declare namespace org { namespace bukkit { // @ts-ignore interface World extends org.bukkit.plugin.messaging.PluginMessageRecipient, org.bukkit.metadata.Metadatable { /** * Gets the {@link Block} at the given coordinates */ getBlockAt(x: number, y: number, z: number): org.bukkit.block.Block; /** * Gets the {@link Block} at the given {@link Location} */ 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. */ 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. */ 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. */ 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. */ getHighestBlockAt(location: org.bukkit.Location): org.bukkit.block.Block; /** * Gets the {@link Chunk} at the given coordinates */ getChunkAt(x: number, z: number): org.bukkit.Chunk; /** * Gets the {@link Chunk} at the given {@link Location} */ getChunkAt(location: org.bukkit.Location): org.bukkit.Chunk; /** * Gets the {@link Chunk} that contains the given {@link Block} */ getChunkAt(block: org.bukkit.block.Block): org.bukkit.Chunk; /** * Checks if the specified {@link Chunk} is loaded */ isChunkLoaded(chunk: org.bukkit.Chunk): boolean; /** * Gets an array of all loaded {@link Chunk}s */ getLoadedChunks(): org.bukkit.Chunk[]; /** * Loads the specified {@link Chunk}. *
* 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. */ loadChunk(chunk: org.bukkit.Chunk): void; /** * Checks if the {@link Chunk} at the specified coordinates is loaded */ isChunkLoaded(x: number, z: number): boolean; /** * Checks if the {@link Chunk} at the specified coordinates is generated */ 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 */ isChunkInUse(x: number, z: number): boolean; /** * Loads the {@link Chunk} at the specified coordinates. *
* 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. *
* If the chunk does not exist, it will be generated. *
* This method is analogous to {@link #loadChunk(int, int, boolean)} where * generate is true. */ loadChunk(x: number, z: number): void; /** * Loads the {@link Chunk} at the specified coordinates. *
* 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. */ loadChunk(x: number, z: number, generate: boolean): boolean; /** * Safely unloads and saves the {@link Chunk} at the specified coordinates *
* This method is analogous to {@link #unloadChunk(int, int, boolean)} * where save is true. */ unloadChunk(chunk: org.bukkit.Chunk): boolean; /** * Safely unloads and saves the {@link Chunk} at the specified coordinates *
* This method is analogous to {@link #unloadChunk(int, int, boolean)} * where save is true. */ unloadChunk(x: number, z: number): boolean; /** * Safely unloads and optionally saves the {@link Chunk} at the specified * coordinates. */ unloadChunk(x: number, z: number, save: boolean): boolean; /** * Safely queues the {@link Chunk} at the specified coordinates for * unloading. */ unloadChunkRequest(x: number, z: number): boolean; /** * Regenerates the {@link Chunk} at the specified coordinates */ regenerateChunk(x: number, z: number): boolean; /** * Resends the {@link Chunk} to all clients */ refreshChunk(x: number, z: number): boolean; /** * Gets whether the chunk at the specified chunk coordinates is force * loaded. *
* A force loaded chunk will not be unloaded due to lack of player activity. */ isChunkForceLoaded(x: number, z: number): boolean; /** * Sets whether the chunk at the specified chunk coordinates is force * loaded. *
* A force loaded chunk will not be unloaded due to lack of player activity. */ setChunkForceLoaded(x: number, z: number, forced: boolean): void; /** * Returns all force loaded chunks in this world. *
* A force loaded chunk will not be unloaded due to lack of player activity. */ getForceLoadedChunks(): any[] /*java.util.Collection*/; /** * Adds a plugin ticket for the specified chunk, loading the chunk if it is * not already loaded. *
* 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. *
*/ addPluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean; /** * Removes the specified plugin's ticket for the specified chunk ** 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. *
*/ removePluginChunkTicket(x: number, z: number, plugin: org.bukkit.plugin.Plugin): boolean; /** * Removes all plugin tickets for the specified plugin ** 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. *
*/ 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. ** 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. *
*/ 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. ** 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. *
*/ getPluginChunkTickets(): Map* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the size of the * search bounding box. */ 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. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the size of the * search bounding box. */ 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. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the size of the * search bounding box. */ getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox): any[] /*java.util.Collection*/; /** * Returns a list of entities within the given bounding box. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the size of the * search bounding box. */ getNearbyEntities(boundingBox: org.bukkit.util.BoundingBox, filter: any): any[] /*java.util.Collection*/; /** * Performs a ray trace that checks for entity collisions. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the maximum * distance. */ 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. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the maximum * distance. */ 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. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the maximum * distance. */ 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. *
* This may not consider entities in currently unloaded chunks. Some * implementations may impose artificial restrictions on the maximum * distance. */ 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. *
* This takes collisions with passable blocks into account, but ignores * fluids. *
* This may cause loading of chunks! Some implementations may impose * artificial restrictions on the maximum distance. */ 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. *
* This takes collisions with passable blocks into account. *
* This may cause loading of chunks! Some implementations may impose * artificial restrictions on the maximum distance. */ 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. *
* If collisions with passable blocks are ignored, fluid collisions are * ignored as well regardless of the fluid collision mode. *
* 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. *
* This may cause loading of chunks! Some implementations may impose * artificial restrictions on the maximum distance. */ 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. *
* Block collisions use the blocks' precise collision shapes. The
* raySize parameter is only taken into account for entity
* collision checks.
*
* If collisions with passable blocks are ignored, fluid collisions are * ignored as well regardless of the fluid collision mode. *
* 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. *
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*/
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
*/
getName(): string;
/**
* Gets the Unique ID of this world
*/
getUID(): any;
/**
* Gets the default spawn {@link Location} of this world
*/
getSpawnLocation(): org.bukkit.Location;
/**
* Sets the spawn location of the world.
*
* The location provided must be equal to this world.
*/
setSpawnLocation(location: org.bukkit.Location): boolean;
/**
* Sets the spawn location of the world
*/
setSpawnLocation(x: number, y: number, z: number): boolean;
/**
* Gets the relative in-game time of this world.
*
* The relative time is analogous to hours * 1000 */ getTime(): number; /** * Sets the relative in-game time on the server. *
* The relative time is analogous to hours * 1000 *
* 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)} */ setTime(time: number): void; /** * Gets the full in-game time on this world */ getFullTime(): number; /** * Sets the in-game time on the server *
* Note that this sets the full time of the world, which may cause adverse
* effects such as breaking redstone clocks and any scheduled events
*/
setFullTime(time: number): void;
/**
* Returns whether the world has an ongoing storm.
*/
hasStorm(): boolean;
/**
* Set whether there is a storm. A duration will be set for the new
* current conditions.
*/
setStorm(hasStorm: boolean): void;
/**
* Get the remaining time in ticks of the current conditions.
*/
getWeatherDuration(): number;
/**
* Set the remaining time in ticks of the current conditions.
*/
setWeatherDuration(duration: number): void;
/**
* Returns whether there is thunder.
*/
isThundering(): boolean;
/**
* Set whether it is thundering.
*/
setThundering(thundering: boolean): void;
/**
* Get the thundering duration.
*/
getThunderDuration(): number;
/**
* Set the thundering duration.
*/
setThunderDuration(duration: number): void;
/**
* Creates explosion at given coordinates with given power
*/
createExplosion(x: number, y: number, z: number, power: number): boolean;
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*/
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.
*/
createExplosion(x: number, y: number, z: number, power: number, setFire: boolean, breakBlocks: boolean): boolean;
/**
* Creates explosion at given coordinates with given power
*/
createExplosion(loc: org.bukkit.Location, power: number): boolean;
/**
* Creates explosion at given coordinates with given power and optionally
* setting blocks on fire.
*/
createExplosion(loc: org.bukkit.Location, power: number, setFire: boolean): boolean;
/**
* Gets the {@link Environment} type of this world
*/
getEnvironment(): org.bukkit.World.Environment;
/**
* Gets the Seed for this world.
*/
getSeed(): number;
/**
* Gets the current PVP setting for this world.
*/
getPVP(): boolean;
/**
* Sets the PVP setting for this world.
*/
setPVP(pvp: boolean): void;
/**
* Gets the chunk generator for this world
*/
getGenerator(): org.bukkit.generator.ChunkGenerator;
/**
* Saves world to disk
*/
save(): void;
/**
* Gets a list of all applied {@link BlockPopulator}s for this World
*/
getPopulators(): any[] /*java.util.List*/;
/**
* Spawn an entity of a specific class at the given {@link Location}
*/
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.
*
* 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.
*/
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.
*
* The Material must be a block type, check with {@link Material#isBlock() * material.isBlock()}. The Material may not be air. */ 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. *
* The Material must be a block type, check with {@link Material#isBlock() * material.isBlock()}. The Material may not be air. */ 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. *
* The Material must be a block type, check with {@link Material#isBlock() * material.isBlock()}. The Material may not be air. */ 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. */ 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. */ 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. */ 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. */ 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. */ getEmptyChunkSnapshot(x: number, z: number, includeBiome: boolean, includeBiomeTemp: boolean): org.bukkit.ChunkSnapshot; /** * Sets the spawn flags for this. */ setSpawnFlags(allowMonsters: boolean, allowAnimals: boolean): void; /** * Gets whether animals can spawn in this world. */ getAllowAnimals(): boolean; /** * Gets whether monsters can spawn in this world. */ getAllowMonsters(): boolean; /** * Gets the biome for the given block coordinates. */ getBiome(x: number, z: number): org.bukkit.block.Biome; /** * Sets the biome for the given block coordinates */ setBiome(x: number, z: number, bio: org.bukkit.block.Biome): void; /** * Gets the temperature for the given block coordinates. *
* It is safe to run this method when the block does not exist, it will * not create the block. *
* This method will return the raw temperature without adjusting for block * height effects. */ getTemperature(x: number, z: number): number; /** * Gets the humidity for the given block coordinates. *
* It is safe to run this method when the block does not exist, it will * not create the block. */ getHumidity(x: number, z: number): number; /** * Gets the maximum height of this world. *
* If the max height is 100, there are only blocks from y=0 to y=99. */ getMaxHeight(): number; /** * Gets the sea level for this world. *
* This is often half of {@link #getMaxHeight()} */ getSeaLevel(): number; /** * Gets whether the world's spawn area should be kept loaded into memory * or not. */ getKeepSpawnInMemory(): boolean; /** * Sets whether the world's spawn area should be kept loaded into memory * or not. */ setKeepSpawnInMemory(keepLoaded: boolean): void; /** * Gets whether or not the world will automatically save */ isAutoSave(): boolean; /** * Sets whether or not the world will automatically save */ setAutoSave(value: boolean): void; /** * Sets the Difficulty of the world. */ setDifficulty(difficulty: org.bukkit.Difficulty): void; /** * Gets the Difficulty of the world. */ getDifficulty(): org.bukkit.Difficulty; /** * Gets the folder of this world on disk. */ getWorldFolder(): any; /** * Gets the type of this world. */ getWorldType(): org.bukkit.WorldType; /** * Gets whether or not structures are being generated. */ canGenerateStructures(): boolean; /** * Gets the world's ticks per animal spawns value *
* This value determines how many ticks there are between attempts to * spawn animals. *
* Example Usage: *
* Note: * If set to 0, animal spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *
* Minecraft default: 400. */ getTicksPerAnimalSpawns(): number; /** * Sets the world's ticks per animal spawns value *
* This value determines how many ticks there are between attempts to * spawn animals. *
* Example Usage: *
* Note: * If set to 0, animal spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *
* Minecraft default: 400. */ setTicksPerAnimalSpawns(ticksPerAnimalSpawns: number): void; /** * Gets the world's ticks per monster spawns value *
* This value determines how many ticks there are between attempts to * spawn monsters. *
* Example Usage: *
* Note: * If set to 0, monsters spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *
* Minecraft default: 1. */ getTicksPerMonsterSpawns(): number; /** * Sets the world's ticks per monster spawns value *
* This value determines how many ticks there are between attempts to * spawn monsters. *
* Example Usage: *
* Note: * If set to 0, monsters spawning will be disabled for this world. We * recommend using {@link #setSpawnFlags(boolean, boolean)} to control * this instead. *
* Minecraft default: 1. */ setTicksPerMonsterSpawns(ticksPerMonsterSpawns: number): void; /** * Gets limit for number of monsters that can spawn in a chunk in this * world */ getMonsterSpawnLimit(): number; /** * Sets the limit for number of monsters that can spawn in a chunk in this * world *
* Note: If set to a negative number the world will use the * server-wide spawn limit instead. */ setMonsterSpawnLimit(limit: number): void; /** * Gets the limit for number of animals that can spawn in a chunk in this * world */ getAnimalSpawnLimit(): number; /** * Sets the limit for number of animals that can spawn in a chunk in this * world *
* Note: If set to a negative number the world will use the * server-wide spawn limit instead. */ setAnimalSpawnLimit(limit: number): void; /** * Gets the limit for number of water animals that can spawn in a chunk in * this world */ getWaterAnimalSpawnLimit(): number; /** * Sets the limit for number of water animals that can spawn in a chunk in * this world *
* Note: If set to a negative number the world will use the * server-wide spawn limit instead. */ setWaterAnimalSpawnLimit(limit: number): void; /** * Gets the limit for number of ambient mobs that can spawn in a chunk in * this world */ getAmbientSpawnLimit(): number; /** * Sets the limit for number of ambient mobs that can spawn in a chunk in * this world *
* Note: If set to a negative number the world will use the * server-wide spawn limit instead. */ setAmbientSpawnLimit(limit: number): void; /** * Play a Sound at the provided Location in the World *
* This function will fail silently if Location or Sound are null. */ playSound(location: org.bukkit.Location, sound: org.bukkit.Sound, volume: number, pitch: number): void; /** * Play a Sound at the provided Location in the World. *
* 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. */ playSound(location: org.bukkit.Location, sound: string, volume: number, pitch: number): void; /** * Play a Sound at the provided Location in the World. *
* This function will fail silently if Location or Sound are null. */ 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. *
* 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. */ 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. */ getGameRules(): any; /** * Gets the current state of the specified rule *
* Will return null if rule passed is null */ getGameRuleValue(rule: string): string; /** * Set the specified gamerule to specified value. *
* The rule may attempt to validate the value passed, will return true if * value was set. *
* If rule is null, the function will return false. */ setGameRuleValue(rule: string, value: string): boolean; /** * Checks if string is a valid game rule */ isGameRule(rule: string): boolean; /** * Get the current value for a given {@link GameRule}. */ 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. */ getGameRuleDefault(rule: org.bukkit.GameRule): any; /** * Set the given {@link GameRule}'s new value. */ setGameRule(rule: org.bukkit.GameRule, newValue: any): boolean; /** * Gets the world border for this world. */ getWorldBorder(): org.bukkit.WorldBorder; /** * Spawns the particle (the number of times specified by count) * at the target location. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. */ 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. *
* 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. *
* This will not 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. */ locateNearestStructure(origin: org.bukkit.Location, structureType: org.bukkit.StructureType, radius: number, findUnexplored: boolean): org.bukkit.Location; } } }