Added Methods |
Iterable<Audience> audiences()
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boolean createExplosion(Entity, float)
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Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source. |
boolean createExplosion(Entity, float, boolean)
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Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source. |
boolean createExplosion(Entity, float, boolean, boolean)
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Creates explosion at given entities location with given power and optionally
setting blocks on fire, with the specified entity as the source. |
boolean createExplosion(Entity, Location, float)
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Creates explosion at given location with given power, with the specified entity as the source. |
boolean createExplosion(Entity, Location, float, boolean)
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Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source. |
boolean createExplosion(Entity, Location, float, boolean, boolean)
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Creates explosion at given location with given power and optionally
setting blocks on fire, with the specified entity as the source. |
boolean doesBedWork()
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Checks if beds work
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boolean doesRespawnAnchorWork()
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Checks if respawn anchors work
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Biome getBiome(int, int, int)
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Gets the biome for the given block coordinates. |
Block getBlockAtKey(long )
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Gets the Block at the given block key
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Chunk getChunkAt(long )
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Gets the chunk at the specified chunk key, which is the X and Z packed into a long. |
CompletableFuture<Chunk> getChunkAtAsync(int, int, boolean, boolean)
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CompletableFuture<Chunk> getChunkAtAsync(int, int)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsync(int, int, boolean)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsync(Location )
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsync(Location, boolean)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsync(Block )
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsync(Block, boolean)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(int, int, boolean, Consumer<Chunk>)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(int, int, Consumer<Chunk>)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Location, boolean, Consumer<Chunk>)
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Requests a Chunk to be loaded at the given Location
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Location, Consumer<Chunk>)
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Requests a Chunk to be loaded at the given Location
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Block, boolean, Consumer<Chunk>)
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Requests Chunk to be loaded that contains the given Block
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Block, Consumer<Chunk>)
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Requests Chunk to be loaded that contains the given Block
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(int, int, ChunkLoadCallback)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Location, ChunkLoadCallback)
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Requests a Chunk to be loaded at the given Location
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
void getChunkAtAsync(Block, ChunkLoadCallback)
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Requests Chunk to be loaded that contains the given Block
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsyncUrgently(int, int)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Location )
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Location, boolean)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Block )
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
CompletableFuture<Chunk> getChunkAtAsyncUrgently(Block, boolean)
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Requests a Chunk to be loaded at the given coordinates
This method makes no guarantee on how fast the chunk will load,
and will return the chunk to the callback at a later time. |
int getChunkCount()
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@return The amount of Chunks in this world |
double getCoordinateScale()
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Gets the coordinate scaling of this world. |
Entity getEntity(UUID )
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Gets an entity in this world by its UUID
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int getEntityCount()
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@return The amount of Entities in this world |
Environment getEnvironment()
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Gets the Environment type of this world
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Block getHighestBlockAt(int, int, HeightmapType)
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Returns the highest Block at the specified block coordinates that match the specified heightmap's conditions. |
Block getHighestBlockAt(Location, HeightmapType)
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Returns the highest Block at the specified block coordinates that match the specified heightmap's conditions. |
int getHighestBlockYAt(Location, HeightmapType)
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Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions. |
int getHighestBlockYAt(int, int, HeightmapType)
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Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions. |
Collection<Material> getInfiniburn()
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Gets the collection of materials that burn infinitely in this world. |
NamespacedKey getKey()
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Get the world's key
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Location getLocationAtKey(long )
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Gets the Location at the given block key
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int getMaxHeight()
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Gets the maximum height of this world. |
int getMinHeight()
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Gets the minimum height of this world. |
MoonPhase getMoonPhase()
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@return the current moon phase at the current time in the world |
String getName()
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Gets the unique name of this world
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Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double)
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Gets all nearby entities of the specified type, within the specified radius (bounding box)
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Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double)
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Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
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Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double, double)
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Gets all nearby entities of the specified type, within the specified radius (bounding box)
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Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, double, Predicate<T>)
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Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box)
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Collection<T> getNearbyEntitiesByType(Class<?, extends, T>, Location, double, Predicate<T>)
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Gets all nearby entities of the specified type, within the specified radius (bounding box)
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Collection<T> getNearbyEntitiesByType(Class<Entity>, Location, double, double, double, Predicate<T>)
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Gets all nearby entities of the specified type, within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, double, Predicate<LivingEntity>)
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Gets nearby players within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double, double, Predicate<LivingEntity>)
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Gets nearby players within the specified radius (bounding box)
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Collection<LivingEntity> getNearbyLivingEntities(Location, double, Predicate<LivingEntity>)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double, double, double)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double, double, double, Predicate<Player>)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double, double, Predicate<Player>)
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Gets nearby players within the specified radius (bounding box)
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Collection<Player> getNearbyPlayers(Location, double, Predicate<Player>)
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Gets nearby players within the specified radius (bounding box)
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int getNoTickViewDistance()
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Returns the no-tick view distance for this world. |
int getPlayerCount()
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@return The amount of Players in this world |
long getSeed()
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Gets the Seed for this world. |
int getTickableTileEntityCount()
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@return The amount of Tickable Tile Entities in this world |
int getTileEntityCount()
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@return The amount of Tile Entities in this world |
UUID getUID()
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Gets the Unique ID of this world
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boolean hasBedrockCeiling()
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Checks if the world has a bedrock ceiling
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boolean hasSkylight()
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Checks if the world has skylight access
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boolean isChunkGenerated(long )
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Checks if a Chunk has been generated at the specified chunk key,
which is the X and Z packed into a long. |
boolean isDayTime()
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Check if it is currently daytime in this world
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boolean isFixedTime()
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Checks if this world has a fixed time
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boolean isUltrawarm()
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Checks if the world:
- evaporates water
- dries sponges
- has lava spread faster and further
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boolean lineOfSightExists(Location, Location)
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Tell whether a line of sight exists between the given locations
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Location locateNearestBiome(Location, Biome, int)
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Locates the nearest biome based on an origin, biome type, and radius to search. |
Location locateNearestBiome(Location, Biome, int, int)
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Locates the nearest biome based on an origin, biome type, and radius to search
and step
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void setBiome(int, int, int, Biome)
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Sets the biome for the given block coordinates
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void setNoTickViewDistance(int )
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Sets the no-tick view distance for this world. |
void setViewDistance(int )
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Sets the view distance for this world. |
Entity spawn(Location, Class<T>, Consumer<T>, SpawnReason)
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Entity spawn(Location, Class<T>, SpawnReason)
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Entity spawn(Location, Class<T>, SpawnReason, Consumer<T>)
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Entity spawn(Location, Class<T>, Consumer<T>)
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Spawn an entity of a specific class at the given Location, with
the supplied function run before the entity is added to the world. |
Entity spawn(Location, Class<T>)
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Spawn an entity of a specific class at the given Location
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Entity spawnEntity(Location, EntityType)
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Creates a entity at the given Location
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Entity spawnEntity(Location, EntityType, SpawnReason)
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Entity spawnEntity(Location, EntityType, SpawnReason, Consumer<Entity>)
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void spawnParticle(Particle, List<Player>, Player, double, double, double, int, double, double, double, double, T)
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Spawns the particle (the number of times specified by count)
at the target location. |
void spawnParticle(Particle, List<Player>, Player, double, double, double, int, double, double, double, double, T, boolean)
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Spawns the particle (the number of times specified by count)
at the target location. |
Changed Methods |
int getAmbientSpawnLimit()
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Change from deprecated to undeprecated.
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Gets the limit for number of ambient mobs that can spawn in a chunk in
this world
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int getAnimalSpawnLimit()
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Change from deprecated to undeprecated.
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Gets the limit for number of animals that can spawn in a chunk in this
world
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int getMonsterSpawnLimit()
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Change from deprecated to undeprecated.
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Gets limit for number of monsters that can spawn in a chunk in this
world
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long getTicksPerAmbientSpawns()
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Change from deprecated to undeprecated.
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Gets the world's ticks per ambient mob spawns value
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long getTicksPerAnimalSpawns()
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Change from deprecated to undeprecated.
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Gets the world's ticks per animal spawns value
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long getTicksPerMonsterSpawns()
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Change from deprecated to undeprecated.
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Gets the world's ticks per monster spawns value
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long getTicksPerWaterAmbientSpawns()
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Change from deprecated to undeprecated.
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Gets the default ticks per water ambient mob spawns value. |
long getTicksPerWaterSpawns()
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Change from deprecated to undeprecated.
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Gets the world's ticks per water mob spawns value
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int getWaterAmbientSpawnLimit()
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Change from deprecated to undeprecated.
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Gets user-specified limit for number of water ambient mobs that can spawn
in a chunk. |
int getWaterAnimalSpawnLimit()
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Change from deprecated to undeprecated.
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Gets the limit for number of water animals that can spawn in a chunk in
this world
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void setAmbientSpawnLimit(int )
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Change from deprecated to undeprecated.
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Sets the limit for number of ambient mobs that can spawn in a chunk in
this world
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void setAnimalSpawnLimit(int )
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Change from deprecated to undeprecated.
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Sets the limit for number of animals that can spawn in a chunk in this
world
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void setMonsterSpawnLimit(int )
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Change from deprecated to undeprecated.
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Sets the limit for number of monsters that can spawn in a chunk in this
world
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void setTicksPerAmbientSpawns(int )
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Change from deprecated to undeprecated.
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Sets the world's ticks per ambient mob spawns value
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void setTicksPerAnimalSpawns(int )
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Change from deprecated to undeprecated.
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Sets the world's ticks per animal spawns value
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void setTicksPerMonsterSpawns(int )
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Change from deprecated to undeprecated.
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Sets the world's ticks per monster spawns value
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void setTicksPerWaterAmbientSpawns(int )
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Change from deprecated to undeprecated.
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Sets the world's ticks per water ambient mob spawns value
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void setTicksPerWaterSpawns(int )
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Change from deprecated to undeprecated.
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Sets the world's ticks per water mob spawns value
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void setWaterAmbientSpawnLimit(int )
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Change from deprecated to undeprecated.
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Sets the limit for number of water ambient mobs that can spawn in a chunk
in this world
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void setWaterAnimalSpawnLimit(int )
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Change from deprecated to undeprecated.
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Sets the limit for number of water animals that can spawn in a chunk in
this world
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boolean generateTree(Location, TreeType, BlockChangeDelegate)
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Change from deprecated to undeprecated.
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Creates a tree at the given Location
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void spawnParticle(Particle, double, double, double, int, double, double, double, double, T)
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Changed from abstract to non-abstract.
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Spawns the particle (the number of times specified by count)
at the target location. |