dd1bee786b
This metadata implementation has the following features: - All metadata is lazy. Metadata values are not actually computed until another plugin requests them. Memory and CPU are conserved by not computing and storing unnecessary metadata values. - All metadata is cached. Once a metadata value is computed its value is cached in the metadata store to prevent further unnecessary computation. An invalidation mechanism is provided to flush the cache and force recompilation of metadata values. - All metadata is stored in basic data types. Convenience methods in the MetadataValue class allow for the conversion of metadata data types when possible. Restricting metadata to basic data types prevents the accidental linking of large object graphs into metadata. Metadata is persistent across the lifetime of the application and adding large object graphs would damage garbage collector performance. - Metadata access is thread safe. Care has been taken to protect the internal data structures and access them in a thread safe manner. - Metadata is exposed for all objects that descend from Entity, Block, and World. All Entity and World metadata is stored at the Server level and all Block metadata is stored at the World level. - Metadata is NOT keyed on references to original objects - instead metadata is keyed off of unique fields within those objects. Doing this allows metadata to exist for blocks that are in chunks not currently in memory. Additionally, Player objects are keyed off of player name so that Player metadata remains consistent between logins. - Metadata convenience methods have been added to all Entities, Players, Blocks, BlockStates, and World allowing direct access to an individual instance's metadata. - Players and OfflinePlayers share a single metadata store, allowing player metadata to be manipulated regardless of the player's current online status. By: rmichela <deltahat@gmail.com>
328 lines
8.2 KiB
Java
328 lines
8.2 KiB
Java
package org.bukkit.block;
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import java.util.Collection;
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import org.bukkit.Chunk;
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import org.bukkit.Material;
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import org.bukkit.World;
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import org.bukkit.Location;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.metadata.Metadatable;
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/**
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* Represents a block. This is a live object, and only one Block may exist for
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* any given location in a world. The state of the block may change concurrently
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* to your own handling of it; use block.getState() to get a snapshot state of a
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* block which will not be modified.
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*/
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public interface Block extends Metadatable {
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/**
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* Gets the metadata for this block
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*
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* @return block specific metadata
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*/
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byte getData();
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/**
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* Gets the block at the given offsets
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*
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* @param modX X-coordinate offset
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* @param modY Y-coordinate offset
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* @param modZ Z-coordinate offset
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* @return Block at the given offsets
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*/
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Block getRelative(int modX, int modY, int modZ);
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/**
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* Gets the block at the given face<br />
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* <br />
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* This method is equal to getRelative(face, 1)
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*
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* @param face Face of this block to return
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* @return Block at the given face
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* @see #getRelative(BlockFace, int)
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*/
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Block getRelative(BlockFace face);
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/**
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* Gets the block at the given distance of the given face<br />
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* <br />
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* For example, the following method places water at 100,102,100; two blocks
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* above 100,100,100.
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*
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* <pre>
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* Block block = world.getBlockAt(100, 100, 100);
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* Block shower = block.getFace(BlockFace.UP, 2);
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* shower.setType(Material.WATER);
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* </pre>
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*
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* @param face Face of this block to return
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* @param distance Distance to get the block at
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* @return Block at the given face
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*/
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Block getRelative(BlockFace face, int distance);
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/**
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* Gets the type of this block
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*
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* @return block type
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*/
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Material getType();
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/**
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* Gets the type-id of this block
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*
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* @return block type-id
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*/
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int getTypeId();
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/**
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* Gets the light level between 0-15
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*
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* @return light level
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*/
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byte getLightLevel();
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/**
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* Get the amount of light at this block from the sky.
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* <p>
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* Any light given from other sources (such as blocks like torches) will be ignored.
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*
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* @return Sky light level
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*/
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byte getLightFromSky();
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/**
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* Get the amount of light at this block from nearby blocks.
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* <p>
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* Any light given from other sources (such as the sun) will be ignored.
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*
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* @return Block light level
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*/
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byte getLightFromBlocks();
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/**
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* Gets the world which contains this Block
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*
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* @return World containing this block
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*/
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World getWorld();
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/**
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* Gets the x-coordinate of this block
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*
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* @return x-coordinate
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*/
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int getX();
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/**
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* Gets the y-coordinate of this block
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*
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* @return y-coordinate
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*/
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int getY();
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/**
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* Gets the z-coordinate of this block
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*
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* @return z-coordinate
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*/
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int getZ();
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/**
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* Gets the Location of the block
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*
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* @return Location of block
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*/
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Location getLocation();
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/**
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* Gets the chunk which contains this block
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*
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* @return Containing Chunk
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*/
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Chunk getChunk();
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/**
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* Sets the metadata for this block
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*
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* @param data New block specific metadata
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*/
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void setData(byte data);
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void setData(byte data, boolean applyPhysics);
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/**
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* Sets the type of this block
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*
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* @param type Material to change this block to
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*/
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void setType(Material type);
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/**
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* Sets the type-id of this block
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*
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* @param type Type-Id to change this block to
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* @return whether the block was changed
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*/
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boolean setTypeId(int type);
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boolean setTypeId(int type, boolean applyPhysics);
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boolean setTypeIdAndData(int type, byte data, boolean applyPhysics);
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/**
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* Gets the face relation of this block compared to the given block<br />
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* <br />
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* For example:
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*
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* <pre>
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* Block current = world.getBlockAt(100, 100, 100);
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* Block target = world.getBlockAt(100, 101, 100);
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*
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* current.getFace(target) == BlockFace.Up;
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* </pre>
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*
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* <br />
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* If the given block is not connected to this block, null may be returned
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*
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* @param block Block to compare against this block
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* @return BlockFace of this block which has the requested block, or null
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*/
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BlockFace getFace(Block block);
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/**
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* Captures the current state of this block. You may then cast that state
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* into any accepted type, such as Furnace or Sign.
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* <p />
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* The returned object will never be updated, and you are not guaranteed that
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* (for example) a sign is still a sign after you capture its state.
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*
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* @return BlockState with the current state of this block.
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*/
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BlockState getState();
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/**
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* Returns the biome that this block resides in
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*
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* @return Biome type containing this block
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*/
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Biome getBiome();
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/**
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* Returns true if the block is being powered by Redstone.
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*
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* @return True if the block is powered.
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*/
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boolean isBlockPowered();
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/**
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* Returns true if the block is being indirectly powered by Redstone.
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*
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* @return True if the block is indirectly powered.
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*/
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boolean isBlockIndirectlyPowered();
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/**
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* Returns true if the block face is being powered by Redstone.
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*
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* @param face The block face
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* @return True if the block face is powered.
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*/
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boolean isBlockFacePowered(BlockFace face);
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/**
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* Returns true if the block face is being indirectly powered by Redstone.
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*
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* @param face The block face
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* @return True if the block face is indirectly powered.
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*/
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boolean isBlockFaceIndirectlyPowered(BlockFace face);
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/**
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* Returns the redstone power being provided to this block face
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*
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* @param face the face of the block to query or BlockFace.SELF for the block itself
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* @return The power level.
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*/
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int getBlockPower(BlockFace face);
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/**
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* Returns the redstone power being provided to this block
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*
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* @return The power level.
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*/
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int getBlockPower();
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/**
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* Checks if this block is empty.
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* <p />
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* A block is considered empty when {@link #getType()} returns {@link Material#AIR}.
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*
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* @return true if this block is empty
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*/
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boolean isEmpty();
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/**
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* Checks if this block is liquid.
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* <p />
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* A block is considered liquid when {@link #getType()} returns {@link Material#WATER}, {@link Material#STATIONARY_WATER}, {@link Material#LAVA} or {@link Material#STATIONARY_LAVA}.
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*
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* @return true if this block is liquid
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*/
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boolean isLiquid();
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/**
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* Gets the temperature of the biome of this block
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*
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* @return Temperature of this block
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*/
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double getTemperature();
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/**
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* Gets the humidity of the biome of this block
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*
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* @return Humidity of this block
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*/
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double getHumidity();
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/**
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* Returns the reaction of the block when moved by a piston
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*
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* @return reaction
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*/
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PistonMoveReaction getPistonMoveReaction();
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/**
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* Breaks the block and spawns items as if a player had digged it
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*
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* @return true if the block was destroyed
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*/
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boolean breakNaturally();
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/**
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* Breaks the block and spawns items as if a player had digged it with a specific tool
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*
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* @param tool The tool or item in hand used for digging
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* @return true if the block was destroyed
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*/
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boolean breakNaturally(ItemStack tool);
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/**
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* Returns a list of items which would drop by destroying this block
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*
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* @return a list of dropped items for this type of block
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*/
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Collection<ItemStack> getDrops();
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/**
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* Returns a list of items which would drop by destroying this block with a specific tool
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*
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* @param tool The tool or item in hand used for digging
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* @return a list of dropped items for this type of block
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*/
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Collection<ItemStack> getDrops(ItemStack tool);
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}
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