程序包 org.bukkit

# 接口 RegionAccessor

所有已知子接口:
  `LimitedRegion`, `World`

public interface RegionAccessor
A RegionAccessor gives access to getting, modifying and spawning `Biome`, `BlockState` and `Entity`, as well as generating some basic structures.

- ## 方法概要

  修饰符和类型
  方法
  说明
  `<T extends Entity>
  T`
  `addEntity(T entity)`
  Spawns a previously created entity in the world.
  `<T extends Entity>
  T`
  `createEntity(@NotNull Location location, @NotNull Class<T> clazz)`
  Creates an entity of a specific class at the given `Location` but does not spawn it in the world.
  `boolean`
  `generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type)`
  Creates a tree at the given `Location`
  `boolean`
  `generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Consumer<? super BlockState> stateConsumer)`
  Creates a tree at the given `Location`
  `boolean`
  `generateTree(@NotNull Location location, @NotNull Random random, @NotNull TreeType type, @Nullable Predicate<? super BlockState> statePredicate)`
  Creates a tree at the given `Location`
  `@NotNull Biome`
  `getBiome(int x, int y, int z)`
  获取指定坐标的生物群系.
  `@NotNull Biome`
  `getBiome(@NotNull Location location)`
  获取指定`位置`的`生物群系`.
  `@NotNull BlockData`
  `getBlockData(int x, int y, int z)`
  Gets the `BlockData` at the given coordinates.
  `@NotNull BlockData`
  `getBlockData(@NotNull Location location)`
  Gets the `BlockData` at the given `Location`.
  `@NotNull BlockState`
  `getBlockState(int x, int y, int z)`
  Gets the `BlockState` at the given coordinates.
  `@NotNull BlockState`
  `getBlockState(@NotNull Location location)`
  Gets the `BlockState` at the given `Location`.
  `@NotNull List<Entity>`
  `getEntities()`
  Get a list of all entities in this RegionAccessor
  `<T extends Entity>
  @NotNull Collection<T>`
  `getEntitiesByClass(@NotNull Class<T> cls)`
  Get a collection of all entities in this RegionAccessor matching the given class/interface
  `@NotNull Collection<Entity>`
  `getEntitiesByClasses(@NotNull Class<?>... classes)`
  Get a collection of all entities in this RegionAccessor matching any of the given classes/interfaces
  `int`
  `getHighestBlockYAt(int x, int z)`
  Gets the highest non-empty (impassable) coordinate at the given coordinates.
  `int`
  `getHighestBlockYAt(int x, int z, @NotNull HeightMap heightMap)`
  Gets the highest coordinate corresponding to the `HeightMap` at the given coordinates.
  `int`
  `getHighestBlockYAt(@NotNull Location location)`
  Gets the highest non-empty (impassable) coordinate at the given `Location`.
  `int`
  `getHighestBlockYAt(@NotNull Location location, @NotNull HeightMap heightMap)`
  Gets the highest coordinate corresponding to the `HeightMap` at the given `Location`.
  `@NotNull List<LivingEntity>`
  `getLivingEntities()`
  Get a list of all living entities in this RegionAccessor
  `@NotNull Material`
  `getType(int x, int y, int z)`
  Gets the type of the block at the given coordinates.
  `@NotNull Material`
  `getType(@NotNull Location location)`
  Gets the type of the block at the given `Location`.
  `void`
  `setBiome(int x, int y, int z, @NotNull Biome biome)`
  Sets the `Biome` for the given block coordinates
  `void`
  `setBiome(@NotNull Location location, @NotNull Biome biome)`
  设置指定`位置`的`生物群系`.
  `void`
  `setBlockData(int x, int y, int z, @NotNull BlockData blockData)`
  Sets the `BlockData` at the given coordinates.
  `void`
  `setBlockData(@NotNull Location location, @NotNull BlockData blockData)`
  Sets the `BlockData` at the given `Location`.
  `void`
  `setType(int x, int y, int z, @NotNull Material material)`
  Sets the `Material` at the given coordinates.
  `void`
  `setType(@NotNull Location location, @NotNull Material material)`
  Sets the `Material` at the given `Location`.
  `<T extends Entity>
  T`
  `spawn(@NotNull Location location, @NotNull Class<T> clazz)`
  在指定的`位置`根据给定的类生成一个实体.
  `<T extends Entity>
  T`
  `spawn(@NotNull Location location, @NotNull Class<T> clazz, boolean randomizeData, @Nullable Consumer<? super T> function)`
  Creates a new entity at the given `Location` with the supplied function run before the entity is added to the world.
  `<T extends Entity>
  T`
  `spawn(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<? super T> function)`
  Spawn an entity of a specific class at the given `Location`, with the supplied function run before the entity is added to the world.
  `@NotNull Entity`
  `spawnEntity(@NotNull Location location, @NotNull EntityType type)`
  在指定的`位置`创建一个实体.
  `@NotNull Entity`
  `spawnEntity(@NotNull Location loc, @NotNull EntityType type, boolean randomizeData)`
  Creates a new entity at the given `Location`.

- ## 方法详细资料

  - ### getBiome

    @NotNull @NotNull Biome getBiome(@NotNull @NotNull Location location)
    获取指定`位置`的`生物群系`.

    原文:Gets the `Biome` at the given `Location`.

    参数:
      `location` - 位置
    返回:
      此位置处的生物群系

  - ### getBiome

    @NotNull @NotNull Biome getBiome(int x, int y, int z)
    获取指定坐标的生物群系.

    原文:Gets the `Biome` at the given coordinates.

    参数:
      `x` - 方块的x坐标
      `y` - 方块的y坐标
      `z` - 方块的z坐标
    返回:
      指定坐标位置处的生物群系

  - ### setBiome

    void setBiome(@NotNull @NotNull Location location, @NotNull @NotNull Biome biome)
    设置指定`位置`的`生物群系`.

    原文:Sets the `Biome` at the given `Location`.

    参数:
      `location` - 位置
      `biome` - 此方块的新生物群系

  - ### setBiome

    void setBiome(int x, int y, int z, @NotNull @NotNull Biome biome)
    Sets the `Biome` for the given block coordinates
    参数:
      `x` - X-coordinate of the block
      `y` - Y-coordinate of the block
      `z` - Z-coordinate of the block
      `biome` - New Biome type for this block

  - ### getBlockState

    @NotNull @NotNull BlockState getBlockState(@NotNull @NotNull Location location)
    Gets the `BlockState` at the given `Location`.
    参数:
      `location` - The location of the block state
    返回:
      Block state at the given location

  - ### getBlockState

    @NotNull @NotNull BlockState getBlockState(int x, int y, int z)
    Gets the `BlockState` at the given coordinates.
    参数:
      `x` - X-coordinate of the block state
      `y` - Y-coordinate of the block state
      `z` - Z-coordinate of the block state
    返回:
      Block state at the given coordinates

  - ### getBlockData

    @NotNull @NotNull BlockData getBlockData(@NotNull @NotNull Location location)
    Gets the `BlockData` at the given `Location`.
    参数:
      `location` - The location of the block data
    返回:
      Block data at the given location

  - ### getBlockData

    @NotNull @NotNull BlockData getBlockData(int x, int y, int z)
    Gets the `BlockData` at the given coordinates.
    参数:
      `x` - X-coordinate of the block data
      `y` - Y-coordinate of the block data
      `z` - Z-coordinate of the block data
    返回:
      Block data at the given coordinates

  - ### getType

    @NotNull @NotNull Material getType(@NotNull @NotNull Location location)
    Gets the type of the block at the given `Location`.
    参数:
      `location` - The location of the block
    返回:
      Material at the given coordinates

  - ### getType

    @NotNull @NotNull Material getType(int x, int y, int z)
    Gets the type of the block at the given coordinates.
    参数:
      `x` - X-coordinate of the block
      `y` - Y-coordinate of the block
      `z` - Z-coordinate of the block
    返回:
      Material at the given coordinates

  - ### setBlockData

    void setBlockData(@NotNull @NotNull Location location, @NotNull @NotNull BlockData blockData)
    Sets the `BlockData` at the given `Location`.
    参数:
      `location` - The location of the block
      `blockData` - The block data to set the block to

  - ### setBlockData

    void setBlockData(int x, int y, int z, @NotNull @NotNull BlockData blockData)
    Sets the `BlockData` at the given coordinates.
    参数:
      `x` - X-coordinate of the block
      `y` - Y-coordinate of the block
      `z` - Z-coordinate of the block
      `blockData` - The block data to set the block to

  - ### setType

    void setType(@NotNull @NotNull Location location, @NotNull @NotNull Material material)
    Sets the `Material` at the given `Location`.
    参数:
      `location` - The location of the block
      `material` - The type to set the block to

  - ### setType

    void setType(int x, int y, int z, @NotNull @NotNull Material material)
    Sets the `Material` at the given coordinates.
    参数:
      `x` - X-coordinate of the block
      `y` - Y-coordinate of the block
      `z` - Z-coordinate of the block
      `material` - The type to set the block to

  - ### generateTree

    boolean generateTree(@NotNull @NotNull Location location, @NotNull @NotNull Random random, @NotNull @NotNull TreeType type)
    Creates a tree at the given `Location`
    参数:
      `location` - Location to spawn the tree
      `random` - Random to use to generated the tree
      `type` - Type of the tree to create
    返回:
      true if the tree was created successfully, otherwise false

  - ### generateTree

    boolean generateTree(@NotNull @NotNull Location location, @NotNull @NotNull Random random, @NotNull @NotNull TreeType type, @Nullable @Nullable Consumer<? super BlockState> stateConsumer)
    Creates a tree at the given `Location`

    The provided consumer gets called for every block which gets changed as a result of the tree generation. When the consumer gets called no modifications to the world are done yet. Which means, that calling `getBlockState(Location)` in the consumer while return the state of the block before the generation.

    Modifications done to the `BlockState` in the consumer are respected, which means that it is not necessary to call `BlockState.update()`

    参数:
      `location` - Location to spawn the tree
      `random` - Random to use to generated the tree
      `type` - Type of the tree to create
      `stateConsumer` - The consumer which should get called for every block which gets changed
    返回:
      true if the tree was created successfully, otherwise false

  - ### generateTree

    boolean generateTree(@NotNull @NotNull Location location, @NotNull @NotNull Random random, @NotNull @NotNull TreeType type, @Nullable @Nullable Predicate<? super BlockState> statePredicate)
    Creates a tree at the given `Location`

    The provided predicate gets called for every block which gets changed as a result of the tree generation. When the predicate gets called no modifications to the world are done yet. Which means, that calling `getBlockState(Location)` in the predicate will return the state of the block before the generation.

    If the predicate returns `true` the block gets set in the world. If it returns `false` the block won't get set in the world.

    参数:
      `location` - Location to spawn the tree
      `random` - Random to use to generated the tree
      `type` - Type of the tree to create
      `statePredicate` - The predicate which should get used to test if a block should be set or not.
    返回:
      true if the tree was created successfully, otherwise false

  - ### spawnEntity

    @NotNull @NotNull Entity spawnEntity(@NotNull @NotNull Location location, @NotNull @NotNull EntityType type)
    在指定的`位置`创建一个实体.

    原文： Creates a entity at the given `Location`

    参数:
      `location` - 生成实体的位置
      `type` - 生成的实体
    返回:
      生成成功则返回此方法创建的实体

  - ### spawnEntity

    @NotNull @NotNull Entity spawnEntity(@NotNull @NotNull Location loc, @NotNull @NotNull EntityType type, boolean randomizeData)
    Creates a new entity at the given `Location`.
    参数:
      `loc` - the location at which the entity will be spawned.
      `type` - the entity type that determines the entity to spawn.
      `randomizeData` - whether or not the entity's data should be randomised before spawning. By default entities are randomised before spawning in regards to their equipment, age, attributes, etc. An example of this randomization would be the color of a sheep, random enchantments on the equipment of mobs or even a zombie becoming a chicken jockey. If set to false, the entity will not be randomised before spawning, meaning all their data will remain in their default state and not further modifications to the entity will be made. Notably only entities that extend the `Mob` interface provide randomisation logic for their spawn. This parameter is hence useless for any other type of entity.
    返回:
      the spawned entity instance.

  - ### getEntities

    @NotNull @NotNull List<Entity> getEntities()
    Get a list of all entities in this RegionAccessor
    返回:
      A List of all Entities currently residing in this world accessor

  - ### getLivingEntities

    @NotNull @NotNull List<LivingEntity> getLivingEntities()
    Get a list of all living entities in this RegionAccessor
    返回:
      A List of all LivingEntities currently residing in this world accessor

  - ### getEntitiesByClass

    @NotNull <T extends Entity> @NotNull Collection<T> getEntitiesByClass(@NotNull @NotNull Class<T> cls)
    Get a collection of all entities in this RegionAccessor matching the given class/interface
    类型参数:
      `T` - an entity subclass
    参数:
      `cls` - The class representing the type of entity to match
    返回:
      A List of all Entities currently residing in this world accessor that match the given class/interface

  - ### getEntitiesByClasses

    @NotNull @NotNull Collection<Entity> getEntitiesByClasses(@NotNull @NotNull Class<?>... classes)
    Get a collection of all entities in this RegionAccessor matching any of the given classes/interfaces
    参数:
      `classes` - The classes representing the types of entity to match
    返回:
      A List of all Entities currently residing in this world accessor that match one or more of the given classes/interfaces

  - ### createEntity

    @NotNull <T extends Entity> T createEntity(@NotNull @NotNull Location location, @NotNull @NotNull Class<T> clazz)
    Creates an entity of a specific class at the given `Location` but does not spawn it in the world.

    Note: The created entity keeps a reference to the world it was created in, care should be taken that the entity does not outlive the world instance as this will lead to memory leaks.

    类型参数:
      `T` - the class of the `Entity` to create
    参数:
      `location` - the `Location` to create the entity at
      `clazz` - the class of the `Entity` to spawn
    返回:
      an instance of the created `Entity`
    另请参阅:
      - `addEntity(Entity)`
      - `Entity.createSnapshot()`

  - ### spawn

    @NotNull <T extends Entity> T spawn(@NotNull @NotNull Location location, @NotNull @NotNull Class<T> clazz) throws IllegalArgumentException
    在指定的`位置`根据给定的类生成一个实体.

    原文:Spawn an entity of a specific class at the given `Location`

    类型参数:
      `T` - 生成`实体`的类
    参数:
      `location` - 生成实体的`位置`
      `clazz` - 生成`实体`的类
    返回:
      一个生成的`实体`实例
    抛出:
      `IllegalArgumentException` - 如果参数为空或被要求生成的`实体`不能被生成则抛出错误

  - ### spawn

    @NotNull <T extends Entity> T spawn(@NotNull @NotNull Location location, @NotNull @NotNull Class<T> clazz, @Nullable @Nullable Consumer<? super T> function) throws IllegalArgumentException
    Spawn an entity of a specific class at the given `Location`, with the supplied function run before the entity is added to the world.
    Note that when the function is run, the entity will not be actually in the world. Any operation involving such as teleporting the entity is undefined until after this function returns.
    类型参数:
      `T` - the class of the `Entity` to spawn
    参数:
      `location` - the `Location` to spawn the entity at
      `clazz` - the class of the `Entity` to spawn
      `function` - the function to be run before the entity is spawned.
    返回:
      an instance of the spawned `Entity`
    抛出:
      `IllegalArgumentException` - if either parameter is null or the `Entity` requested cannot be spawned

  - ### spawn

    @NotNull <T extends Entity> T spawn(@NotNull @NotNull Location location, @NotNull @NotNull Class<T> clazz, boolean randomizeData, @Nullable @Nullable Consumer<? super T> function) throws IllegalArgumentException
    Creates a new entity at the given `Location` with the supplied function run before the entity is added to the world.
    Note that when the function is run, the entity will not be actually in the world. Any operation involving such as teleporting the entity is undefined until after this function returns. The passed function however is run after the potential entity's spawn randomization and hence already allows access to the values of the mob, whether or not those were randomized, such as attributes or the entity equipment.
    类型参数:
      `T` - the generic type of the entity that is being created.
    参数:
      `location` - the location at which the entity will be spawned.
      `clazz` - the class of the `Entity` that is to be spawned.
      `randomizeData` - whether or not the entity's data should be randomised before spawning. By default entities are randomised before spawning in regards to their equipment, age, attributes, etc. An example of this randomization would be the color of a sheep, random enchantments on the equipment of mobs or even a zombie becoming a chicken jockey. If set to false, the entity will not be randomised before spawning, meaning all their data will remain in their default state and not further modifications to the entity will be made. Notably only entities that extend the `Mob` interface provide randomisation logic for their spawn. This parameter is hence useless for any other type of entity.
      `function` - the function to be run before the entity is spawned.
    返回:
      the spawned entity instance.
    抛出:
      `IllegalArgumentException` - if either the world or clazz parameter are null.

  - ### getHighestBlockYAt

    int getHighestBlockYAt(int x, int z)
    Gets the highest non-empty (impassable) coordinate at the given coordinates.
    参数:
      `x` - X-coordinate of the blocks
      `z` - Z-coordinate of the blocks
    返回:
      Y-coordinate of the highest non-empty block

  - ### getHighestBlockYAt

    int getHighestBlockYAt(@NotNull @NotNull Location location)
    Gets the highest non-empty (impassable) coordinate at the given `Location`.
    参数:
      `location` - Location of the blocks
    返回:
      Y-coordinate of the highest non-empty block

  - ### getHighestBlockYAt

    int getHighestBlockYAt(int x, int z, @NotNull @NotNull HeightMap heightMap)
    Gets the highest coordinate corresponding to the `HeightMap` at the given coordinates.
    参数:
      `x` - X-coordinate of the blocks
      `z` - Z-coordinate of the blocks
      `heightMap` - the heightMap that is used to determine the highest point
    返回:
      Y-coordinate of the highest block corresponding to the `HeightMap`

  - ### getHighestBlockYAt

    int getHighestBlockYAt(@NotNull @NotNull Location location, @NotNull @NotNull HeightMap heightMap)
    Gets the highest coordinate corresponding to the `HeightMap` at the given `Location`.
    参数:
      `location` - Location of the blocks
      `heightMap` - the heightMap that is used to determine the highest point
    返回:
      Y-coordinate of the highest block corresponding to the `HeightMap`

  - ### addEntity

    @NotNull <T extends Entity> T addEntity(@NotNull T entity)
    Spawns a previously created entity in the world.
    The provided entity must not have already been spawned in a world.
    类型参数:
      `T` - the generic type of the entity that is being added.
    参数:
      `entity` - the entity to add
    返回:
      the entity now in the world