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/*
 * This file is part of SpongeAPI, licensed under the MIT License (MIT).
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 * Copyright (c) SpongePowered 
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 * furnished to do so, subject to the following conditions:
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 * 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
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package org.spongepowered.api.effect;

import net.kyori.adventure.audience.Audience;
import net.kyori.adventure.sound.Sound;
import org.checkerframework.checker.nullness.qual.NonNull;
import org.spongepowered.api.block.BlockState;
import org.spongepowered.api.effect.particle.ParticleEffect;
import org.spongepowered.api.effect.sound.SoundType;
import org.spongepowered.api.effect.sound.music.MusicDisc;
import org.spongepowered.api.world.World;
import org.spongepowered.api.world.WorldType;
import org.spongepowered.api.world.WorldTypes;
import org.spongepowered.math.vector.Vector3d;
import org.spongepowered.math.vector.Vector3i;

import java.util.Objects;
import java.util.function.Supplier;

/**
 * A Viewer is something that sees effects.
 * The Viewer class contains methods for spawning particles and playing sound
 * effects.
 */
public interface Viewer extends Audience {

    /**
     * Sends the effect of being in a particular Vanilla world environment, such as the Nether,
     * as an effect to the viewer.
     *
     * 

For example, specifying {@link WorldTypes#THE_NETHER} will create a red skybox and * red hazy fog on the vanilla minecraft client

* * @param worldType The world type */ void sendWorldType(WorldType worldType); /** * Spawn a {@link ParticleEffect} at a given position. * All players within a default radius around the position will see the * particles. * * @param particleEffect The particle effect to spawn * @param position The position at which to spawn the particle effect */ default void spawnParticles(final ParticleEffect particleEffect, final Vector3d position) { this.spawnParticles(Objects.requireNonNull(particleEffect, "particleEffect"), Objects.requireNonNull(position, "position"), Integer.MAX_VALUE); } /** * Spawn a {@link ParticleEffect} at a given position. * All players within a given radius around the position will see the * particles. * * @param particleEffect The particle effect to spawn * @param position The position at which to spawn the particle effect * @param radius The radius around the position where the particles can be * seen by players */ void spawnParticles(ParticleEffect particleEffect, Vector3d position, int radius); /** * Plays a sound. * * @param sound the sound * @param pos the position to play the sound at */ default void playSound(final @NonNull Sound sound, final Vector3d pos) { this.playSound(sound, pos.x(), pos.y(), pos.z()); } /** * Plays the given {@link MusicDisc} at the given position. The benefit of playing * {@link MusicDisc} instead of a {@link SoundType} allows you to stop them through * the {@link #stopMusicDisc(Vector3i)}. Playing a new {@link MusicDisc} at the same * position will cancel the currently playing one. * * @param position The position * @param musicDiscType The music disc */ void playMusicDisc(Vector3i position, MusicDisc musicDiscType); /** * Stops the {@link MusicDisc} that is playing at the given position. * * @param position The position */ void stopMusicDisc(Vector3i position); /** * Sends a client-only block change. * *

This will not change the {@link World} in any way.

* * @param position The position * @param state The block state */ default void sendBlockChange(final Vector3i position, final BlockState state) { Objects.requireNonNull(position, "position"); this.sendBlockChange(position.x(), position.y(), position.z(), Objects.requireNonNull(state, "state")); } /** * Sends a client-only block change. * *

This will not change the {@link World} in any way.

* * @param x The x position * @param y The y position * @param z The z position * @param state The block state */ void sendBlockChange(int x, int y, int z, BlockState state); /** * Resets the client's view of the provided position to what * actually exists in the {@link World}. * *

This is useful for resetting what the client sees * after sending a {@link #sendBlockChange block change}.

* * @param position The position */ default void resetBlockChange(final Vector3i position) { Objects.requireNonNull(position, "position"); this.resetBlockChange(position.x(), position.y(), position.z()); } /** * Resets the client's view of the provided position to what * actually exists in the {@link World}. * *

This is useful for resetting what the client sees * after sending a {@link #sendBlockChange block change}.

* * @param x The x position * @param y The y position * @param z The z position */ void resetBlockChange(int x, int y, int z); }




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