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/*
 * This file is part of SpongeAPI, licensed under the MIT License (MIT).
 *
 * Copyright (c) SpongePowered 
 * Copyright (c) contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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package org.spongepowered.api.world.chunk;

import org.spongepowered.api.entity.Entity;
import org.spongepowered.api.util.Ticks;
import org.spongepowered.api.util.annotation.DoNotStore;
import org.spongepowered.api.world.World;
import org.spongepowered.api.world.WorldLike;
import org.spongepowered.api.world.generation.GenerationRegion;
import org.spongepowered.api.world.volume.biome.BiomeVolume;
import org.spongepowered.api.world.volume.block.BlockVolume;
import org.spongepowered.api.world.volume.block.entity.BlockEntityVolume;
import org.spongepowered.api.world.volume.game.HeightAwareVolume;
import org.spongepowered.api.world.volume.game.LocationBaseDataHolder;
import org.spongepowered.api.world.volume.game.UpdatableVolume;
import org.spongepowered.math.vector.Vector3i;

/**
 * A chunk is a specific grid-aligned partition of a {@link WorldLike}.
 *
 * 

Chunk is exposed as a superinterface due to the nature of needing * chunk like structures for various purposes, whether it's for world generation, * chunk loading from storage, or empty chunks on clients. Traditionally, a * usable "live" proto chunk instance will be a {@link WorldChunk} with a valid * {@link World} instance.

* *

A chunk may not be attached to a {@link World} or {@link GenerationRegion} * if it is in the process of being generated.

*/ @DoNotStore public interface Chunk

> extends BlockVolume.Modifiable

, BlockEntityVolume.Modifiable

, BiomeVolume.Modifiable

, UpdatableVolume, LocationBaseDataHolder.Mutable, HeightAwareVolume { /** * Adds the {@link Entity} to this {@link Chunk chunk}. It is not * guaranteed this will succeed in all cases, as {@link #state()} * does play a role in whether an entity can be directly added or not. * *

This method should realistically be used only during world * generation, and therefore will likely emit warnings if attempting to * add entities to live {@link WorldChunk} instances.

* * @param entity The entity to add */ void addEntity(Entity entity); /** * Gets this {@link Chunk}'s current {@link ChunkState}. * The {@link ChunkState} stipulates the potential validity of various * operations that can be performed. * *

A fully generated chunk will return {@link ChunkStates#FULL} - though * care should be taken as the chunk may be an {@link #isEmpty() empty} one. *

* * @return This chunk's state */ ChunkState state(); /** * Gets whether this chunk is empty. * * @return Whether this chunk is empty */ boolean isEmpty(); /** * Gets the position of the chunk. * *

The returned position is 3-dimensional with the Y-coordinate set to be * the base (lowest) Y-position of the chunk. As 3-dimensional chunks do not * yet exist in Minecraft, the returned position will always have a * {@code y} set to 0.

* * @return The position */ Vector3i chunkPosition(); /** * Gets the {@link Ticks number of ticks} players have been present in this * chunk, used for calculation of the regional difficulty factor. In vanilla, * it is increased by the number of players in the chunk every tick, and is * capped at 3,600,000 ticks (50 hours). * * @return The number of ticks */ Ticks inhabitedTime(); /** * Sets the {@link Ticks number of ticks} players have been present in this * chunk. * * @see #inhabitedTime() * @param newInhabitedTime The {@link Ticks} to set this value to */ void setInhabitedTime(Ticks newInhabitedTime); }




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