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A plugin API for Minecraft: Java Edition
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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
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package org.spongepowered.api.world;
import org.spongepowered.api.block.BlockState;
import org.spongepowered.api.block.BlockType;
import org.spongepowered.api.block.entity.BlockEntity;
import org.spongepowered.api.fluid.FluidState;
import org.spongepowered.api.util.Direction;
import org.spongepowered.api.world.biome.Biome;
import org.spongepowered.api.world.server.ServerLocation;
import org.spongepowered.math.vector.Vector3d;
import org.spongepowered.math.vector.Vector3i;
import java.util.Optional;
public interface Location, L extends Location> {
/**
* Gets the underlying world. Throws a {@link IllegalStateException}
* if the world isn't available.
*
* @return The underlying world
* @see #worldIfAvailable()
*/
W world();
/**
* Gets the underlying {@link World} if it's available. A {@link World}
* is available when it exists and is loaded.
*
* @return The underlying world, if available
* @see #isAvailable()
*/
Optional worldIfAvailable();
/**
* Gets whether this location is available. A location is
* available when the target {@link World} exists and is loaded.
*
* @return Whether the location is available
*/
boolean isAvailable();
/**
* Gets whether this location is valid. A location is valid
* when the target {@link World} exists, this can be loaded
* or unloaded.
*
* @return Whether the location is valid
*/
boolean isValid();
/**
* Gets the underlying position.
*
* @return The underlying position
*/
Vector3d position();
/**
* Gets the underlying block position.
*
* @return The underlying block position
*/
Vector3i blockPosition();
/**
* Gets the underlying chunk position.
*
* @return The underlying chunk position
*/
Vector3i chunkPosition();
/**
* Gets the underlying biome position.
*
* @return The underlying biome position
*/
Vector3i biomePosition();
/**
* Gets the X component of this instance's position.
*
* @return The x component
*/
double x();
/**
* Gets the Y component of this instance's position.
*
* @return The y component
*/
double y();
/**
* Gets the Z component of this instance's position.
*
* @return The z component
*/
double z();
/**
* Gets the floored X component of this instance's position.
*
* @return The floored x component
*/
int blockX();
/**
* Gets the floored Y component of this instance's position.
*
* @return The floored y component
*/
int blockY();
/**
* Gets the floored Z component of this instance's position.
*
* @return The floored z component
*/
int blockZ();
default Optional onServer() {
return Optional.ofNullable(this instanceof ServerLocation ? (ServerLocation) this : null);
}
/**
* Returns true if this location is in the given world. This is implemented
* as an {@link Object#equals(Object)} check.
*
* @param world The world to check
* @return Whether this location is in the world
*/
boolean inWorld(W world);
/**
* Create a new instance with a new World.
*
* @param world The new world
* @return A new instance
*/
L withWorld(W world);
/**
* Create a new instance with a new position.
*
* @param position The new position
* @return A new instance
*/
L withPosition(Vector3d position);
/**
* Create a new instance with a new block position.
*
* @param position The new position
* @return A new instance
*/
L withBlockPosition(Vector3i position);
/**
* Subtract another Vector3d to the position on this instance, returning
* a new Location instance.
*
* @param v The vector to subtract
* @return A new instance
*/
L sub(Vector3d v);
/**
* Subtract another Vector3i to the position on this instance, returning
* a new Location instance.
*
* @param v The vector to subtract
* @return A new instance
*/
L sub(Vector3i v);
/**
* Subtract vector components to the position on this instance, returning a
* new Location instance.
*
* @param x The x component
* @param y The y component
* @param z The z component
* @return A new instance
*/
L sub(double x, double y, double z);
/**
* Add another Vector3d to the position on this instance, returning a new
* Location instance.
*
* @param v The vector to add
* @return A new instance
*/
L add(Vector3d v);
/**
* Add another Vector3i to the position on this instance, returning a new
* Location instance.
*
* @param v The vector to add
* @return A new instance
*/
L add(Vector3i v);
/**
* Add vector components to the position on this instance, returning a new
* Location instance.
*
* @param x The x component
* @param y The y component
* @param z The z component
* @return A new instance
*/
L add(double x, double y, double z);
/**
* Gets the location next to this one in the given direction.
* Always moves by a unit amount, even diagonally.
*
* @param direction The direction to move in
* @return The location in that direction
*/
L relativeTo(Direction direction);
/**
* Gets the location next to this one in the given direction.
* Always moves by a block amount, even diagonally.
*
* {@link Direction.Division#SECONDARY_ORDINAL}
* directions are not a valid argument. These will throw an exception.
*
*
* @param direction The direction to move in
* @return The location in that direction
* @throws IllegalArgumentException If the direction is a
* {@link Direction.Division#SECONDARY_ORDINAL}
*/
L relativeToBlock(Direction direction);
/**
* Gets the block at this location.
*
* @return The biome at this location
*/
Biome biome();
/**
* Returns true if this location has a block at its
* {@link #blockPosition()}.
*
* @return Whether or not there is a block at this location.
*/
boolean hasBlock();
/**
* Gets the {@link BlockState} for this location.
*
* @return The block state
*/
BlockState block();
/**
* Gets the {@link BlockType} for this location.
*
* @return The block type
*/
default BlockType blockType() {
return this.block().type();
}
/**
* Gets the {@link FluidState} for this location.
*
* @return The fluid state
*/
FluidState fluid();
/**
* Checks for whether the block at this location contains block entity data.
*
* @return True if the block at this location has block entity data, false
* otherwise
*/
boolean hasBlockEntity();
/**
* Gets the associated {@link BlockEntity} on this block.
*
* @return The associated block entity, if available
*/
Optional extends BlockEntity> blockEntity();
/**
* Replace the block at this location with a new state.
*
* This will remove any extended block data at the given position.
*
* @param state The new block state
* @return True if the block change was successful
*/
boolean setBlock(BlockState state);
/**
* Replace the block at this location with a new state.
*
* This will remove any extended block data at the given position.
* @param state The new block state
* @param flag The various change flags controlling some interactions
* @return True if the block change was successful
*/
boolean setBlock(BlockState state, BlockChangeFlag flag);
/**
* Replace the block type at this location by a new type.
*
* This will remove any extended block data at the given position.
*
* @param type The new type
* @return True if the block change was successful
*/
boolean setBlockType(BlockType type);
/**
* Replace the block type at this location by a new type.
*
* This will remove any extended block data at the given position.
* @param type The new type
* @param flag The various change flags controlling some interactions
* @return True if the block change was successful
*/
boolean setBlockType(BlockType type, BlockChangeFlag flag);
}