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#955: Add methods to place structures with block/entity transformers
By: Jishuna <joshl5324@gmail.com>
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1 changed files with 47 additions and 0 deletions
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@ -1,5 +1,6 @@
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package org.bukkit.structure;
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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.Location;
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@ -8,7 +9,10 @@ import org.bukkit.block.structure.Mirror;
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import org.bukkit.block.structure.StructureRotation;
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import org.bukkit.entity.Entity;
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import org.bukkit.persistence.PersistentDataHolder;
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import org.bukkit.util.BlockTransformer;
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import org.bukkit.util.BlockVector;
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import org.bukkit.util.EntityTransformer;
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import org.jetbrains.annotations.ApiStatus;
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import org.jetbrains.annotations.NotNull;
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/**
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@ -89,6 +93,27 @@ public interface Structure extends PersistentDataHolder {
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*/
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void place(@NotNull Location location, boolean includeEntities, @NotNull StructureRotation structureRotation, @NotNull Mirror mirror, int palette, float integrity, @NotNull Random random);
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/**
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* Place a structure in the world.
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*
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* @param location The location to place the structure at.
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* @param includeEntities If the entities present in the structure should be
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* spawned.
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* @param structureRotation The rotation of the structure.
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* @param mirror The mirror settings of the structure.
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* @param palette The palette index of the structure to use, starting at
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* {@code 0}, or {@code -1} to pick a random palette.
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* @param integrity Determines how damaged the building should look by
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* randomly skipping blocks to place. This value can range from 0 to 1. With
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* 0 removing all blocks and 1 spawning the structure in pristine condition.
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* @param random The randomizer used for setting the structure's
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* {@link org.bukkit.loot.LootTable}s and integrity.
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* @param blockTransformers A collection of {@link BlockTransformer}s to apply to the structure.
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* @param entityTransformers A collection of {@link EntityTransformer}s to apply to the structure.
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*/
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@ApiStatus.Experimental
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void place(@NotNull Location location, boolean includeEntities, @NotNull StructureRotation structureRotation, @NotNull Mirror mirror, int palette, float integrity, @NotNull Random random, @NotNull Collection<BlockTransformer> blockTransformers, @NotNull Collection<EntityTransformer> entityTransformers);
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/**
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* Place a structure in the world.
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*
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@ -108,6 +133,28 @@ public interface Structure extends PersistentDataHolder {
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*/
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void place(@NotNull RegionAccessor regionAccessor, @NotNull BlockVector location, boolean includeEntities, @NotNull StructureRotation structureRotation, @NotNull Mirror mirror, int palette, float integrity, @NotNull Random random);
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/**
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* Place a structure in the world.
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*
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* @param regionAccessor The world to place the structure in.
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* @param location The location to place the structure at.
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* @param includeEntities If the entities present in the structure should be
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* spawned.
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* @param structureRotation The rotation of the structure.
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* @param mirror The mirror settings of the structure.
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* @param palette The palette index of the structure to use, starting at
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* {@code 0}, or {@code -1} to pick a random palette.
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* @param integrity Determines how damaged the building should look by
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* randomly skipping blocks to place. This value can range from 0 to 1. With
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* 0 removing all blocks and 1 spawning the structure in pristine condition.
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* @param random The randomizer used for setting the structure's
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* {@link org.bukkit.loot.LootTable}s and integrity.
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* @param blockTransformers A collection of {@link BlockTransformer}s to apply to the structure.
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* @param entityTransformers A collection of {@link EntityTransformer}s to apply to the structure.
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*/
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@ApiStatus.Experimental
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void place(@NotNull RegionAccessor regionAccessor, @NotNull BlockVector location, boolean includeEntities, @NotNull StructureRotation structureRotation, @NotNull Mirror mirror, int palette, float integrity, @NotNull Random random, @NotNull Collection<BlockTransformer> blockTransformers, @NotNull Collection<EntityTransformer> entityTransformers);
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/**
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* Fills the structure from an area in a world. The origin and size will be
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* calculated automatically from the two corners provided.
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