border blocks. This method
* should NOT be used to "hack" physics by placing blocks in impossible
* locations. Such blocks are liable to be removed on various events such as
* world upgrades. Furthermore setting large amounts of such blocks in close
* proximity may overload the server physics engine if an update is
* triggered at a later point. If this occurs, the resulting behavior is
* undefined.
*/
public setType(type: org.bukkit.Material, applyPhysics: boolean): void;
/**
* Gets the face relation of this block compared to the given block.
* <p>
* For example:
* <pre>{@code
* Block current = world.getBlockAt(100, 100, 100);
* Block target = world.getBlockAt(100, 101, 100);
* current.getFace(target) == BlockFace.Up;
* }</pre>
* <br>
* If the given block is not connected to this block, null may be returned
*/
public getFace(block: org.bukkit.block.Block): org.bukkit.block.BlockFace;
/**
* Captures the current state of this block. You may then cast that state
* into any accepted type, such as Furnace or Sign.
* <p>
* The returned object will never be updated, and you are not guaranteed
* that (for example) a sign is still a sign after you capture its state.
*/
public getState(): org.bukkit.block.BlockState;
/**
* Returns the biome that this block resides in
*/
public getBiome(): org.bukkit.block.Biome;
/**
* Sets the biome that this block resides in
*/
public setBiome(bio: org.bukkit.block.Biome): void;
/**
* Returns true if the block is being powered by Redstone.
*/
public isBlockPowered(): boolean;
/**
* Returns true if the block is being indirectly powered by Redstone.
*/
public isBlockIndirectlyPowered(): boolean;
/**
* Returns true if the block face is being powered by Redstone.
*/
public isBlockFacePowered(face: org.bukkit.block.BlockFace): boolean;
/**
* Returns true if the block face is being indirectly powered by Redstone.
*/
public isBlockFaceIndirectlyPowered(face: org.bukkit.block.BlockFace): boolean;
/**
* Returns the redstone power being provided to this block face
*/
public getBlockPower(face: org.bukkit.block.BlockFace): number;
/**
* Returns the redstone power being provided to this block
*/
public getBlockPower(): number;
/**
* Checks if this block is empty.
* <p>
* A block is considered empty when {@link #getType()} returns {@link
* Material#AIR}.
*/
public isEmpty(): boolean;
/**
* Checks if this block is liquid.
* <p>
* A block is considered liquid when {@link #getType()} returns {@link
* Material#WATER} or {@link Material#LAVA}.
*/
public isLiquid(): boolean;
/**
* Gets the temperature of this block.
* <p>
* If the raw biome temperature without adjusting for height effects is
* required then please use {@link World#getTemperature(int, int)}.
*/
public getTemperature(): number;
/**
* Gets the humidity of the biome of this block
*/
public getHumidity(): number;
/**
* Returns the reaction of the block when moved by a piston
*/
public getPistonMoveReaction(): org.bukkit.block.PistonMoveReaction;
/**
* Breaks the block and spawns items as if a player had digged it
*/
public breakNaturally(): boolean;
/**
* Breaks the block and spawns items as if a player had digged it with a
* specific tool
*/
public breakNaturally(tool: org.bukkit.inventory.ItemStack): boolean;
/**
* Returns a list of items which would drop by destroying this block
*/
public getDrops(): any[] /*java.util.Collection*/;
/**
* Returns a list of items which would drop by destroying this block with
* a specific tool
*/
public getDrops(tool: org.bukkit.inventory.ItemStack): any[] /*java.util.Collection*/;
/**
* Checks if this block is passable.
* <p>
* A block is passable if it has no colliding parts that would prevent
* players from moving through it.
* <p>
* Examples: Tall grass, flowers, signs, etc. are passable, but open doors,
* fence gates, trap doors, etc. are not because they still have parts that
* can be collided with.
*/
public isPassable(): boolean;
/**
* Performs a ray trace that checks for collision with this specific block
* in its current state using its precise collision shape.
*/
public rayTrace(start: org.bukkit.Location, direction: org.bukkit.util.Vector, maxDistance: number, fluidCollisionMode: org.bukkit.FluidCollisionMode): org.bukkit.util.RayTraceResult;
/**
* Gets the approximate bounding box for this block.
* <p>
* This isn't exact as some blocks {@link org.bukkit.block.data.type.Stairs}
* contain many bounding boxes to establish their complete form.
* Also, the box may not be exactly the same as the collision shape (such as
* cactus, which is 16/16 of a block with 15/16 collisional bounds).
* This method will return an empty bounding box if the geometric shape of
* the block is empty (such as air blocks).
*/
public getBoundingBox(): org.bukkit.util.BoundingBox;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class BlockFace {
public static NORTH: org.bukkit.block.BlockFace;
public static EAST: org.bukkit.block.BlockFace;
public static SOUTH: org.bukkit.block.BlockFace;
public static WEST: org.bukkit.block.BlockFace;
public static UP: org.bukkit.block.BlockFace;
public static DOWN: org.bukkit.block.BlockFace;
public static NORTH_EAST: org.bukkit.block.BlockFace;
public static NORTH_WEST: org.bukkit.block.BlockFace;
public static SOUTH_EAST: org.bukkit.block.BlockFace;
public static SOUTH_WEST: org.bukkit.block.BlockFace;
public static WEST_NORTH_WEST: org.bukkit.block.BlockFace;
public static NORTH_NORTH_WEST: org.bukkit.block.BlockFace;
public static NORTH_NORTH_EAST: org.bukkit.block.BlockFace;
public static EAST_NORTH_EAST: org.bukkit.block.BlockFace;
public static EAST_SOUTH_EAST: org.bukkit.block.BlockFace;
public static SOUTH_SOUTH_EAST: org.bukkit.block.BlockFace;
public static SOUTH_SOUTH_WEST: org.bukkit.block.BlockFace;
public static WEST_SOUTH_WEST: org.bukkit.block.BlockFace;
public static SELF: org.bukkit.block.BlockFace;
public static values(): org.bukkit.block.BlockFace[];
public static valueOf(name: string): org.bukkit.block.BlockFace;
/**
* Get the amount of X-coordinates to modify to get the represented block
*/
public getModX(): number;
/**
* Get the amount of Y-coordinates to modify to get the represented block
*/
public getModY(): number;
/**
* Get the amount of Z-coordinates to modify to get the represented block
*/
public getModZ(): number;
/**
* Gets the normal vector corresponding to this block face.
*/
public getDirection(): org.bukkit.util.Vector;
public getOppositeFace(): org.bukkit.block.BlockFace;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class BlockState {
/**
* Gets the block represented by this block state.
*/
public getBlock(): org.bukkit.block.Block;
/**
* Gets the metadata for this block state.
*/
public getData(): org.bukkit.material.MaterialData;
/**
* Gets the data for this block state.
*/
public getBlockData(): org.bukkit.block.data.BlockData;
/**
* Gets the type of this block state.
*/
public getType(): org.bukkit.Material;
/**
* Gets the current light level of the block represented by this block state.
*/
public getLightLevel(): number;
/**
* Gets the world which contains the block represented by this block state.
*/
public getWorld(): org.bukkit.World;
/**
* Gets the x-coordinate of this block state.
*/
public getX(): number;
/**
* Gets the y-coordinate of this block state.
*/
public getY(): number;
/**
* Gets the z-coordinate of this block state.
*/
public getZ(): number;
/**
* Gets the location of this block state.
* <p>
* If this block state is not placed the location's world will be null!
*/
public getLocation(): org.bukkit.Location;
/**
* Stores the location of this block state in the provided Location object.
* <p>
* If the provided Location is null this method does nothing and returns
* null.
* <p>
* If this block state is not placed the location's world will be null!
*/
public getLocation(loc: org.bukkit.Location): org.bukkit.Location;
/**
* Gets the chunk which contains the block represented by this block state.
*/
public getChunk(): org.bukkit.Chunk;
/**
* Sets the metadata for this block state.
*/
public setData(data: org.bukkit.material.MaterialData): void;
/**
* Sets the data for this block state.
*/
public setBlockData(data: org.bukkit.block.data.BlockData): void;
/**
* Sets the type of this block state.
*/
public setType(type: org.bukkit.Material): void;
/**
* Attempts to update the block represented by this state, setting it to
* the new values as defined by this state.
* <p>
* This has the same effect as calling update(false). That is to say,
* this will not modify the state of a block if it is no longer the same
* type as it was when this state was taken. It will return false in this
* eventuality.
*/
public update(): boolean;
/**
* Attempts to update the block represented by this state, setting it to
* the new values as defined by this state.
* <p>
* This has the same effect as calling update(force, true). That is to
* say, this will trigger a physics update to surrounding blocks.
*/
public update(force: boolean): boolean;
/**
* Attempts to update the block represented by this state, setting it to
* the new values as defined by this state.
* <p>
* If this state is not placed, this will have no effect and return true.
* <p>
* Unless force is true, this will not modify the state of a block if it
* is no longer the same type as it was when this state was taken. It will
* return false in this eventuality.
* <p>
* If force is true, it will set the type of the block to match the new
* state, set the state data and then return true.
* <p>
* If applyPhysics is true, it will trigger a physics update on
* surrounding blocks which could cause them to update or disappear.
*/
public update(force: boolean, applyPhysics: boolean): boolean;
public getRawData(): number;
public setRawData(data: number): void;
/**
* Returns whether this state is placed in the world.
* <p>
* Some methods will not work if the block state isn't
* placed in the world.
*/
public isPlaced(): boolean;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class BrewingStand {
/**
* How much time is left in the brewing cycle.
*/
public getBrewingTime(): number;
/**
* Set the time left before brewing completes.
*/
public setBrewingTime(brewTime: number): void;
/**
* Get the level of current fuel for brewing.
*/
public getFuelLevel(): number;
/**
* Set the level of current fuel for brewing.
*/
public setFuelLevel(level: number): void;
public getInventory(): org.bukkit.inventory.BrewerInventory;
public getSnapshotInventory(): org.bukkit.inventory.BrewerInventory;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Campfire {
public getSize(): number;
public getItem(index: number): org.bukkit.inventory.ItemStack;
public setItem(index: number, item: org.bukkit.inventory.ItemStack): void;
/**
* Get cook time.
* This is the amount of time the item has been cooking for.
*/
public getCookTime(index: number): number;
/**
* Set cook time.
* This is the amount of time the item has been cooking for.
*/
public setCookTime(index: number, cookTime: number): void;
/**
* Get cook time total.
* This is the amount of time the item is required to cook for.
*/
public getCookTimeTotal(index: number): number;
/**
* Set cook time.
* This is the amount of time the item is required to cook for.
*/
public setCookTimeTotal(index: number, cookTimeTotal: number): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Chest {
/**
* Gets the inventory of the chest block represented by this block state.
* <p>
* If the chest is a double chest, it returns just the portion of the
* inventory linked to the half of the chest corresponding to this block state.
* <p>
* If the block was changed to a different type in the meantime, the
* returned inventory might no longer be valid.
* <p>
* If this block state is not placed this will return the captured
* inventory snapshot instead.
*/
public getBlockInventory(): org.bukkit.inventory.Inventory;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class CommandBlock {
/**
* Gets the command that this CommandBlock will run when powered.
* This will never return null. If the CommandBlock does not have a
* command, an empty String will be returned instead.
*/
public getCommand(): string;
/**
* Sets the command that this CommandBlock will run when powered.
* Setting the command to null is the same as setting it to an empty
* String.
*/
public setCommand(command: string): void;
/**
* Gets the name of this CommandBlock. The name is used with commands
* that this CommandBlock executes. This name will never be null, and
* by default is "@".
*/
public getName(): string;
/**
* Sets the name of this CommandBlock. The name is used with commands
* that this CommandBlock executes. Setting the name to null is the
* same as setting it to "@".
*/
public setName(name: string): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Comparator {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Conduit {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Container {
/**
* Gets the inventory of the block represented by this block state.
* <p>
* If the block was changed to a different type in the meantime, the
* returned inventory might no longer be valid.
* <p>
* If this block state is not placed this will return the captured inventory
* snapshot instead.
*/
public getInventory(): org.bukkit.inventory.Inventory;
/**
* Gets the captured inventory snapshot of this container.
* <p>
* The returned inventory is not linked to any block. Any modifications to
* the returned inventory will not be applied to the block represented by
* this block state up until {@link #update(boolean, boolean)} has been
* called.
*/
public getSnapshotInventory(): org.bukkit.inventory.Inventory;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class CreatureSpawner {
/**
* Get the spawner's creature type.
*/
public getSpawnedType(): org.bukkit.entity.EntityType;
/**
* Set the spawner's creature type.
*/
public setSpawnedType(creatureType: org.bukkit.entity.EntityType): void;
/**
* Set the spawner mob type.
*/
public setCreatureTypeByName(creatureType: string): void;
/**
* Get the spawner's creature type.
*/
public getCreatureTypeName(): string;
/**
* Get the spawner's delay.
* <br>
* This is the delay, in ticks, until the spawner will spawn its next mob.
*/
public getDelay(): number;
/**
* Set the spawner's delay.
* <br>
* If set to -1, the spawn delay will be reset to a random value between
* {@link #getMinSpawnDelay} and {@link #getMaxSpawnDelay()}.
*/
public setDelay(delay: number): void;
/**
* The minimum spawn delay amount (in ticks).
* <br>
* This value is used when the spawner resets its delay (for any reason).
* It will choose a random number between {@link #getMinSpawnDelay()}
* and {@link #getMaxSpawnDelay()} for its next {@link #getDelay()}.
* Default value is 200 ticks.
*/
public getMinSpawnDelay(): number;
/**
* Set the minimum spawn delay amount (in ticks).
*/
public setMinSpawnDelay(delay: number): void;
/**
* The maximum spawn delay amount (in ticks).
* <br>
* This value is used when the spawner resets its delay (for any reason).
* It will choose a random number between {@link #getMinSpawnDelay()}
* and {@link #getMaxSpawnDelay()} for its next {@link #getDelay()}.
* <br>
* This value <b>must</b> be greater than 0 and less than or equal to
* {@link #getMaxSpawnDelay()}.
* Default value is 800 ticks.
*/
public getMaxSpawnDelay(): number;
/**
* Set the maximum spawn delay amount (in ticks).
* <br>
* This value <b>must</b> be greater than 0, as well as greater than or
* equal to {@link #getMinSpawnDelay()}
*/
public setMaxSpawnDelay(delay: number): void;
/**
* Get how many mobs attempt to spawn.
* <br>
* Default value is 4.
*/
public getSpawnCount(): number;
/**
* Set how many mobs attempt to spawn.
*/
public setSpawnCount(spawnCount: number): void;
/**
* Set the new maximum amount of similar entities that are allowed to be
* within spawning range of this spawner.
* <br>
* If more than the maximum number of entities are within range, the spawner
* will not spawn and try again with a new {@link #getDelay()}.
* <br>
* Default value is 16.
*/
public getMaxNearbyEntities(): number;
/**
* Set the maximum number of similar entities that are allowed to be within
* spawning range of this spawner.
* <br>
* Similar entities are entities that are of the same {@link EntityType}
*/
public setMaxNearbyEntities(maxNearbyEntities: number): void;
/**
* Get the maximum distance(squared) a player can be in order for this
* spawner to be active.
* <br>
* If this value is less than or equal to 0, this spawner is always active
* (given that there are players online).
* <br>
* Default value is 16.
*/
public getRequiredPlayerRange(): number;
/**
* Set the maximum distance (squared) a player can be in order for this
* spawner to be active.
* <br>
* Setting this value to less than or equal to 0 will make this spawner
* always active (given that there are players online).
*/
public setRequiredPlayerRange(requiredPlayerRange: number): void;
/**
* Get the radius around which the spawner will attempt to spawn mobs in.
* <br>
* This area is square, includes the block the spawner is in, and is
* centered on the spawner's x,z coordinates - not the spawner itself.
* <br>
* It is 2 blocks high, centered on the spawner's y-coordinate (its bottom);
* thus allowing mobs to spawn as high as its top surface and as low
* as 1 block below its bottom surface.
* <br>
* Default value is 4.
*/
public getSpawnRange(): number;
/**
* Set the new spawn range.
* <br>
*/
public setSpawnRange(spawnRange: number): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class DaylightDetector {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Dispenser {
/**
* Gets the BlockProjectileSource object for the dispenser.
* <p>
* If the block represented by this state is no longer a dispenser, this
* will return null.
*/
public getBlockProjectileSource(): org.bukkit.projectiles.BlockProjectileSource;
/**
* Attempts to dispense the contents of the dispenser.
* <p>
* If the block represented by this state is no longer a dispenser, this
* will return false.
*/
public dispense(): boolean;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class DoubleChest {
constructor(chest: org.bukkit.inventory.DoubleChestInventory)
public getInventory(): org.bukkit.inventory.Inventory;
public getLeftSide(): org.bukkit.inventory.InventoryHolder;
public getRightSide(): org.bukkit.inventory.InventoryHolder;
public getLocation(): org.bukkit.Location;
public getWorld(): org.bukkit.World;
public getX(): number;
public getY(): number;
public getZ(): number;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Dropper {
/**
* Tries to drop a randomly selected item from the dropper's inventory,
* following the normal behavior of a dropper.
* <p>
* Normal behavior of a dropper is as follows:
* <p>
* If the block that the dropper is facing is an InventoryHolder,
* the randomly selected ItemStack is placed within that
* Inventory in the first slot that's available, starting with 0 and
* counting up. If the inventory is full, nothing happens.
* <p>
* If the block that the dropper is facing is not an InventoryHolder,
* the randomly selected ItemStack is dropped on
* the ground in the form of an {@link org.bukkit.entity.Item Item}.
* <p>
* If the block represented by this state is no longer a dropper, this will
* do nothing.
*/
public drop(): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class EnchantingTable {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class EndGateway {
/**
* Gets the location that entities are teleported to when
* entering the gateway portal.
* <p>
* If this block state is not placed the location's world will be null.
*/
public getExitLocation(): org.bukkit.Location;
/**
* Sets the exit location that entities are teleported to when
* they enter the gateway portal.
* <p>
* If this block state is not placed the location's world has to be null.
*/
public setExitLocation(location: org.bukkit.Location): void;
/**
* Gets whether this gateway will teleport entities directly to
* the exit location instead of finding a nearby location.
*/
public isExactTeleport(): boolean;
/**
* Sets whether this gateway will teleport entities directly to
* the exit location instead of finding a nearby location.
*/
public setExactTeleport(exact: boolean): void;
/**
* Gets the age in ticks of the gateway.
* <br>
* If the age is less than 200 ticks a magenta beam will be emitted, whilst
* if it is a multiple of 2400 ticks a purple beam will be emitted.
*/
public getAge(): number;
/**
* Sets the age in ticks of the gateway.
* <br>
* If the age is less than 200 ticks a magenta beam will be emitted, whilst
* if it is a multiple of 2400 ticks a purple beam will be emitted.
*/
public setAge(age: number): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class EnderChest {
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class FlowerPot {
/**
* Gets the item present in this flower pot.
*/
public getContents(): org.bukkit.material.MaterialData;
/**
* Sets the item present in this flower pot.
* NOTE: The Vanilla Minecraft client will currently not refresh this until
* a block update is triggered.
*/
public setContents(item: org.bukkit.material.MaterialData): void;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Furnace {
/**
* Get burn time.
*/
public getBurnTime(): number;
/**
* Set burn time.
* A burn time greater than 0 will cause this block to be lit, whilst a time
* less than 0 will extinguish it.
*/
public setBurnTime(burnTime: number): void;
/**
* Get cook time.
* This is the amount of time the item has been cooking for.
*/
public getCookTime(): number;
/**
* Set cook time.
* This is the amount of time the item has been cooking for.
*/
public setCookTime(cookTime: number): void;
/**
* Get cook time total.
* This is the amount of time the item is required to cook for.
*/
public getCookTimeTotal(): number;
/**
* Set cook time.
* This is the amount of time the item is required to cook for.
*/
public setCookTimeTotal(cookTimeTotal: number): void;
public getInventory(): org.bukkit.inventory.FurnaceInventory;
public getSnapshotInventory(): org.bukkit.inventory.FurnaceInventory;
}
}
}
}

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declare namespace org {
namespace bukkit {
namespace block {
class Hopper {
}
}
}
}

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