@@ -1,55 +1,56 @@
|
||||
declare namespace org {
|
||||
namespace bukkit {
|
||||
class World {
|
||||
// @ts-ignore
|
||||
interface World extends org.bukkit.plugin.messaging.PluginMessageRecipient, org.bukkit.metadata.Metadatable {
|
||||
/**
|
||||
* Gets the {@link Block} at the given coordinates
|
||||
*/
|
||||
public getBlockAt(x: number, y: number, z: number): org.bukkit.block.Block;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
getChunkAt(block: org.bukkit.block.Block): org.bukkit.Chunk;
|
||||
/**
|
||||
* Checks if the specified {@link Chunk} is loaded
|
||||
*/
|
||||
public isChunkLoaded(chunk: org.bukkit.Chunk): boolean;
|
||||
isChunkLoaded(chunk: org.bukkit.Chunk): boolean;
|
||||
/**
|
||||
* Gets an array of all loaded {@link Chunk}s
|
||||
*/
|
||||
public getLoadedChunks(): org.bukkit.Chunk[];
|
||||
getLoadedChunks(): org.bukkit.Chunk[];
|
||||
/**
|
||||
* Loads the specified {@link Chunk}.
|
||||
* <p>
|
||||
@@ -57,20 +58,20 @@ declare namespace org {
|
||||
* 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;
|
||||
loadChunk(chunk: org.bukkit.Chunk): void;
|
||||
/**
|
||||
* Checks if the {@link Chunk} at the specified coordinates is loaded
|
||||
*/
|
||||
public isChunkLoaded(x: number, z: number): boolean;
|
||||
isChunkLoaded(x: number, z: number): boolean;
|
||||
/**
|
||||
* Checks if the {@link Chunk} at the specified coordinates is generated
|
||||
*/
|
||||
public isChunkGenerated(x: number, z: number): boolean;
|
||||
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;
|
||||
isChunkInUse(x: number, z: number): boolean;
|
||||
/**
|
||||
* Loads the {@link Chunk} at the specified coordinates.
|
||||
* <p>
|
||||
@@ -83,7 +84,7 @@ declare namespace org {
|
||||
* This method is analogous to {@link #loadChunk(int, int, boolean)} where
|
||||
* generate is true.
|
||||
*/
|
||||
public loadChunk(x: number, z: number): void;
|
||||
loadChunk(x: number, z: number): void;
|
||||
/**
|
||||
* Loads the {@link Chunk} at the specified coordinates.
|
||||
* <p>
|
||||
@@ -91,59 +92,59 @@ declare namespace org {
|
||||
* 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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
unloadChunkRequest(x: number, z: number): boolean;
|
||||
/**
|
||||
* Regenerates the {@link Chunk} at the specified coordinates
|
||||
*/
|
||||
public regenerateChunk(x: number, z: number): boolean;
|
||||
regenerateChunk(x: number, z: number): boolean;
|
||||
/**
|
||||
* Resends the {@link Chunk} to all clients
|
||||
*/
|
||||
public refreshChunk(x: number, z: number): boolean;
|
||||
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;
|
||||
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;
|
||||
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*/;
|
||||
getForceLoadedChunks(): any[] /*java.util.Collection*/;
|
||||
/**
|
||||
* Adds a plugin ticket for the specified chunk, loading the chunk if it is
|
||||
* not already loaded.
|
||||
@@ -153,7 +154,7 @@ declare namespace org {
|
||||
* but each chunk can have multiple plugin tickets.
|
||||
* </p>
|
||||
*/
|
||||
public addPluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
|
||||
addPluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
|
||||
/**
|
||||
* Removes the specified plugin's ticket for the specified chunk
|
||||
* <p>
|
||||
@@ -162,7 +163,7 @@ declare namespace org {
|
||||
* but each chunk can have multiple plugin tickets.
|
||||
* </p>
|
||||
*/
|
||||
public removePluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
|
||||
removePluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean;
|
||||
/**
|
||||
* Removes all plugin tickets for the specified plugin
|
||||
* <p>
|
||||
@@ -171,7 +172,7 @@ declare namespace org {
|
||||
* but each chunk can have multiple plugin tickets.
|
||||
* </p>
|
||||
*/
|
||||
public removePluginChunkTickets(plugin: org.bukkit.plugin.Plugin): void;
|
||||
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
|
||||
@@ -182,7 +183,7 @@ declare namespace org {
|
||||
* but each chunk can have multiple plugin tickets.
|
||||
* </p>
|
||||
*/
|
||||
public getPluginChunkTickets(x: number, z: number): any[] /*java.util.Collection*/;
|
||||
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
|
||||
@@ -193,70 +194,70 @@ declare namespace org {
|
||||
* but each chunk can have multiple plugin tickets.
|
||||
* </p>
|
||||
*/
|
||||
public getPluginChunkTickets(): Map<any, any> /*java.util.Map*/;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
strikeLightningEffect(loc: org.bukkit.Location): org.bukkit.entity.LightningStrike;
|
||||
/**
|
||||
* Get a list of all entities in this World
|
||||
*/
|
||||
public getEntities(): any[] /*java.util.List*/;
|
||||
getEntities(): any[] /*java.util.List*/;
|
||||
/**
|
||||
* Get a list of all living entities in this World
|
||||
*/
|
||||
public getLivingEntities(): any[] /*java.util.List*/;
|
||||
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*/;
|
||||
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*/;
|
||||
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*/;
|
||||
getEntitiesByClasses(classes: any): any[] /*java.util.Collection*/;
|
||||
/**
|
||||
* Get a list of all players in this World
|
||||
*/
|
||||
public getPlayers(): any[] /*java.util.List*/;
|
||||
getPlayers(): any[] /*java.util.List*/;
|
||||
/**
|
||||
* Returns a list of entities within a bounding box centered around a
|
||||
* Location.
|
||||
@@ -265,7 +266,7 @@ declare namespace org {
|
||||
* 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*/;
|
||||
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.
|
||||
@@ -274,7 +275,7 @@ declare namespace org {
|
||||
* 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*/;
|
||||
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>
|
||||
@@ -282,7 +283,7 @@ declare namespace org {
|
||||
* implementations may impose artificial restrictions on the size of the
|
||||
* search bounding box.
|
||||
*/
|
||||
public getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox): any[] /*java.util.Collection*/;
|
||||
getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox): any[] /*java.util.Collection*/;
|
||||
/**
|
||||
* Returns a list of entities within the given bounding box.
|
||||
* <p>
|
||||
@@ -290,7 +291,7 @@ declare namespace org {
|
||||
* 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*/;
|
||||
getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox, filter: any): any[] /*java.util.Collection*/;
|
||||
/**
|
||||
* Performs a ray trace that checks for entity collisions.
|
||||
* <p>
|
||||
@@ -298,7 +299,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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>
|
||||
@@ -306,7 +307,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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>
|
||||
@@ -314,7 +315,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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>
|
||||
@@ -322,7 +323,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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.
|
||||
@@ -333,7 +334,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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.
|
||||
@@ -343,7 +344,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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.
|
||||
@@ -358,7 +359,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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>
|
||||
@@ -376,35 +377,35 @@ declare namespace org {
|
||||
* 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;
|
||||
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;
|
||||
getName(): string;
|
||||
/**
|
||||
* Gets the Unique ID of this world
|
||||
*/
|
||||
public getUID(): any;
|
||||
getUID(): any;
|
||||
/**
|
||||
* Gets the default spawn {@link Location} of this world
|
||||
*/
|
||||
public getSpawnLocation(): org.bukkit.Location;
|
||||
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;
|
||||
setSpawnLocation(location: org.bukkit.Location): boolean;
|
||||
/**
|
||||
* Sets the spawn location of the world
|
||||
*/
|
||||
public setSpawnLocation(x: number, y: number, z: number): boolean;
|
||||
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;
|
||||
getTime(): number;
|
||||
/**
|
||||
* Sets the relative in-game time on the server.
|
||||
* <p>
|
||||
@@ -414,106 +415,106 @@ declare namespace org {
|
||||
* will actually move the clock forward a day. If you require to rewind
|
||||
* time, please see {@link #setFullTime(long)}
|
||||
*/
|
||||
public setTime(time: number): void;
|
||||
setTime(time: number): void;
|
||||
/**
|
||||
* Gets the full in-game time on this world
|
||||
*/
|
||||
public getFullTime(): number;
|
||||
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;
|
||||
setFullTime(time: number): void;
|
||||
/**
|
||||
* Returns whether the world has an ongoing storm.
|
||||
*/
|
||||
public hasStorm(): boolean;
|
||||
hasStorm(): boolean;
|
||||
/**
|
||||
* Set whether there is a storm. A duration will be set for the new
|
||||
* current conditions.
|
||||
*/
|
||||
public setStorm(hasStorm: boolean): void;
|
||||
setStorm(hasStorm: boolean): void;
|
||||
/**
|
||||
* Get the remaining time in ticks of the current conditions.
|
||||
*/
|
||||
public getWeatherDuration(): number;
|
||||
getWeatherDuration(): number;
|
||||
/**
|
||||
* Set the remaining time in ticks of the current conditions.
|
||||
*/
|
||||
public setWeatherDuration(duration: number): void;
|
||||
setWeatherDuration(duration: number): void;
|
||||
/**
|
||||
* Returns whether there is thunder.
|
||||
*/
|
||||
public isThundering(): boolean;
|
||||
isThundering(): boolean;
|
||||
/**
|
||||
* Set whether it is thundering.
|
||||
*/
|
||||
public setThundering(thundering: boolean): void;
|
||||
setThundering(thundering: boolean): void;
|
||||
/**
|
||||
* Get the thundering duration.
|
||||
*/
|
||||
public getThunderDuration(): number;
|
||||
getThunderDuration(): number;
|
||||
/**
|
||||
* Set the thundering duration.
|
||||
*/
|
||||
public setThunderDuration(duration: number): void;
|
||||
setThunderDuration(duration: number): void;
|
||||
/**
|
||||
* Creates explosion at given coordinates with given power
|
||||
*/
|
||||
public createExplosion(x: number, y: number, z: number, power: number): boolean;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
createExplosion(loc: org.bukkit.Location, power: number, setFire: boolean): boolean;
|
||||
/**
|
||||
* Gets the {@link Environment} type of this world
|
||||
*/
|
||||
public getEnvironment(): org.bukkit.World.Environment;
|
||||
getEnvironment(): org.bukkit.World.Environment;
|
||||
/**
|
||||
* Gets the Seed for this world.
|
||||
*/
|
||||
public getSeed(): number;
|
||||
getSeed(): number;
|
||||
/**
|
||||
* Gets the current PVP setting for this world.
|
||||
*/
|
||||
public getPVP(): boolean;
|
||||
getPVP(): boolean;
|
||||
/**
|
||||
* Sets the PVP setting for this world.
|
||||
*/
|
||||
public setPVP(pvp: boolean): void;
|
||||
setPVP(pvp: boolean): void;
|
||||
/**
|
||||
* Gets the chunk generator for this world
|
||||
*/
|
||||
public getGenerator(): org.bukkit.generator.ChunkGenerator;
|
||||
getGenerator(): org.bukkit.generator.ChunkGenerator;
|
||||
/**
|
||||
* Saves world to disk
|
||||
*/
|
||||
public save(): void;
|
||||
save(): void;
|
||||
/**
|
||||
* Gets a list of all applied {@link BlockPopulator}s for this World
|
||||
*/
|
||||
public getPopulators(): any[] /*java.util.List*/;
|
||||
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(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.
|
||||
@@ -522,7 +523,7 @@ declare namespace org {
|
||||
* 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(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.
|
||||
@@ -531,7 +532,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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.
|
||||
@@ -540,7 +541,7 @@ declare namespace org {
|
||||
* 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;
|
||||
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.
|
||||
@@ -549,51 +550,51 @@ declare namespace org {
|
||||
* 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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
setSpawnFlags(allowMonsters: boolean, allowAnimals: boolean): void;
|
||||
/**
|
||||
* Gets whether animals can spawn in this world.
|
||||
*/
|
||||
public getAllowAnimals(): boolean;
|
||||
getAllowAnimals(): boolean;
|
||||
/**
|
||||
* Gets whether monsters can spawn in this world.
|
||||
*/
|
||||
public getAllowMonsters(): boolean;
|
||||
getAllowMonsters(): boolean;
|
||||
/**
|
||||
* Gets the biome for the given block coordinates.
|
||||
*/
|
||||
public getBiome(x: number, z: number): org.bukkit.block.Biome;
|
||||
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;
|
||||
setBiome(x: number, z: number, bio: org.bukkit.block.Biome): void;
|
||||
/**
|
||||
* Gets the temperature for the given block coordinates.
|
||||
* <p>
|
||||
@@ -603,64 +604,64 @@ declare namespace org {
|
||||
* This method will return the raw temperature without adjusting for block
|
||||
* height effects.
|
||||
*/
|
||||
public getTemperature(x: number, z: number): number;
|
||||
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;
|
||||
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;
|
||||
getMaxHeight(): number;
|
||||
/**
|
||||
* Gets the sea level for this world.
|
||||
* <p>
|
||||
* This is often half of {@link #getMaxHeight()}
|
||||
*/
|
||||
public getSeaLevel(): number;
|
||||
getSeaLevel(): number;
|
||||
/**
|
||||
* Gets whether the world's spawn area should be kept loaded into memory
|
||||
* or not.
|
||||
*/
|
||||
public getKeepSpawnInMemory(): boolean;
|
||||
getKeepSpawnInMemory(): boolean;
|
||||
/**
|
||||
* Sets whether the world's spawn area should be kept loaded into memory
|
||||
* or not.
|
||||
*/
|
||||
public setKeepSpawnInMemory(keepLoaded: boolean): void;
|
||||
setKeepSpawnInMemory(keepLoaded: boolean): void;
|
||||
/**
|
||||
* Gets whether or not the world will automatically save
|
||||
*/
|
||||
public isAutoSave(): boolean;
|
||||
isAutoSave(): boolean;
|
||||
/**
|
||||
* Sets whether or not the world will automatically save
|
||||
*/
|
||||
public setAutoSave(value: boolean): void;
|
||||
setAutoSave(value: boolean): void;
|
||||
/**
|
||||
* Sets the Difficulty of the world.
|
||||
*/
|
||||
public setDifficulty(difficulty: org.bukkit.Difficulty): void;
|
||||
setDifficulty(difficulty: org.bukkit.Difficulty): void;
|
||||
/**
|
||||
* Gets the Difficulty of the world.
|
||||
*/
|
||||
public getDifficulty(): org.bukkit.Difficulty;
|
||||
getDifficulty(): org.bukkit.Difficulty;
|
||||
/**
|
||||
* Gets the folder of this world on disk.
|
||||
*/
|
||||
public getWorldFolder(): any;
|
||||
getWorldFolder(): any;
|
||||
/**
|
||||
* Gets the type of this world.
|
||||
*/
|
||||
public getWorldType(): org.bukkit.WorldType;
|
||||
getWorldType(): org.bukkit.WorldType;
|
||||
/**
|
||||
* Gets whether or not structures are being generated.
|
||||
*/
|
||||
public canGenerateStructures(): boolean;
|
||||
canGenerateStructures(): boolean;
|
||||
/**
|
||||
* Gets the world's ticks per animal spawns value
|
||||
* <p>
|
||||
@@ -683,7 +684,7 @@ declare namespace org {
|
||||
* <p>
|
||||
* Minecraft default: 400.
|
||||
*/
|
||||
public getTicksPerAnimalSpawns(): number;
|
||||
getTicksPerAnimalSpawns(): number;
|
||||
/**
|
||||
* Sets the world's ticks per animal spawns value
|
||||
* <p>
|
||||
@@ -706,7 +707,7 @@ declare namespace org {
|
||||
* <p>
|
||||
* Minecraft default: 400.
|
||||
*/
|
||||
public setTicksPerAnimalSpawns(ticksPerAnimalSpawns: number): void;
|
||||
setTicksPerAnimalSpawns(ticksPerAnimalSpawns: number): void;
|
||||
/**
|
||||
* Gets the world's ticks per monster spawns value
|
||||
* <p>
|
||||
@@ -729,7 +730,7 @@ declare namespace org {
|
||||
* <p>
|
||||
* Minecraft default: 1.
|
||||
*/
|
||||
public getTicksPerMonsterSpawns(): number;
|
||||
getTicksPerMonsterSpawns(): number;
|
||||
/**
|
||||
* Sets the world's ticks per monster spawns value
|
||||
* <p>
|
||||
@@ -752,12 +753,12 @@ declare namespace org {
|
||||
* <p>
|
||||
* Minecraft default: 1.
|
||||
*/
|
||||
public setTicksPerMonsterSpawns(ticksPerMonsterSpawns: number): void;
|
||||
setTicksPerMonsterSpawns(ticksPerMonsterSpawns: number): void;
|
||||
/**
|
||||
* Gets limit for number of monsters that can spawn in a chunk in this
|
||||
* world
|
||||
*/
|
||||
public getMonsterSpawnLimit(): number;
|
||||
getMonsterSpawnLimit(): number;
|
||||
/**
|
||||
* Sets the limit for number of monsters that can spawn in a chunk in this
|
||||
* world
|
||||
@@ -765,12 +766,12 @@ declare namespace org {
|
||||
* <b>Note:</b> If set to a negative number the world will use the
|
||||
* server-wide spawn limit instead.
|
||||
*/
|
||||
public setMonsterSpawnLimit(limit: number): void;
|
||||
setMonsterSpawnLimit(limit: number): void;
|
||||
/**
|
||||
* Gets the limit for number of animals that can spawn in a chunk in this
|
||||
* world
|
||||
*/
|
||||
public getAnimalSpawnLimit(): number;
|
||||
getAnimalSpawnLimit(): number;
|
||||
/**
|
||||
* Sets the limit for number of animals that can spawn in a chunk in this
|
||||
* world
|
||||
@@ -778,12 +779,12 @@ declare namespace org {
|
||||
* <b>Note:</b> If set to a negative number the world will use the
|
||||
* server-wide spawn limit instead.
|
||||
*/
|
||||
public setAnimalSpawnLimit(limit: number): void;
|
||||
setAnimalSpawnLimit(limit: number): void;
|
||||
/**
|
||||
* Gets the limit for number of water animals that can spawn in a chunk in
|
||||
* this world
|
||||
*/
|
||||
public getWaterAnimalSpawnLimit(): number;
|
||||
getWaterAnimalSpawnLimit(): number;
|
||||
/**
|
||||
* Sets the limit for number of water animals that can spawn in a chunk in
|
||||
* this world
|
||||
@@ -791,12 +792,12 @@ declare namespace org {
|
||||
* <b>Note:</b> If set to a negative number the world will use the
|
||||
* server-wide spawn limit instead.
|
||||
*/
|
||||
public setWaterAnimalSpawnLimit(limit: number): void;
|
||||
setWaterAnimalSpawnLimit(limit: number): void;
|
||||
/**
|
||||
* Gets the limit for number of ambient mobs that can spawn in a chunk in
|
||||
* this world
|
||||
*/
|
||||
public getAmbientSpawnLimit(): number;
|
||||
getAmbientSpawnLimit(): number;
|
||||
/**
|
||||
* Sets the limit for number of ambient mobs that can spawn in a chunk in
|
||||
* this world
|
||||
@@ -804,13 +805,13 @@ declare namespace org {
|
||||
* <b>Note:</b> If set to a negative number the world will use the
|
||||
* server-wide spawn limit instead.
|
||||
*/
|
||||
public setAmbientSpawnLimit(limit: number): void;
|
||||
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;
|
||||
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>
|
||||
@@ -818,13 +819,13 @@ declare namespace org {
|
||||
* 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;
|
||||
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;
|
||||
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>
|
||||
@@ -832,17 +833,17 @@ declare namespace org {
|
||||
* 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;
|
||||
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;
|
||||
getGameRules(): any;
|
||||
/**
|
||||
* Gets the current state of the specified rule
|
||||
* <p>
|
||||
* Will return null if rule passed is null
|
||||
*/
|
||||
public getGameRuleValue(rule: string): string;
|
||||
getGameRuleValue(rule: string): string;
|
||||
/**
|
||||
* Set the specified gamerule to specified value.
|
||||
* <p>
|
||||
@@ -851,118 +852,118 @@ declare namespace org {
|
||||
* <p>
|
||||
* If rule is null, the function will return false.
|
||||
*/
|
||||
public setGameRuleValue(rule: string, value: string): boolean;
|
||||
setGameRuleValue(rule: string, value: string): boolean;
|
||||
/**
|
||||
* Checks if string is a valid game rule
|
||||
*/
|
||||
public isGameRule(rule: string): boolean;
|
||||
isGameRule(rule: string): boolean;
|
||||
/**
|
||||
* Get the current value for a given {@link GameRule}.
|
||||
*/
|
||||
public getGameRuleValue(rule: org.bukkit.GameRule): any;
|
||||
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;
|
||||
getGameRuleDefault(rule: org.bukkit.GameRule): any;
|
||||
/**
|
||||
* Set the given {@link GameRule}'s new value.
|
||||
*/
|
||||
public setGameRule(rule: org.bukkit.GameRule, newValue: any): boolean;
|
||||
setGameRule(rule: org.bukkit.GameRule, newValue: any): boolean;
|
||||
/**
|
||||
* Gets the world border for this world.
|
||||
*/
|
||||
public getWorldBorder(): org.bukkit.WorldBorder;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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
|
||||
@@ -980,7 +981,7 @@ declare namespace org {
|
||||
* 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;
|
||||
locateNearestStructure(origin: org.bukkit.Location, structureType: org.bukkit.StructureType, radius: number, findUnexplored: boolean): org.bukkit.Location;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user