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package org.bukkit.block;
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import java.util.Collection;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.util.BoundingBox;
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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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* Represents a captured state of a conduit.
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*/
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public interface Conduit extends TileState { }
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public interface Conduit extends TileState {
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/**
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* Checks whether or not this conduit is active.
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* <p>
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* A conduit is considered active if there are at least 16 valid frame
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* blocks surrounding it and the conduit is surrounded by a 3x3x3 area of
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* water source blocks (or waterlogged blocks), at which point its animation
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* will activate, start spinning, and apply effects to nearby players.
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*
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* @return true if active, false otherwise
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*/
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public boolean isActive();
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/**
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* Get whether or not this conduit is actively hunting for nearby hostile
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* creatures.
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* <p>
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* A conduit will hunt if it is active (see {@link #isActive()}) and its
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* frame is complete (it is surrounded by at least 42 valid frame blocks).
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* While hunting, the {@link #getTarget()
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* conduit's target}, if within its {@link #getHuntingArea() hunting area},
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* will be damaged every 2 seconds.
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*
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* @return true if hunting, false otherwise
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*/
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public boolean isHunting();
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/**
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* Get a {@link Collection} of all {@link Block Blocks} that make up the
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* frame of this conduit. The returned collection will contain only blocks
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* that match the types required by the conduit to make up a valid frame,
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* <strong>not</strong> the blocks at which the conduit is searching,
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* meaning it will be of variable size depending on how many valid frames
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* are surrounding the conduit at the time of invocation.
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*
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* @return the frame blocks
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*/
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@NotNull
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public Collection<Block> getFrameBlocks();
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/**
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* Get the amount of valid frame blocks that are currently surrounding the
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* conduit.
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*
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* @return the frame block count
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*/
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public int getFrameBlockCount();
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/**
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* Get the range (measured in blocks) within which players will receive the
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* conduit's benefits.
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*
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* @return the conduit range
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*/
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public int getRange();
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/**
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* Set the conduit's hunting target.
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* <p>
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* Note that the value set by this method may be overwritten by the
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* conduit's periodic hunting logic. If the target is ever set to
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* {@code null}, the conduit will continue to look for a new target.
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* Additionally, if the target is set to an entity that does not meet a
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* conduit's hunting conditions (e.g. the entity is not within the
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* {@link #getHuntingArea() hunting area}, has already been killed, etc.)
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* then the passed entity will be ignored and the conduit will also continue
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* to look for a new target.
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*
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* @param target the target entity, or null to remove the target
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*
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* @return true if the target was changed, false if the target was the same
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*/
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public boolean setTarget(@Nullable LivingEntity target);
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/**
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* Get the conduit's hunting target.
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*
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* @return the hunting target, or null if the conduit does not have a target
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*/
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@Nullable
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public LivingEntity getTarget();
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/**
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* Check whether or not this conduit has an active (alive) hunting target.
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*
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* @return true if has a hunting target, false otherwise
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*/
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public boolean hasTarget();
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/**
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* Get a {@link BoundingBox} (relative to real-world coordinates) in which
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* the conduit will search for hostile entities to target.
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*
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* @return the hunting area bounding box
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*/
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@NotNull
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public BoundingBox getHuntingArea();
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}
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