ms/packages/bukkit/src/typings/org.bukkit.block.BlockState.ts

120 lines
5.3 KiB
TypeScript

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