f84947b942
The current implementation of World#spawn or World#spawnEntity respectively, always prepares/finalizes the spawn of every entity spawned through the API. While this is great to simulate natural spawning of entities in the world through the API, it fails at reliably creating default entities for purposes other than vanilla gameplay. While the caller of the API could attempt to undo all of the customization that is applied in the prepare/finalization step, they are numerous (reaching from sheep colour to equipment) and in some cases, such as the chicken jockey, even spawn in other entities. Hence this commit introduces a new overload to the World#spawn and World#spawnEntity methods that accepts the 'randomizeData' parameter that, when set to false, skips the prior mentioned preparation/finalization step. By: Bjarne Koll <lynxplay101@gmail.com>
331 lines
13 KiB
Java
331 lines
13 KiB
Java
package org.bukkit;
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import java.util.Collection;
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import java.util.List;
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import java.util.Random;
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import org.bukkit.block.Biome;
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import org.bukkit.block.BlockState;
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import org.bukkit.block.data.BlockData;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.EntityType;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.util.Consumer;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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/**
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* A RegionAccessor gives access to getting, modifying and spawning {@link Biome}, {@link BlockState} and {@link Entity},
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* as well as generating some basic structures.
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*/
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public interface RegionAccessor {
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/**
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* Gets the {@link Biome} at the given {@link Location}.
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*
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* @param location the location of the biome
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* @return Biome at the given location
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*/
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@NotNull
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Biome getBiome(@NotNull Location location);
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/**
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* Gets the {@link Biome} at the given coordinates.
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*
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* @param x X-coordinate of the block
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* @param y Y-coordinate of the block
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* @param z Z-coordinate of the block
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* @return Biome at the given coordinates
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*/
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@NotNull
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Biome getBiome(int x, int y, int z);
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/**
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* Sets the {@link Biome} at the given {@link Location}.
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*
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* @param location the location of the biome
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* @param biome New Biome type for this block
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*/
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void setBiome(@NotNull Location location, @NotNull Biome biome);
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/**
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* Sets the {@link Biome} for the given block coordinates
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*
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* @param x X-coordinate of the block
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* @param y Y-coordinate of the block
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* @param z Z-coordinate of the block
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* @param biome New Biome type for this block
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*/
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void setBiome(int x, int y, int z, @NotNull Biome biome);
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/**
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* Gets the {@link BlockState} at the given {@link Location}.
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*
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* @param location The location of the block state
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* @return Block state at the given location
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*/
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@NotNull
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BlockState getBlockState(@NotNull Location location);
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/**
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* Gets the {@link BlockState} at the given coordinates.
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*
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* @param x X-coordinate of the block state
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* @param y Y-coordinate of the block state
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* @param z Z-coordinate of the block state
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* @return Block state at the given coordinates
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*/
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@NotNull
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BlockState getBlockState(int x, int y, int z);
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/**
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* Gets the {@link BlockData} at the given {@link Location}.
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*
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* @param location The location of the block data
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* @return Block data at the given location
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*/
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@NotNull
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BlockData getBlockData(@NotNull Location location);
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/**
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* Gets the {@link BlockData} at the given coordinates.
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*
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* @param x X-coordinate of the block data
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* @param y Y-coordinate of the block data
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* @param z Z-coordinate of the block data
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* @return Block data at the given coordinates
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*/
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@NotNull
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BlockData getBlockData(int x, int y, int z);
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/**
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* Gets the type of the block at the given {@link Location}.
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*
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* @param location The location of the block
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* @return Material at the given coordinates
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*/
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@NotNull
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Material getType(@NotNull Location location);
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/**
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* Gets the type of the block at the given coordinates.
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*
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* @param x X-coordinate of the block
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* @param y Y-coordinate of the block
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* @param z Z-coordinate of the block
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* @return Material at the given coordinates
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*/
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@NotNull
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Material getType(int x, int y, int z);
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/**
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* Sets the {@link BlockData} at the given {@link Location}.
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*
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* @param location The location of the block
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* @param blockData The block data to set the block to
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*/
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void setBlockData(@NotNull Location location, @NotNull BlockData blockData);
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/**
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* Sets the {@link BlockData} at the given coordinates.
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*
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* @param x X-coordinate of the block
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* @param y Y-coordinate of the block
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* @param z Z-coordinate of the block
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* @param blockData The block data to set the block to
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*/
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void setBlockData(int x, int y, int z, @NotNull BlockData blockData);
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/**
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* Sets the {@link Material} at the given {@link Location}.
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*
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* @param location The location of the block
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* @param material The type to set the block to
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*/
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void setType(@NotNull Location location, @NotNull Material material);
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/**
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* Sets the {@link Material} at the given coordinates.
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*
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* @param x X-coordinate of the block
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* @param y Y-coordinate of the block
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* @param z Z-coordinate of the block
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* @param material The type to set the block to
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*/
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void setType(int x, int y, int z, @NotNull Material material);
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/**
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* Creates a tree at the given {@link Location}
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*
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* @param location Location to spawn the tree
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* @param random Random to use to generated the tree
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* @param type Type of the tree to create
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* @return true if the tree was created successfully, otherwise false
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*/
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boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type);
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/**
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* Creates a tree at the given {@link Location}
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* <p>
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* The provided consumer gets called for every block which gets changed
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* as a result of the tree generation. When the consumer gets called no
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* modifications to the world are done yet. Which means, that calling
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* {@link #getBlockState(Location)} in the consumer while return the state
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* of the block before the generation.
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* <p>
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* Modifications done to the {@link BlockState} in the consumer are respected,
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* which means that it is not necessary to call {@link BlockState#update()}
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*
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* @param location Location to spawn the tree
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* @param random Random to use to generated the tree
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* @param type Type of the tree to create
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* @param stateConsumer The consumer which should get called for every block which gets changed
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* @return true if the tree was created successfully, otherwise false
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*/
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boolean generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Consumer<BlockState> stateConsumer);
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/**
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* Creates a entity at the given {@link Location}
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*
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* @param location The location to spawn the entity
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* @param type The entity to spawn
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* @return Resulting Entity of this method
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*/
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@NotNull
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Entity spawnEntity(@NotNull Location location, @NotNull EntityType type);
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/**
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* Creates a new entity at the given {@link Location}.
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*
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* @param loc the location at which the entity will be spawned.
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* @param type the entity type that determines the entity to spawn.
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* @param randomizeData whether or not the entity's data should be randomised
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* before spawning. By default entities are randomised
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* before spawning in regards to their equipment, age,
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* attributes, etc.
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* An example of this randomization would be the color of
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* a sheep, random enchantments on the equipment of mobs
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* or even a zombie becoming a chicken jockey.
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* If set to false, the entity will not be randomised
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* before spawning, meaning all their data will remain
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* in their default state and not further modifications
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* to the entity will be made.
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* Notably only entities that extend the
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* {@link org.bukkit.entity.Mob} interface provide
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* randomisation logic for their spawn.
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* This parameter is hence useless for any other type
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* of entity.
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* @return the spawned entity instance.
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*/
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@NotNull
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public Entity spawnEntity(@NotNull Location loc, @NotNull EntityType type, boolean randomizeData);
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/**
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* Get a list of all entities in this RegionAccessor
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*
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* @return A List of all Entities currently residing in this world accessor
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*/
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@NotNull
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List<Entity> getEntities();
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/**
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* Get a list of all living entities in this RegionAccessor
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*
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* @return A List of all LivingEntities currently residing in this world accessor
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*/
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@NotNull
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List<LivingEntity> getLivingEntities();
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/**
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* Get a collection of all entities in this RegionAccessor matching the given
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* class/interface
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*
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* @param <T> an entity subclass
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* @param cls The class representing the type of entity to match
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* @return A List of all Entities currently residing in this world accessor
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* that match the given class/interface
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*/
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@NotNull
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<T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T> cls);
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/**
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* Get a collection of all entities in this RegionAccessor matching any of the
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* given classes/interfaces
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*
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* @param classes The classes representing the types of entity to match
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* @return A List of all Entities currently residing in this world accessor
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* that match one or more of the given classes/interfaces
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*/
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@NotNull
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Collection<Entity> getEntitiesByClasses(@NotNull Class<?>... classes);
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/**
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* Spawn an entity of a specific class at the given {@link Location}
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*
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* @param location the {@link Location} to spawn the entity at
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* @param clazz the class of the {@link Entity} to spawn
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* @param <T> the class of the {@link Entity} to spawn
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* @return an instance of the spawned {@link Entity}
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* @throws IllegalArgumentException if either parameter is null or the
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* {@link Entity} requested cannot be spawned
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*/
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@NotNull
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<T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz) throws IllegalArgumentException;
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/**
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* Spawn an entity of a specific class at the given {@link Location}, with
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* the supplied function run before the entity is added to the world.
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* <br>
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* Note that when the function is run, the entity will not be actually in
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* the world. Any operation involving such as teleporting the entity is undefined
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* until after this function returns.
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*
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* @param location the {@link Location} to spawn the entity at
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* @param clazz the class of the {@link Entity} to spawn
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* @param function the function to be run before the entity is spawned.
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* @param <T> the class of the {@link Entity} to spawn
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* @return an instance of the spawned {@link Entity}
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* @throws IllegalArgumentException if either parameter is null or the
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* {@link Entity} requested cannot be spawned
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*/
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@NotNull
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<T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<T> function) throws IllegalArgumentException;
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/**
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* Creates a new entity at the given {@link Location} with the supplied
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* function run before the entity is added to the world.
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* <br>
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* Note that when the function is run, the entity will not be actually in
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* the world. Any operation involving such as teleporting the entity is undefined
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* until after this function returns.
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* The passed function however is run after the potential entity's spawn
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* randomization and hence already allows access to the values of the mob,
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* whether or not those were randomized, such as attributes or the entity
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* equipment.
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*
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* @param location the location at which the entity will be spawned.
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* @param clazz the class of the {@link Entity} that is to be spawned.
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* @param <T> the generic type of the entity that is being created.
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* @param randomizeData whether or not the entity's data should be randomised
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* before spawning. By default entities are randomised
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* before spawning in regards to their equipment, age,
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* attributes, etc.
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* An example of this randomization would be the color of
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* a sheep, random enchantments on the equipment of mobs
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* or even a zombie becoming a chicken jockey.
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* If set to false, the entity will not be randomised
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* before spawning, meaning all their data will remain
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* in their default state and not further modifications
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* to the entity will be made.
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* Notably only entities that extend the
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* {@link org.bukkit.entity.Mob} interface provide
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* randomisation logic for their spawn.
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* This parameter is hence useless for any other type
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* of entity.
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* @param function the function to be run before the entity is spawned.
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* @return the spawned entity instance.
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* @throws IllegalArgumentException if either the world or clazz parameter are null.
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*/
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@NotNull
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public <T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, boolean randomizeData, @Nullable Consumer<T> function) throws IllegalArgumentException;
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}
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