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