papermc/paper-api/src/main/java/org/bukkit/Server.java

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package org.bukkit;
import com.google.common.collect.ImmutableList;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.Serializable;
import java.net.InetAddress;
import java.util.Collection;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.UUID;
import java.util.function.Consumer;
import java.util.logging.Logger;
import org.bukkit.Warning.WarningState;
import org.bukkit.advancement.Advancement;
import org.bukkit.block.data.BlockData;
import org.bukkit.boss.BarColor;
import org.bukkit.boss.BarFlag;
import org.bukkit.boss.BarStyle;
import org.bukkit.boss.BossBar;
import org.bukkit.boss.KeyedBossBar;
import org.bukkit.command.CommandException;
import org.bukkit.command.CommandSender;
import org.bukkit.command.ConsoleCommandSender;
import org.bukkit.command.PluginCommand;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Player;
import org.bukkit.entity.SpawnCategory;
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
import org.bukkit.event.inventory.InventoryType;
import org.bukkit.event.server.ServerListPingEvent;
import org.bukkit.generator.ChunkGenerator;
import org.bukkit.help.HelpMap;
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.ItemCraftResult;
import org.bukkit.inventory.ItemFactory;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.Merchant;
import org.bukkit.inventory.Recipe;
import org.bukkit.inventory.meta.ItemMeta;
import org.bukkit.loot.LootTable;
import org.bukkit.map.MapView;
import org.bukkit.packs.DataPackManager;
import org.bukkit.permissions.Permissible;
import org.bukkit.plugin.PluginManager;
import org.bukkit.plugin.ServicesManager;
import org.bukkit.plugin.messaging.Messenger;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.profile.PlayerProfile;
import org.bukkit.scheduler.BukkitScheduler;
import org.bukkit.scoreboard.Criteria;
import org.bukkit.scoreboard.ScoreboardManager;
import org.bukkit.structure.StructureManager;
import org.bukkit.util.CachedServerIcon;
import org.jetbrains.annotations.Contract;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a server implementation.
*/
public interface Server extends PluginMessageRecipient {
/**
* Used for all administrative messages, such as an operator using a
* command.
* <p>
* For use in {@link #broadcast(java.lang.String, java.lang.String)}.
*/
public static final String BROADCAST_CHANNEL_ADMINISTRATIVE = "bukkit.broadcast.admin";
/**
* Used for all announcement messages, such as informing users that a
* player has joined.
* <p>
* For use in {@link #broadcast(java.lang.String, java.lang.String)}.
*/
public static final String BROADCAST_CHANNEL_USERS = "bukkit.broadcast.user";
/**
* Gets the name of this server implementation.
*
* @return name of this server implementation
*/
@NotNull
public String getName();
/**
* Gets the version string of this server implementation.
*
* @return version of this server implementation
*/
@NotNull
public String getVersion();
/**
* Gets the Bukkit version that this server is running.
*
* @return version of Bukkit
*/
@NotNull
public String getBukkitVersion();
/**
* Gets a view of all currently logged in players. This {@linkplain
* Collections#unmodifiableCollection(Collection) view} is a reused
* object, making some operations like {@link Collection#size()}
* zero-allocation.
* <p>
* The collection is a view backed by the internal representation, such
* that, changes to the internal state of the server will be reflected
* immediately. However, the reuse of the returned collection (identity)
* is not strictly guaranteed for future or all implementations. Casting
* the collection, or relying on interface implementations (like {@link
* Serializable} or {@link List}), is deprecated.
* <p>
* Iteration behavior is undefined outside of self-contained main-thread
* uses. Normal and immediate iterator use without consequences that
* affect the collection are fully supported. The effects following
* (non-exhaustive) {@link Entity#teleport(Location) teleportation},
* {@link Player#setHealth(double) death}, and {@link Player#kickPlayer(
* String) kicking} are undefined. Any use of this collection from
* asynchronous threads is unsafe.
* <p>
* For safe consequential iteration or mimicking the old array behavior,
* using {@link Collection#toArray(Object[])} is recommended. For making
* snapshots, {@link ImmutableList#copyOf(Collection)} is recommended.
*
* @return a view of currently online players.
*/
@NotNull
public Collection<? extends Player> getOnlinePlayers();
/**
* Get the maximum amount of players which can login to this server.
*
* @return the amount of players this server allows
*/
public int getMaxPlayers();
/**
* Set the maximum amount of players allowed to be logged in at once.
*
* @param maxPlayers The maximum amount of concurrent players
*/
void setMaxPlayers(int maxPlayers);
/**
* Get the game port that the server runs on.
*
* @return the port number of this server
*/
public int getPort();
/**
* Get the view distance from this server.
*
* @return the view distance from this server.
*/
public int getViewDistance();
/**
* Get the simulation distance from this server.
*
* @return the simulation distance from this server.
*/
public int getSimulationDistance();
/**
* Get the IP that this server is bound to, or empty string if not
* specified.
*
* @return the IP string that this server is bound to, otherwise empty
* string
*/
@NotNull
public String getIp();
/**
* Get world type (level-type setting) for default world.
*
* @return the value of level-type (e.g. DEFAULT, FLAT, DEFAULT_1_1)
*/
@NotNull
public String getWorldType();
/**
* Get generate-structures setting.
*
* @return true if structure generation is enabled, false otherwise
*/
public boolean getGenerateStructures();
/**
* Get max world size.
*
* @return the maximum world size as specified for the server
*/
public int getMaxWorldSize();
/**
* Gets whether this server allows the End or not.
*
* @return whether this server allows the End or not
*/
public boolean getAllowEnd();
/**
* Gets whether this server allows the Nether or not.
*
* @return whether this server allows the Nether or not
*/
public boolean getAllowNether();
/**
* Gets a list of packs to be enabled.
*
* @return a list of packs names
*/
@NotNull
public List<String> getInitialEnabledPacks();
/**
* Gets a list of packs that will not be enabled automatically.
*
* @return a list of packs names
*/
@NotNull
public List<String> getInitialDisabledPacks();
/**
* Get the DataPack Manager.
*
* @return the manager
*/
@NotNull
public DataPackManager getDataPackManager();
/**
* Gets the server resource pack uri, or empty string if not specified.
*
* @return the server resource pack uri, otherwise empty string
*/
@NotNull
public String getResourcePack();
/**
* Gets the SHA-1 digest of the server resource pack, or empty string if
* not specified.
*
* @return the SHA-1 digest of the server resource pack, otherwise empty
* string
*/
@NotNull
public String getResourcePackHash();
/**
* Gets the custom prompt message to be shown when the server resource
* pack is required, or empty string if not specified.
*
* @return the custom prompt message to be shown when the server resource,
* otherwise empty string
*/
@NotNull
public String getResourcePackPrompt();
/**
* Gets whether the server resource pack is enforced.
*
* @return whether the server resource pack is enforced
*/
public boolean isResourcePackRequired();
/**
* Gets whether this server has a whitelist or not.
*
* @return whether this server has a whitelist or not
*/
public boolean hasWhitelist();
/**
* Sets if the server is whitelisted.
*
* @param value true for whitelist on, false for off
*/
public void setWhitelist(boolean value);
/**
* Gets whether the server whitelist is enforced.
*
* If the whitelist is enforced, non-whitelisted players will be
* disconnected when the server whitelist is reloaded.
*
* @return whether the server whitelist is enforced
*/
public boolean isWhitelistEnforced();
/**
* Sets if the server whitelist is enforced.
*
* If the whitelist is enforced, non-whitelisted players will be
* disconnected when the server whitelist is reloaded.
*
* @param value true for enforced, false for not
*/
public void setWhitelistEnforced(boolean value);
/**
* Gets a list of whitelisted players.
*
* @return a set containing all whitelisted players
*/
@NotNull
public Set<OfflinePlayer> getWhitelistedPlayers();
/**
* Reloads the whitelist from disk.
*/
public void reloadWhitelist();
/**
* Broadcast a message to all players.
* <p>
* This is the same as calling {@link #broadcast(java.lang.String,
* java.lang.String)} to {@link #BROADCAST_CHANNEL_USERS}
*
* @param message the message
* @return the number of players
*/
public int broadcastMessage(@NotNull String message);
/**
* Gets the name of the update folder. The update folder is used to safely
* update plugins at the right moment on a plugin load.
* <p>
* The update folder name is relative to the plugins folder.
*
* @return the name of the update folder
*/
@NotNull
public String getUpdateFolder();
/**
* Gets the update folder. The update folder is used to safely update
* plugins at the right moment on a plugin load.
*
* @return the update folder
*/
@NotNull
public File getUpdateFolderFile();
/**
* Gets the value of the connection throttle setting.
*
* @return the value of the connection throttle setting
*/
public long getConnectionThrottle();
/**
* Gets default ticks per animal spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, animal spawning will be disabled. We
* recommend using spawn-animals to control this instead.
* <p>
* Minecraft default: 400.
*
* @return the default ticks per animal spawns value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerAnimalSpawns();
/**
* Gets the default ticks per monster spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn monsters
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn monsters
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, monsters spawning will be disabled. We
* recommend using spawn-monsters to control this instead.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per monsters spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerMonsterSpawns();
/**
* Gets the default ticks per water mob spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water mobs
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn water mobs
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, water mobs spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per water mobs spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerWaterSpawns();
/**
* Gets the default ticks per water ambient mob spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water ambient mobs
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn water ambient mobs
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, ambient mobs spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per water ambient mobs spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerWaterAmbientSpawns();
/**
* Gets the default ticks per water underground creature spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn water underground creature
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn water underground creature
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, water underground creature spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per water underground creature spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerWaterUndergroundCreatureSpawns();
/**
* Gets the default ticks per ambient mob spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn ambient mobs
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn ambient mobs
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, ambient mobs spawning will be disabled.
* <p>
* Minecraft default: 1.
*
* @return the default ticks per ambient mobs spawn value
* @deprecated Deprecated in favor of {@link #getTicksPerSpawns(SpawnCategory)}
*/
@Deprecated
public int getTicksPerAmbientSpawns();
/**
* Gets the default ticks per {@link SpawnCategory} spawns value.
* <p>
* <b>Example Usage:</b>
* <ul>
* <li>A value of 1 will mean the server will attempt to spawn {@link SpawnCategory} mobs
* every tick.
* <li>A value of 400 will mean the server will attempt to spawn {@link SpawnCategory} mobs
* every 400th tick.
* <li>A value below 0 will be reset back to Minecraft's default.
* </ul>
* <p>
* <b>Note:</b> If set to 0, {@link SpawnCategory} mobs spawning will be disabled.
* <p>
* Minecraft default: 1.
* <br>
* <b>Note: </b> the {@link SpawnCategory#MISC} are not consider.
*
* @param spawnCategory the category of spawn
* @return the default ticks per {@link SpawnCategory} mobs spawn value
*/
public int getTicksPerSpawns(@NotNull SpawnCategory spawnCategory);
/**
* Gets a player object by the given username.
* <p>
* This method may not return objects for offline players.
*
* @param name the name to look up
* @return a player if one was found, null otherwise
*/
@Nullable
public Player getPlayer(@NotNull String name);
/**
* Gets the player with the exact given name, case insensitive.
*
* @param name Exact name of the player to retrieve
* @return a player object if one was found, null otherwise
*/
@Nullable
public Player getPlayerExact(@NotNull String name);
/**
* Attempts to match any players with the given name, and returns a list
* of all possibly matches.
* <p>
* This list is not sorted in any particular order. If an exact match is
* found, the returned list will only contain a single result.
*
* @param name the (partial) name to match
* @return list of all possible players
*/
@NotNull
public List<Player> matchPlayer(@NotNull String name);
/**
* Gets the player with the given UUID.
*
* @param id UUID of the player to retrieve
* @return a player object if one was found, null otherwise
*/
@Nullable
public Player getPlayer(@NotNull UUID id);
/**
* Gets the plugin manager for interfacing with plugins.
*
* @return a plugin manager for this Server instance
*/
@NotNull
public PluginManager getPluginManager();
/**
* Gets the scheduler for managing scheduled events.
*
* @return a scheduling service for this server
*/
@NotNull
public BukkitScheduler getScheduler();
/**
* Gets a services manager.
*
* @return s services manager
*/
@NotNull
public ServicesManager getServicesManager();
/**
* Gets a list of all worlds on this server.
*
* @return a list of worlds
*/
@NotNull
public List<World> getWorlds();
/**
* Creates or loads a world with the given name using the specified
* options.
* <p>
* If the world is already loaded, it will just return the equivalent of
* getWorld(creator.name()).
*
* @param creator the options to use when creating the world
* @return newly created or loaded world
*/
@Nullable
public World createWorld(@NotNull WorldCreator creator);
/**
* Unloads a world with the given name.
*
* @param name Name of the world to unload
* @param save whether to save the chunks before unloading
* @return true if successful, false otherwise
*/
public boolean unloadWorld(@NotNull String name, boolean save);
/**
* Unloads the given world.
*
* @param world the world to unload
* @param save whether to save the chunks before unloading
* @return true if successful, false otherwise
*/
public boolean unloadWorld(@NotNull World world, boolean save);
/**
* Gets the world with the given name.
*
* @param name the name of the world to retrieve
* @return a world with the given name, or null if none exists
*/
@Nullable
public World getWorld(@NotNull String name);
/**
* Gets the world from the given Unique ID.
*
* @param uid a unique-id of the world to retrieve
* @return a world with the given Unique ID, or null if none exists
*/
@Nullable
public World getWorld(@NotNull UUID uid);
/**
* Create a new virtual {@link WorldBorder}.
* <p>
* Note that world borders created by the server will not respect any world
* scaling effects (i.e. coordinates are not divided by 8 in the nether).
*
* @return the created world border instance
*
* @see Player#setWorldBorder(WorldBorder)
*/
@NotNull
public WorldBorder createWorldBorder();
/**
* Gets the map from the given item ID.
*
* @param id the id of the map to get
* @return a map view if it exists, or null otherwise
* @deprecated Magic value
*/
@Deprecated
@Nullable
public MapView getMap(int id);
/**
* Create a new map with an automatically assigned ID.
*
* @param world the world the map will belong to
* @return a newly created map view
*/
@NotNull
public MapView createMap(@NotNull World world);
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*
* @param world the world the map will belong to
* @param location the origin location to find the nearest structure
* @param structureType the type of structure to find
* @return a newly created item stack
*
* @see World#locateNearestStructure(org.bukkit.Location,
* org.bukkit.StructureType, int, boolean)
*/
@NotNull
public ItemStack createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType);
/**
* Create a new explorer map targeting the closest nearby structure of a
* given {@link StructureType}.
* <br>
* This method uses implementation default values for radius and
* findUnexplored (usually 100, true).
*
* @param world the world the map will belong to
* @param location the origin location to find the nearest structure
* @param structureType the type of structure to find
* @param radius radius to search, see World#locateNearestStructure for more
* information
* @param findUnexplored whether to find unexplored structures
* @return the newly created item stack
*
* @see World#locateNearestStructure(org.bukkit.Location,
* org.bukkit.StructureType, int, boolean)
*/
@NotNull
public ItemStack createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType, int radius, boolean findUnexplored);
/**
* Reloads the server, refreshing settings and plugin information.
*/
public void reload();
/**
* Reload only the Minecraft data for the server. This includes custom
* advancements and loot tables.
*/
public void reloadData();
/**
* Returns the primary logger associated with this server instance.
*
* @return Logger associated with this server
*/
@NotNull
public Logger getLogger();
/**
* Gets a {@link PluginCommand} with the given name or alias.
*
* @param name the name of the command to retrieve
* @return a plugin command if found, null otherwise
*/
@Nullable
public PluginCommand getPluginCommand(@NotNull String name);
/**
* Writes loaded players to disk.
*/
public void savePlayers();
/**
* Dispatches a command on this server, and executes it if found.
*
* @param sender the apparent sender of the command
* @param commandLine the command + arguments. Example: <code>test abc
* 123</code>
* @return returns false if no target is found
* @throws CommandException thrown when the executor for the given command
* fails with an unhandled exception
*/
public boolean dispatchCommand(@NotNull CommandSender sender, @NotNull String commandLine) throws CommandException;
/**
* Adds a recipe to the crafting manager.
*
* @param recipe the recipe to add
* @return true if the recipe was added, false if it wasn't for some
* reason
*/
@Contract("null -> false")
public boolean addRecipe(@Nullable Recipe recipe);
/**
* Get a list of all recipes for a given item. The stack size is ignored
* in comparisons. If the durability is -1, it will match any data value.
*
* @param result the item to match against recipe results
* @return a list of recipes with the given result
*/
@NotNull
public List<Recipe> getRecipesFor(@NotNull ItemStack result);
/**
* Get the {@link Recipe} for the given key.
*
* @param recipeKey the key of the recipe to return
* @return the recipe for the given key or null.
*/
@Nullable
public Recipe getRecipe(@NotNull NamespacedKey recipeKey);
/**
* Get the {@link Recipe} for the list of ItemStacks provided.
*
* <p>The list is formatted as a crafting matrix where the index follow
* the pattern below:</p>
*
* <pre>
* [ 0 1 2 ]
* [ 3 4 5 ]
* [ 6 7 8 ]
* </pre>
*
* <p>NOTE: This method will not modify the provided ItemStack array, for that, use
* {@link #craftItem(ItemStack[], World, Player)}.</p>
*
* @param craftingMatrix list of items to be crafted from.
* Must not contain more than 9 items.
* @param world The world the crafting takes place in.
* @return the {@link Recipe} resulting from the given crafting matrix.
*/
@Nullable
public Recipe getCraftingRecipe(@NotNull ItemStack[] craftingMatrix, @NotNull World world);
/**
* Get the crafted item using the list of {@link ItemStack} provided.
*
* <p>The list is formatted as a crafting matrix where the index follow
* the pattern below:</p>
*
* <pre>
* [ 0 1 2 ]
* [ 3 4 5 ]
* [ 6 7 8 ]
* </pre>
*
* <p>The {@link World} and {@link Player} arguments are required to fulfill the Bukkit Crafting
* events.</p>
*
* <p>Calls {@link org.bukkit.event.inventory.PrepareItemCraftEvent} to imitate the {@link Player}
* initiating the crafting event.</p>
*
* @param craftingMatrix list of items to be crafted from.
* Must not contain more than 9 items.
* @param world The world the crafting takes place in.
* @param player The player to imitate the crafting event on.
* @return the {@link ItemStack} resulting from the given crafting matrix, if no recipe is found
* an ItemStack of {@link Material#AIR} is returned.
*/
@NotNull
public ItemStack craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player);
/**
* Get the crafted item using the list of {@link ItemStack} provided.
*
* <p>The list is formatted as a crafting matrix where the index follow
* the pattern below:</p>
*
* <pre>
* [ 0 1 2 ]
* [ 3 4 5 ]
* [ 6 7 8 ]
* </pre>
*
* @param craftingMatrix list of items to be crafted from.
* Must not contain more than 9 items.
* @param world The world the crafting takes place in.
* @return the {@link ItemStack} resulting from the given crafting matrix, if no recipe is found
* an ItemStack of {@link Material#AIR} is returned.
*/
@NotNull
public ItemStack craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world);
/**
* Get the crafted item using the list of {@link ItemStack} provided.
*
* <p>The list is formatted as a crafting matrix where the index follow
* the pattern below:</p>
*
* <pre>
* [ 0 1 2 ]
* [ 3 4 5 ]
* [ 6 7 8 ]
* </pre>
*
* <p>The {@link World} and {@link Player} arguments are required to fulfill the Bukkit Crafting
* events.</p>
*
* <p>Calls {@link org.bukkit.event.inventory.PrepareItemCraftEvent} to imitate the {@link Player}
* initiating the crafting event.</p>
*
* @param craftingMatrix list of items to be crafted from.
* Must not contain more than 9 items.
* @param world The world the crafting takes place in.
* @param player The player to imitate the crafting event on.
* @return resulting {@link ItemCraftResult} containing the resulting item, matrix and any overflow items.
*/
@NotNull
public ItemCraftResult craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player);
/**
* Get the crafted item using the list of {@link ItemStack} provided.
*
* <p>The list is formatted as a crafting matrix where the index follow
* the pattern below:</p>
*
* <pre>
* [ 0 1 2 ]
* [ 3 4 5 ]
* [ 6 7 8 ]
* </pre>
*
* @param craftingMatrix list of items to be crafted from.
* Must not contain more than 9 items.
* @param world The world the crafting takes place in.
* @return resulting {@link ItemCraftResult} containing the resulting item, matrix and any overflow items.
*/
@NotNull
public ItemCraftResult craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world);
/**
* Get an iterator through the list of crafting recipes.
*
* @return an iterator
*/
@NotNull
public Iterator<Recipe> recipeIterator();
/**
* Clears the list of crafting recipes.
*/
public void clearRecipes();
/**
* Resets the list of crafting recipes to the default.
*/
public void resetRecipes();
/**
* Remove a recipe from the server.
*
* <b>Note that removing a recipe may cause permanent loss of data
* associated with that recipe (eg whether it has been discovered by
* players).</b>
*
* @param key NamespacedKey of recipe to remove.
* @return True if recipe was removed
*/
public boolean removeRecipe(@NotNull NamespacedKey key);
/**
* Gets a list of command aliases defined in the server properties.
*
* @return a map of aliases to command names
*/
@NotNull
public Map<String, String[]> getCommandAliases();
/**
* Gets the radius, in blocks, around each worlds spawn point to protect.
*
* @return spawn radius, or 0 if none
*/
public int getSpawnRadius();
/**
* Sets the radius, in blocks, around each worlds spawn point to protect.
*
* @param value new spawn radius, or 0 if none
*/
public void setSpawnRadius(int value);
/**
* Gets whether the server should send a preview of the player's chat
* message to the client when the player types a message
*
* @return true if the server should send a preview, false otherwise
* @deprecated chat previews have been removed
*/
@Deprecated
public boolean shouldSendChatPreviews();
/**
* Gets whether the server only allow players with Mojang-signed public key
* to join
*
* @return true if only Mojang-signed players can join, false otherwise
*/
public boolean isEnforcingSecureProfiles();
/**
* Gets whether the Server hide online players in server status.
*
* @return true if the server hide online players, false otherwise
*/
public boolean getHideOnlinePlayers();
/**
* Gets whether the Server is in online mode or not.
*
* @return true if the server authenticates clients, false otherwise
*/
public boolean getOnlineMode();
/**
* Gets whether this server allows flying or not.
*
* @return true if the server allows flight, false otherwise
*/
public boolean getAllowFlight();
/**
* Gets whether the server is in hardcore mode or not.
*
* @return true if the server mode is hardcore, false otherwise
*/
public boolean isHardcore();
/**
* Shutdowns the server, stopping everything.
*/
public void shutdown();
/**
* Broadcasts the specified message to every user with the given
* permission name.
*
* @param message message to broadcast
* @param permission the required permission {@link Permissible
* permissibles} must have to receive the broadcast
* @return number of message recipients
*/
public int broadcast(@NotNull String message, @NotNull String permission);
/**
* Gets the player by the given name, regardless if they are offline or
* online.
* <p>
* This method may involve a blocking web request to get the UUID for the
* given name.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*
* @param name the name the player to retrieve
* @return an offline player
* @see #getOfflinePlayer(java.util.UUID)
* @deprecated Persistent storage of users should be by UUID as names are no longer
* unique past a single session.
*/
@Deprecated
@NotNull
public OfflinePlayer getOfflinePlayer(@NotNull String name);
/**
* Gets the player by the given UUID, regardless if they are offline or
* online.
* <p>
* This will return an object even if the player does not exist. To this
* method, all players will exist.
*
* @param id the UUID of the player to retrieve
* @return an offline player
*/
@NotNull
public OfflinePlayer getOfflinePlayer(@NotNull UUID id);
/**
* Creates a new {@link PlayerProfile}.
*
* @param uniqueId the unique id
* @param name the name
* @return the new PlayerProfile
* @throws IllegalArgumentException if both the unique id is
* <code>null</code> and the name is <code>null</code> or blank
*/
@NotNull
PlayerProfile createPlayerProfile(@Nullable UUID uniqueId, @Nullable String name);
/**
* Creates a new {@link PlayerProfile}.
*
* @param uniqueId the unique id
* @return the new PlayerProfile
* @throws IllegalArgumentException if the unique id is <code>null</code>
*/
@NotNull
PlayerProfile createPlayerProfile(@NotNull UUID uniqueId);
/**
* Creates a new {@link PlayerProfile}.
*
* @param name the name
* @return the new PlayerProfile
* @throws IllegalArgumentException if the name is <code>null</code> or
* blank
*/
@NotNull
PlayerProfile createPlayerProfile(@NotNull String name);
/**
* Gets a set containing all current IPs that are banned.
*
* @return a set containing banned IP addresses
*/
@NotNull
public Set<String> getIPBans();
/**
* Bans the specified address from the server.
*
* @param address the IP address to ban
*
* @deprecated see {@link #banIP(InetAddress)}
*/
@Deprecated
public void banIP(@NotNull String address);
/**
* Unbans the specified address from the server.
*
* @param address the IP address to unban
*
* @deprecated see {@link #unbanIP(InetAddress)}
*/
@Deprecated
public void unbanIP(@NotNull String address);
/**
* Bans the specified address from the server.
*
* @param address the IP address to ban
*/
public void banIP(@NotNull InetAddress address);
/**
* Unbans the specified address from the server.
*
* @param address the IP address to unban
*/
public void unbanIP(@NotNull InetAddress address);
/**
* Gets a set containing all banned players.
*
* @return a set containing banned players
*/
@NotNull
public Set<OfflinePlayer> getBannedPlayers();
/**
* Gets a ban list for the supplied type.
*
* @param type the type of list to fetch, cannot be null
* @param <T> The ban target
*
* @return a ban list of the specified type
*/
@NotNull
public <T extends BanList<?>> T getBanList(@NotNull BanList.Type type);
/**
* Gets a set containing all player operators.
*
* @return a set containing player operators
*/
@NotNull
public Set<OfflinePlayer> getOperators();
/**
* Gets the default {@link GameMode} for new players.
*
* @return the default game mode
*/
@NotNull
public GameMode getDefaultGameMode();
/**
* Sets the default {@link GameMode} for new players.
*
* @param mode the new game mode
*/
public void setDefaultGameMode(@NotNull GameMode mode);
/**
* Gets a {@link ConsoleCommandSender} that may be used as an input source
* for this server.
*
* @return a console command sender
*/
@NotNull
public ConsoleCommandSender getConsoleSender();
/**
* Gets the folder that contains all of the various {@link World}s.
*
* @return folder that contains all worlds
*/
@NotNull
public File getWorldContainer();
/**
* Gets every player that has ever played on this server.
*
* @return an array containing all previous players
*/
@NotNull
public OfflinePlayer[] getOfflinePlayers();
/**
* Gets the {@link Messenger} responsible for this server.
*
* @return messenger responsible for this server
*/
@NotNull
public Messenger getMessenger();
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
/**
* Gets the {@link HelpMap} providing help topics for this server.
*
* @return a help map for this server
*/
@NotNull
public HelpMap getHelpMap();
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
/**
* Creates an empty inventory with the specified type. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*
* @param owner the holder of the inventory, or null to indicate no holder
* @param type the type of inventory to create
* @return a new inventory
* @throws IllegalArgumentException if the {@link InventoryType} cannot be
* viewed.
*
* @see InventoryType#isCreatable()
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
*/
@NotNull
Inventory createInventory(@Nullable InventoryHolder owner, @NotNull InventoryType type);
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
/**
* Creates an empty inventory with the specified type and title. If the type
* is {@link InventoryType#CHEST}, the new inventory has a size of 27;
* otherwise the new inventory has the normal size for its type.<br>
* It should be noted that some inventory types do not support titles and
* may not render with said titles on the Minecraft client.
* <br>
* {@link InventoryType#WORKBENCH} will not process crafting recipes if
* created with this method. Use
* {@link Player#openWorkbench(Location, boolean)} instead.
* <br>
* {@link InventoryType#ENCHANTING} will not process {@link ItemStack}s
* for possible enchanting results. Use
* {@link Player#openEnchanting(Location, boolean)} instead.
*
* @param owner The holder of the inventory; can be null if there's no holder.
* @param type The type of inventory to create.
* @param title The title of the inventory, to be displayed when it is viewed.
* @return The new inventory.
* @throws IllegalArgumentException if the {@link InventoryType} cannot be
* viewed.
*
* @see InventoryType#isCreatable()
*/
@NotNull
Inventory createInventory(@Nullable InventoryHolder owner, @NotNull InventoryType type, @NotNull String title);
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size.
*
* @param owner the holder of the inventory, or null to indicate no holder
* @param size a multiple of 9 as the size of inventory to create
* @return a new inventory
* @throws IllegalArgumentException if the size is not a multiple of 9
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
*/
@NotNull
Inventory createInventory(@Nullable InventoryHolder owner, int size) throws IllegalArgumentException;
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
/**
* Creates an empty inventory of type {@link InventoryType#CHEST} with the
* specified size and title.
*
* @param owner the holder of the inventory, or null to indicate no holder
* @param size a multiple of 9 as the size of inventory to create
* @param title the title of the inventory, displayed when inventory is
* viewed
* @return a new inventory
* @throws IllegalArgumentException if the size is not a multiple of 9
[Bleeding] Inventory framework and events. Addresses BUKKIT-856 New events: - InventoryOpenEvent - InventoryClickEvent - detects any clicks on a slot or outside the window - In the creative inventory view, only clicks on the quickbar are detected - InventoryCloseEvent - BrewEvent - when a potion finishes brewing - CraftItemEvent (a subevent of InventoryClickEvent) - fired when taking the crafted item - PrepareItemCraftEvent - fired just before updating the result slot Changes to existing events: - EnchantItemEvent extends InventoryEvent and also has a new whichButton() method - PrepareItemEnchantEvent also extends InventoryEvent - FurnaceBurnEvent and FurnaceSmeltEvent now extend BlockEvent (as does BrewEvent) - PlayerInventoryEvent is deprecated (though it never did anything anyway) New subclasses of Inventory: - BrewerInventory - CraftingInventory - DoubleChestInventory - EnchantingInventory - FurnaceInventory New methods in Inventory: - getViewers() - getTitle() - getType() - getHolder() - iterator() - Yes, inventories are now iterable! - The iterator is a ListIterator that does not support add or remove New methods in Player: - getOpenInventory() - openInventory() - openWorkbench() - openEnchanting() - closeInventory() - setWindowProperty() - getItemOnCursor() - setItemOnCursor() Other changes: - createInventory() methods in Server to make inventories not linked to an object - ContainerBlock is deprecated in favour of InventoryHolder - New InventoryView class gives direct access to an inventory window! - Removed the Slot class which did nothing and was used nowhere Some small credit goes to Afforess (initial conception of openInventory() methods) and Drakia (initial conception of InventoryOpenEvent and InventoryCloseEvent). By: Celtic Minstrel <celtic.minstrel.ca@some.place>
2012-02-29 13:32:33 -05:00
*/
@NotNull
Inventory createInventory(@Nullable InventoryHolder owner, int size, @NotNull String title) throws IllegalArgumentException;
/**
* Creates an empty merchant.
*
* @param title the title of the corresponding merchant inventory, displayed
* when the merchant inventory is viewed
* @return a new merchant
*/
@NotNull
Merchant createMerchant(@Nullable String title);
/**
* Gets the amount of consecutive neighbor updates before skipping
* additional ones.
*
* @return the amount of consecutive neighbor updates, if the value is
* negative then the limit it's not used
*/
int getMaxChainedNeighborUpdates();
/**
* Gets user-specified limit for number of monsters that can spawn in a
* chunk.
*
* @return the monster spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getMonsterSpawnLimit();
/**
* Gets user-specified limit for number of animals that can spawn in a
* chunk.
*
* @return the animal spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getAnimalSpawnLimit();
/**
* Gets user-specified limit for number of water animals that can spawn in
* a chunk.
*
* @return the water animal spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getWaterAnimalSpawnLimit();
/**
* Gets user-specified limit for number of water ambient mobs that can spawn
* in a chunk.
*
* @return the water ambient spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getWaterAmbientSpawnLimit();
/**
* Get user-specified limit for number of water creature underground that can spawn
* in a chunk.
* @return the water underground creature limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getWaterUndergroundCreatureSpawnLimit();
/**
* Gets user-specified limit for number of ambient mobs that can spawn in
* a chunk.
*
* @return the ambient spawn limit
* @deprecated Deprecated in favor of {@link #getSpawnLimit(SpawnCategory)}
*/
@Deprecated
int getAmbientSpawnLimit();
/**
* Gets user-specified limit for number of {@link SpawnCategory} mobs that can spawn in
* a chunk.
*
* <b>Note: the {@link SpawnCategory#MISC} are not consider.</b>
*
* @param spawnCategory the category spawn
* @return the {@link SpawnCategory} spawn limit
*/
int getSpawnLimit(@NotNull SpawnCategory spawnCategory);
/**
* Checks the current thread against the expected primary thread for the
* server.
* <p>
* <b>Note:</b> this method should not be used to indicate the current
* synchronized state of the runtime. A current thread matching the main
* thread indicates that it is synchronized, but a mismatch <b>does not
* preclude</b> the same assumption.
*
* @return true if the current thread matches the expected primary thread,
* false otherwise
*/
boolean isPrimaryThread();
/**
* Gets the message that is displayed on the server list.
*
* @return the servers MOTD
*/
@NotNull
String getMotd();
/**
* Set the message that is displayed on the server list.
*
* @param motd The message to be displayed
*/
void setMotd(@NotNull String motd);
/**
* Gets the default message that is displayed when the server is stopped.
*
* @return the shutdown message
*/
@Nullable
String getShutdownMessage();
/**
* Gets the current warning state for the server.
*
* @return the configured warning state
*/
@NotNull
public WarningState getWarningState();
/**
* Gets the instance of the item factory (for {@link ItemMeta}).
*
* @return the item factory
* @see ItemFactory
*/
@NotNull
ItemFactory getItemFactory();
/**
* Gets the instance of the scoreboard manager.
* <p>
* This will only exist after the first world has loaded.
*
* @return the scoreboard manager or null if no worlds are loaded.
*/
@Nullable
ScoreboardManager getScoreboardManager();
/**
* Get (or create) a new {@link Criteria} by its name.
*
* @param name the criteria name
* @return the criteria
* @see Criteria Criteria for a list of constants
*/
@NotNull
Criteria getScoreboardCriteria(@NotNull String name);
/**
* Gets an instance of the server's default server-icon.
*
* @return the default server-icon; null values may be used by the
* implementation to indicate no defined icon, but this behavior is
* not guaranteed
*/
@Nullable
CachedServerIcon getServerIcon();
/**
* Loads an image from a file, and returns a cached image for the specific
* server-icon.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*
* @param file the file to load the from
* @return a cached server-icon that can be used for a {@link
* ServerListPingEvent#setServerIcon(CachedServerIcon)}
* @throws IllegalArgumentException if image is null
* @throws Exception if the image does not meet current server server-icon
* specifications
*/
@NotNull
CachedServerIcon loadServerIcon(@NotNull File file) throws IllegalArgumentException, Exception;
/**
* Creates a cached server-icon for the specific image.
* <p>
* Size and type are implementation defined. An incompatible file is
* guaranteed to throw an implementation-defined {@link Exception}.
*
* @param image the image to use
* @return a cached server-icon that can be used for a {@link
* ServerListPingEvent#setServerIcon(CachedServerIcon)}
* @throws IllegalArgumentException if image is null
* @throws Exception if the image does not meet current server
* server-icon specifications
*/
@NotNull
CachedServerIcon loadServerIcon(@NotNull BufferedImage image) throws IllegalArgumentException, Exception;
/**
* Set the idle kick timeout. Any players idle for the specified amount of
* time will be automatically kicked.
* <p>
* A value of 0 will disable the idle kick timeout.
*
* @param threshold the idle timeout in minutes
*/
public void setIdleTimeout(int threshold);
/**
* Gets the idle kick timeout.
*
* @return the idle timeout in minutes
*/
public int getIdleTimeout();
/**
* Create a ChunkData for use in a generator.
*
* See {@link ChunkGenerator#generateChunkData(org.bukkit.World, java.util.Random, int, int, org.bukkit.generator.ChunkGenerator.BiomeGrid)}
*
* @param world the world to create the ChunkData for
* @return a new ChunkData for the world
*
*/
@NotNull
public ChunkGenerator.ChunkData createChunkData(@NotNull World world);
/**
* Creates a boss bar instance to display to players. The progress
* defaults to 1.0
*
* @param title the title of the boss bar
* @param color the color of the boss bar
* @param style the style of the boss bar
* @param flags an optional list of flags to set on the boss bar
* @return the created boss bar
*/
@NotNull
BossBar createBossBar(@Nullable String title, @NotNull BarColor color, @NotNull BarStyle style, @NotNull BarFlag... flags);
/**
* Creates a boss bar instance to display to players. The progress defaults
* to 1.0.
* <br>
* This instance is added to the persistent storage of the server and will
* be editable by commands and restored after restart.
*
* @param key the key of the boss bar that is used to access the boss bar
* @param title the title of the boss bar
* @param color the color of the boss bar
* @param style the style of the boss bar
* @param flags an optional list of flags to set on the boss bar
* @return the created boss bar
*/
@NotNull
KeyedBossBar createBossBar(@NotNull NamespacedKey key, @Nullable String title, @NotNull BarColor color, @NotNull BarStyle style, @NotNull BarFlag... flags);
/**
* Gets an unmodifiable iterator through all persistent bossbars.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
*
* e.g. bossbars created using the bossbar command
*
* @return a bossbar iterator
*/
@NotNull
Iterator<KeyedBossBar> getBossBars();
/**
* Gets the {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
*
* e.g. bossbars created using the bossbar command
*
* @param key unique bossbar key
* @return bossbar or null if not exists
*/
@Nullable
KeyedBossBar getBossBar(@NotNull NamespacedKey key);
/**
* Removes a {@link KeyedBossBar} specified by this key.
* <ul>
* <li><b>not</b> bound to a {@link org.bukkit.entity.Boss}</li>
* <li>
* <b>not</b> created using
* {@link #createBossBar(String, BarColor, BarStyle, BarFlag...)}
* </li>
* </ul>
*
* e.g. bossbars created using the bossbar command
*
* @param key unique bossbar key
* @return true if removal succeeded or false
*/
boolean removeBossBar(@NotNull NamespacedKey key);
/**
* Gets an entity on the server by its UUID
*
* @param uuid the UUID of the entity
* @return the entity with the given UUID, or null if it isn't found
*/
@Nullable
Entity getEntity(@NotNull UUID uuid);
/**
* Get the advancement specified by this key.
*
* @param key unique advancement key
* @return advancement or null if not exists
*/
@Nullable
Advancement getAdvancement(@NotNull NamespacedKey key);
/**
* Get an iterator through all advancements. Advancements cannot be removed
* from this iterator,
*
* @return an advancement iterator
*/
@NotNull
Iterator<Advancement> advancementIterator();
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*
* @param material the material
* @return new data instance
*/
@NotNull
BlockData createBlockData(@NotNull Material material);
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults.
*
* @param material the material
* @param consumer consumer to run on new instance before returning
* @return new data instance
*/
@NotNull
public BlockData createBlockData(@NotNull Material material, @Nullable Consumer<BlockData> consumer);
/**
* Creates a new {@link BlockData} instance with material and properties
* parsed from provided data.
*
* @param data data string
* @return new data instance
* @throws IllegalArgumentException if the specified data is not valid
*/
@NotNull
BlockData createBlockData(@NotNull String data) throws IllegalArgumentException;
/**
* Creates a new {@link BlockData} instance for the specified Material, with
* all properties initialized to unspecified defaults, except for those
* provided in data.
* <br>
* If <code>material</code> is specified, then the data string must not also
* contain the material.
*
* @param material the material
* @param data data string
* @return new data instance
* @throws IllegalArgumentException if the specified data is not valid
*/
@NotNull
@Contract("null, null -> fail")
BlockData createBlockData(@Nullable Material material, @Nullable String data) throws IllegalArgumentException;
/**
* Gets a tag which has already been defined within the server. Plugins are
* suggested to use the concrete tags in {@link Tag} rather than this method
* which makes no guarantees about which tags are available, and may also be
* less performant due to lack of caching.
* <br>
* Tags will be searched for in an implementation specific manner, but a
* path consisting of namespace/tags/registry/key is expected.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
*
* @param <T> type of the tag
* @param registry the tag registry to look at
* @param tag the name of the tag
* @param clazz the class of the tag entries
* @return the tag or null
*/
@Nullable
<T extends Keyed> Tag<T> getTag(@NotNull String registry, @NotNull NamespacedKey tag, @NotNull Class<T> clazz);
/**
* Gets a all tags which have been defined within the server.
* <br>
* Server implementations are allowed to handle only the registries
* indicated in {@link Tag}.
* <br>
* No guarantees are made about the mutability of the returned iterator.
*
* @param <T> type of the tag
* @param registry the tag registry to look at
* @param clazz the class of the tag entries
* @return all defined tags
*/
@NotNull
<T extends Keyed> Iterable<Tag<T>> getTags(@NotNull String registry, @NotNull Class<T> clazz);
/**
* Gets the specified {@link LootTable}.
*
* @param key the name of the LootTable
* @return the LootTable, or null if no LootTable is found with that name
*/
@Nullable
LootTable getLootTable(@NotNull NamespacedKey key);
/**
* Selects entities using the given Vanilla selector.
* <br>
* No guarantees are made about the selector format, other than they match
* the Vanilla format for the active Minecraft version.
* <br>
* Usually a selector will start with '@', unless selecting a Player in
* which case it may simply be the Player's name or UUID.
* <br>
* Note that in Vanilla, elevated permissions are usually required to use
* '@' selectors, but this method should not check such permissions from the
* sender.
*
* @param sender the sender to execute as, must be provided
* @param selector the selection string
* @return a list of the selected entities. The list will not be null, but
* no further guarantees are made.
* @throws IllegalArgumentException if the selector is malformed in any way
* or a parameter is null
*/
@NotNull
List<Entity> selectEntities(@NotNull CommandSender sender, @NotNull String selector) throws IllegalArgumentException;
/**
* Gets the structure manager for loading and saving structures.
*
* @return the structure manager
*/
@NotNull
StructureManager getStructureManager();
/**
* Returns the registry for the given class.
* <br>
* If no registry is present for the given class null will be returned.
* <br>
* Depending on the implementation not every registry present in
* {@link Registry} will be returned by this method.
*
* @param tClass of the registry to get
* @param <T> type of the registry
* @return the corresponding registry or null if not present
*/
@Nullable
<T extends Keyed> Registry<T> getRegistry(@NotNull Class<T> tClass);
/**
* @return the unsafe values instance
* @see UnsafeValues
*/
@Deprecated
@NotNull
UnsafeValues getUnsafe();
}