#973: Improve spawner API and add API for Trial Spawners

By: coll1234567 <joshl5324@gmail.com>
This commit is contained in:
Bukkit/Spigot
2024-06-28 07:06:14 +10:00
parent 68d6fa6800
commit 6db0f40e5b
7 changed files with 576 additions and 253 deletions
@@ -1,34 +1,12 @@
package org.bukkit.block;
import java.util.Collection;
import java.util.List;
import org.bukkit.block.spawner.SpawnRule;
import org.bukkit.block.spawner.SpawnerEntry;
import org.bukkit.entity.EntitySnapshot;
import org.bukkit.entity.EntityType;
import org.jetbrains.annotations.NotNull;
import org.bukkit.spawner.Spawner;
import org.jetbrains.annotations.Nullable;
/**
* Represents a captured state of a creature spawner.
*/
public interface CreatureSpawner extends TileState {
/**
* Get the spawner's creature type.
*
* @return The creature type or null if it not set.
*/
@Nullable
public EntityType getSpawnedType();
/**
* Set the spawner's creature type. <br>
* This will override any entities that have been added with {@link #addPotentialSpawn}
*
* @param creatureType The creature type or null to clear.
*/
public void setSpawnedType(@Nullable EntityType creatureType);
public interface CreatureSpawner extends TileState, Spawner {
/**
* Set the spawner mob type.
@@ -49,232 +27,4 @@ public interface CreatureSpawner extends TileState {
@Deprecated
@Nullable
public String getCreatureTypeName();
/**
* Get the spawner's delay.
* <br>
* This is the delay, in ticks, until the spawner will spawn its next mob.
*
* @return The delay.
*/
public int getDelay();
/**
* Set the spawner's delay.
* <br>
* If set to -1, the spawn delay will be reset to a random value between
* {@link #getMinSpawnDelay} and {@link #getMaxSpawnDelay()}.
*
* @param delay The delay.
*/
public void setDelay(int delay);
/**
* The minimum spawn delay amount (in ticks).
* <br>
* This value is used when the spawner resets its delay (for any reason).
* It will choose a random number between {@link #getMinSpawnDelay()}
* and {@link #getMaxSpawnDelay()} for its next {@link #getDelay()}.
* <br>
* Default value is 200 ticks.
*
* @return the minimum spawn delay amount
*/
public int getMinSpawnDelay();
/**
* Set the minimum spawn delay amount (in ticks).
*
* @param delay the minimum spawn delay amount
* @see #getMinSpawnDelay()
*/
public void setMinSpawnDelay(int delay);
/**
* The maximum spawn delay amount (in ticks).
* <br>
* This value is used when the spawner resets its delay (for any reason).
* It will choose a random number between {@link #getMinSpawnDelay()}
* and {@link #getMaxSpawnDelay()} for its next {@link #getDelay()}.
* <br>
* This value <b>must</b> be greater than 0 and less than or equal to
* {@link #getMaxSpawnDelay()}.
* <br>
* Default value is 800 ticks.
*
* @return the maximum spawn delay amount
*/
public int getMaxSpawnDelay();
/**
* Set the maximum spawn delay amount (in ticks).
* <br>
* This value <b>must</b> be greater than 0, as well as greater than or
* equal to {@link #getMinSpawnDelay()}
*
* @param delay the new maximum spawn delay amount
* @see #getMaxSpawnDelay()
*/
public void setMaxSpawnDelay(int delay);
/**
* Get how many mobs attempt to spawn.
* <br>
* Default value is 4.
*
* @return the current spawn count
*/
public int getSpawnCount();
/**
* Set how many mobs attempt to spawn.
*
* @param spawnCount the new spawn count
*/
public void setSpawnCount(int spawnCount);
/**
* Set the new maximum amount of similar entities that are allowed to be
* within spawning range of this spawner.
* <br>
* If more than the maximum number of entities are within range, the spawner
* will not spawn and try again with a new {@link #getDelay()}.
* <br>
* Default value is 16.
*
* @return the maximum number of nearby, similar, entities
*/
public int getMaxNearbyEntities();
/**
* Set the maximum number of similar entities that are allowed to be within
* spawning range of this spawner.
* <br>
* Similar entities are entities that are of the same {@link EntityType}
*
* @param maxNearbyEntities the maximum number of nearby, similar, entities
*/
public void setMaxNearbyEntities(int maxNearbyEntities);
/**
* Get the maximum distance(squared) a player can be in order for this
* spawner to be active.
* <br>
* If this value is less than or equal to 0, this spawner is always active
* (given that there are players online).
* <br>
* Default value is 16.
*
* @return the maximum distance(squared) a player can be in order for this
* spawner to be active.
*/
public int getRequiredPlayerRange();
/**
* Set the maximum distance (squared) a player can be in order for this
* spawner to be active.
* <br>
* Setting this value to less than or equal to 0 will make this spawner
* always active (given that there are players online).
*
* @param requiredPlayerRange the maximum distance (squared) a player can be
* in order for this spawner to be active.
*/
public void setRequiredPlayerRange(int requiredPlayerRange);
/**
* Get the radius around which the spawner will attempt to spawn mobs in.
* <br>
* This area is square, includes the block the spawner is in, and is
* centered on the spawner's x,z coordinates - not the spawner itself.
* <br>
* It is 2 blocks high, centered on the spawner's y-coordinate (its bottom);
* thus allowing mobs to spawn as high as its top surface and as low
* as 1 block below its bottom surface.
* <br>
* Default value is 4.
*
* @return the spawn range
*/
public int getSpawnRange();
/**
* Set the new spawn range.
* <br>
*
* @param spawnRange the new spawn range
* @see #getSpawnRange()
*/
public void setSpawnRange(int spawnRange);
/**
* Gets the {@link EntitySnapshot} that will be spawned by this spawner or null
* if no entities have been assigned to this spawner. <br>
* <p>
* All applicable data from the spawner will be copied, such as custom name,
* health, and velocity. <br>
*
* @return the entity snapshot or null if no entities have been assigned to this
* spawner.
*/
@Nullable
public EntitySnapshot getSpawnedEntity();
/**
* Sets the entity that will be spawned by this spawner. <br>
* This will override any previous entries that have been added with
* {@link #addPotentialSpawn}
* <p>
* All applicable data from the snapshot will be copied, such as custom name,
* health, and velocity. <br>
*
* @param snapshot the entity snapshot
*/
public void setSpawnedEntity(@NotNull EntitySnapshot snapshot);
/**
* Adds a new {@link EntitySnapshot} to the list of entities this spawner can
* spawn.
* <p>
* The weight will determine how often this entry is chosen to spawn, higher
* weighted entries will spawn more often than lower weighted ones. <br>
* The {@link SpawnRule} will determine under what conditions this entry can
* spawn, passing null will use the default conditions for the given entity.
*
* @param snapshot the snapshot that will be spawned
* @param weight the weight
* @param spawnRule the spawn rule for this entity, or null
*/
public void addPotentialSpawn(@NotNull EntitySnapshot snapshot, int weight, @Nullable SpawnRule spawnRule);
/**
* Adds a new {@link SpawnerEntry} to the list of entities this spawner can
* spawn. <br>
*
* @param spawnerEntry the spawner entry to use
* @see #addPotentialSpawn(EntitySnapshot, int, SpawnRule)
*/
public void addPotentialSpawn(@NotNull final SpawnerEntry spawnerEntry);
/**
* Sets the list of {@link SpawnerEntry} this spawner can spawn. <br>
* This will override any previous entries added with
* {@link #addPotentialSpawn}
*
* @param entries the list of entries
*/
public void setPotentialSpawns(@NotNull final Collection<SpawnerEntry> entries);
/**
* Gets a list of potential spawns from this spawner or an empty list if no
* entities have been assigned to this spawner. <br>
* Changes made to the returned list will not be reflected in the spawner unless
* applied with {@link #setPotentialSpawns}
*
* @return a list of potential spawns from this spawner, or an empty list if no
* entities have been assigned to this spawner
* @see #getSpawnedType()
*/
@NotNull
public List<SpawnerEntry> getPotentialSpawns();
}