程序包 org.bukkit

# 接口 World

所有超级接口:
  `Keyed`, `Metadatable`, `PersistentDataHolder`, `PluginMessageRecipient`, `RegionAccessor`, `WorldInfo`

public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient, Metadatable, PersistentDataHolder, Keyed
代表一个世界,包含了`实体`,`区块`,`方块`

- ## 嵌套类概要

  嵌套类
  修饰符和类型
  接口
  说明
  `static enum`
  `World.Environment`
  表示世界可能的各种地图环境类型.
  `static class`
  `World.Spigot`

- ## 方法概要

  修饰符和类型
  方法
  说明
  `boolean`
  `addPluginChunkTicket(int x, int z, @NotNull Plugin plugin)`
  Adds a plugin ticket for the specified chunk, loading the chunk if it is not already loaded.
  `boolean`
  `canGenerateStructures()`
  获取建筑物是否会被生成。
  `boolean`
  `createExplosion(double x, double y, double z, float power)`
  在指定坐标生成指定威力的爆炸.
  `boolean`
  `createExplosion(double x, double y, double z, float power, boolean setFire)`
  在指定的坐标生成指定威力的爆炸并设置方块是否会着火.
  `boolean`
  `createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks)`
  在指定的坐标生成指定威力的爆炸并设置方块是否会着火或被破坏.
  `boolean`
  `createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source)`
  Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.
  `boolean`
  `createExplosion(@NotNull Location loc, float power)`
  在指定坐标生成指定威力的爆炸.
  `boolean`
  `createExplosion(@NotNull Location loc, float power, boolean setFire)`
  在指定的坐标生成指定威力的爆炸并设置方块是否会着火.
  `boolean`
  `createExplosion(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks)`
  Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.
  `boolean`
  `createExplosion(@NotNull Location loc, float power, boolean setFire, boolean breakBlocks, @Nullable Entity source)`
  Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.
  `@NotNull Item`
  `dropItem(@NotNull Location location, @NotNull ItemStack item)`
  在指定的`位置`丢出一个物品.
  `@NotNull Item`
  `dropItem(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function)`
  Drops an item at the specified `Location` Note that functions will run before the entity is spawned
  `@NotNull Item`
  `dropItemNaturally(@NotNull Location location, @NotNull ItemStack item)`
  在指定的`位置`丢出一个随机偏移的物品.
  `@NotNull Item`
  `dropItemNaturally(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function)`
  Drops an item at the specified `Location` with a random offset Note that functions will run before the entity is spawned
  `boolean`
  `generateTree(@NotNull Location location, @NotNull TreeType type)`
  在指定的`位置`创建一颗树.
  `boolean`
  `generateTree(@NotNull Location loc, @NotNull TreeType type, @NotNull BlockChangeDelegate delegate)`
  已过时。
  this method does not handle tile entities (bee nests)
  `boolean`
  `getAllowAnimals()`
  获取动物能不能在这个世界生成。
  `boolean`
  `getAllowMonsters()`
  获取怪物能不能在这个世界生成。
  `int`
  `getAmbientSpawnLimit()`
  已过时。
  建议使用 `getSpawnLimit(SpawnCategory)`
  `int`
  `getAnimalSpawnLimit()`
  已过时。
  建议使用 `getSpawnLimit(SpawnCategory)`
  `@NotNull Biome`
  `getBiome(int x, int z)`
  已过时。
  1.15更新后生物群系已三维化
  `@Nullable BiomeProvider`
  `getBiomeProvider()`
  Gets the biome provider for this world
  `@NotNull Block`
  `getBlockAt(int x, int y, int z)`
  获取坐标所指的`方块`.
  `@NotNull Block`
  `getBlockAt(@NotNull Location location)`
  获取指定`位置`的`方块`.
  `@NotNull Chunk`
  `getChunkAt(int x, int z)`
  获取给定坐标所在的`区块`.
  `@NotNull Chunk`
  `getChunkAt(int x, int z, boolean generate)`
  Gets the `Chunk` at the given coordinates
  `@NotNull Chunk`
  `getChunkAt(@NotNull Block block)`
  获取这个`方块`所处的`区块`.
  `@NotNull Chunk`
  `getChunkAt(@NotNull Location location)`
  获取给定`位置`所在的`区块`.
  `int`
  `getClearWeatherDuration()`
  获取晴朗天气的持续时间.
  `@NotNull Difficulty`
  `getDifficulty()`
  获取世界的游戏难度。
  `@NotNull ChunkSnapshot`
  `getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTemp)`
  获取空区块的快照（相当于所有空气方块），可设置包含有效生物群系数据。
  `@Nullable DragonBattle`
  `getEnderDragonBattle()`
  Get the `DragonBattle` associated with this world.
  `@NotNull List<Entity>`
  `getEntities()`
  获取一个这个世界所有实体的列表.
  `<T extends Entity>
  @NotNull Collection<T>`
  `getEntitiesByClass(@NotNull Class<T> cls)`
  获取一个在这个世界的所有与指定的类/接口相匹配的实体的集合.
  `<T extends Entity>
  @NotNull Collection<T>`
  `getEntitiesByClass(@NotNull Class<T>... classes)`
  已过时。
  `@NotNull Collection<Entity>`
  `getEntitiesByClasses(@NotNull Class<?>... classes)`
  获取一个在这个世界的所有与任一指定的类/接口相匹配的实体的集合.
  `@NotNull Set<FeatureFlag>`
  `getFeatureFlags()`
  Get all `FeatureFlag` enabled in this world.
  `@NotNull Collection<Chunk>`
  `getForceLoadedChunks()`
  Returns all force loaded chunks in this world.
  `long`
  `getFullTime()`
  获取这个世界完整的游戏时间.
  `<T> T`
  `getGameRuleDefault(@NotNull GameRule<T> rule)`
  获取给定`游戏规则`的默认值.
  `@NotNull String[]`
  `getGameRules()`
  获取包含所有`游戏规则`的数组.
  `<T> T`
  `getGameRuleValue(@NotNull GameRule<T> rule)`
  获取给定的`游戏规则`的数据值.
  `@Nullable String`
  `getGameRuleValue(@Nullable String rule)`
  已过时。
  请使用 `getGameRuleValue(GameRule)`
  `long`
  `getGameTime()`
  Gets the full in-game time on this world since the world generation
  `@Nullable ChunkGenerator`
  `getGenerator()`
  获取世界的区块生成器.
  `@NotNull Block`
  `getHighestBlockAt(int x, int z)`
  获取指定坐标最高处不是空气且不可逾越的方块.
  `@NotNull Block`
  `getHighestBlockAt(int x, int z, @NotNull HeightMap heightMap)`
  Gets the highest block corresponding to the `HeightMap` at the given coordinates.
  `@NotNull Block`
  `getHighestBlockAt(@NotNull Location location)`
  获取指定`位置`最高处不是空气且不可逾越的方块.
  `@NotNull Block`
  `getHighestBlockAt(@NotNull Location location, @NotNull HeightMap heightMap)`
  Gets the highest block corresponding to the `HeightMap` at the given coordinates.
  `double`
  `getHumidity(int x, int z)`
  已过时。
  1.15更新后生物群系已三维化
  `double`
  `getHumidity(int x, int y, int z)`
  Gets the humidity for the given block coordinates.
  `@NotNull Collection<Chunk>`
  `getIntersectingChunks(@NotNull BoundingBox box)`
  Gets all Chunks intersecting the given BoundingBox.
  `boolean`
  `getKeepSpawnInMemory()`
  已过时。
  使用 `GameRule.SPAWN_CHUNK_RADIUS` 以更好地控制
  `@NotNull List<LivingEntity>`
  `getLivingEntities()`
  获取一个这个世界所有生物实体的列表.
  `@NotNull Chunk[]`
  `getLoadedChunks()`
  获取一个所有被加载的`区块`的数组.
  `int`
  `getLogicalHeight()`
  Gets the maximum height to which chorus fruits and nether portals can bring players within this dimension.
  `int`
  `getMonsterSpawnLimit()`
  已过时。
  建议使用 `getSpawnLimit(SpawnCategory)`
  `@NotNull Collection<Entity>`
  `getNearbyEntities(@NotNull Location location, double x, double y, double z)`
  返回一个以这个位置为中心的包围着的所有实体的列表(译注:这个可能不太好理解，就是在这个位置，按指定的搜索范围，搜索这个范围里的所有实体).
  `@NotNull Collection<Entity>`
  `getNearbyEntities(@NotNull Location location, double x, double y, double z, @Nullable Predicate<? super Entity> filter)`
  Returns a list of entities within a bounding box centered around a Location.
  `@NotNull Collection<Entity>`
  `getNearbyEntities(@NotNull BoundingBox boundingBox)`
  Returns a list of entities within the given bounding box.
  `@NotNull Collection<Entity>`
  `getNearbyEntities(@NotNull BoundingBox boundingBox, @Nullable Predicate<? super Entity> filter)`
  Returns a list of entities within the given bounding box.
  `@NotNull List<Player>`
  `getPlayers()`
  获取一个这个世界的所有玩家的列表.
  `@NotNull Collection<Player>`
  `getPlayersSeeingChunk(int x, int z)`
  Get a list of all players who are can view the specified chunk from their client
  `@NotNull Collection<Player>`
  `getPlayersSeeingChunk(@NotNull Chunk chunk)`
  Get a list of all players who are can view the specified chunk from their client
  `@NotNull Map<Plugin,Collection<Chunk>>`
  `getPluginChunkTickets()`
  Returns a map of which plugins have tickets for what chunks.
  `@NotNull Collection<Plugin>`
  `getPluginChunkTickets(int x, int z)`
  Retrieves a collection specifying which plugins have tickets for the specified chunk.
  `@NotNull List<BlockPopulator>`
  `getPopulators()`
  获取一个这个世界使用的所有`方块填充器`的列表.
  `boolean`
  `getPVP()`
  获取世界当前的PVP设置.
  `@NotNull List<Raid>`
  `getRaids()`
  获取本世界正在进行的所有袭击.
  `int`
  `getSeaLevel()`
  获取世界的海平面。
  `int`
  `getSimulationDistance()`
  Returns the simulation distance used for this world.
  `int`
  `getSpawnLimit(@NotNull SpawnCategory spawnCategory)`
  Gets the limit for number of `SpawnCategory` entities that can spawn in a chunk in this world
  `@NotNull Location`
  `getSpawnLocation()`
  获取这个世界的默认出生点`位置`.
  `@NotNull Collection<GeneratedStructure>`
  `getStructures(int x, int z)`
  Gets all generated structures that intersect the chunk at the given coordinates.
  `@NotNull Collection<GeneratedStructure>`
  `getStructures(int x, int z, @NotNull Structure structure)`
  Gets all generated structures of a given `Structure` that intersect the chunk at the given coordinates.
  `double`
  `getTemperature(int x, int z)`
  已过时。
  1.15更新后生物群系已三维化
  `double`
  `getTemperature(int x, int y, int z)`
  Gets the temperature for the given block coordinates.
  `int`
  `getThunderDuration()`
  获取这个世界打雷的持续时间.
  `long`
  `getTicksPerAmbientSpawns()`
  已过时。
  Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTicksPerAnimalSpawns()`
  已过时。
  建议使用 `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTicksPerMonsterSpawns()`
  已过时。
  建议使用 `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTicksPerSpawns(@NotNull SpawnCategory spawnCategory)`
  Gets the world's ticks per `SpawnCategory` mob spawns value
  `long`
  `getTicksPerWaterAmbientSpawns()`
  已过时。
  Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTicksPerWaterSpawns()`
  已过时。
  建议使用 `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTicksPerWaterUndergroundCreatureSpawns()`
  已过时。
  Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
  `long`
  `getTime()`
  获取这个世界在游戏中的相对时间.
  `int`
  `getViewDistance()`
  Returns the view distance used for this world.
  `int`
  `getWaterAmbientSpawnLimit()`
  已过时。
  Deprecated in favor of `getSpawnLimit(SpawnCategory)`
  `int`
  `getWaterAnimalSpawnLimit()`
  已过时。
  建议使用 `getSpawnLimit(SpawnCategory)`
  `int`
  `getWaterUndergroundCreatureSpawnLimit()`
  已过时。
  Deprecated in favor of `getSpawnLimit(SpawnCategory)`
  `int`
  `getWeatherDuration()`
  获取当前天气的剩余时间，单位为tick.
  `@NotNull WorldBorder`
  `getWorldBorder()`
  获取这个世界的世界边界对象。
  `@NotNull File`
  `getWorldFolder()`
  获取这个世界保存在磁盘的哪个文件夹。
  `@Nullable WorldType`
  `getWorldType()`
  已过时。
  world type is only used to select the default word generation settings and is not stored in Vanilla worlds, making it impossible for this method to always return the correct value.
  `boolean`
  `hasCeiling()`
  Gets if this world has a ceiling.
  `boolean`
  `hasRaids()`
  Gets if players with the bad omen effect in this world will trigger a raid.
  `boolean`
  `hasSkyLight()`
  Gets if this world has skylight access.
  `boolean`
  `hasStorm()`
  返回世界现在是否有雷暴.
  `boolean`
  `isAutoSave()`
  获取世界是否会自动保存。
  `boolean`
  `isBedWorks()`
  Gets if beds work in this world.
  `boolean`
  `isChunkForceLoaded(int x, int z)`
  Gets whether the chunk at the specified chunk coordinates is force loaded.
  `boolean`
  `isChunkGenerated(int x, int z)`
  检查指定坐标处的`区块`是否已生成.
  `boolean`
  `isChunkInUse(int x, int z)`
  已过时。
  本方法曾被添加用于促进区块的垃圾回收.
  `boolean`
  `isChunkLoaded(int x, int z)`
  检查在指定坐标的`区块`是否被加载.
  `boolean`
  `isChunkLoaded(@NotNull Chunk chunk)`
  检查指定`区块`是否已经被加载.
  `boolean`
  `isClearWeather()`
  返回世界是否为晴天.
  `boolean`
  `isGameRule(@NotNull String rule)`
  检查字符串是否是一个有效的游戏规则.
  `boolean`
  `isHardcore()`
  Gets whether the world is hardcore or not.
  `boolean`
  `isNatural()`
  Gets if this world is natural.
  `boolean`
  `isPiglinSafe()`
  Gets if this world allow to piglins to survive without shaking and transforming to zombified piglins.
  `boolean`
  `isRespawnAnchorWorks()`
  Gets if this world allows players to charge and use respawn anchors.
  `boolean`
  `isThundering()`
  返回这个世界是否在打雷.
  `boolean`
  `isUltraWarm()`
  Gets if various water/lava mechanics will be triggered in this world, eg:
  Water is evaporated Sponges dry Lava spreads faster and further
  `void`
  `loadChunk(int x, int z)`
  加载指定坐标的`区块`.
  `boolean`
  `loadChunk(int x, int z, boolean generate)`
  加载指定坐标的`区块`.
  `void`
  `loadChunk(@NotNull Chunk chunk)`
  加载指定的`区块`.
  `@Nullable BiomeSearchResult`
  `locateNearestBiome(@NotNull Location origin, int radius, int horizontalInterval, int verticalInterval, @NotNull Biome... biomes)`
  Find the closest nearby location with a biome matching the provided `Biome`(s).
  `@Nullable BiomeSearchResult`
  `locateNearestBiome(@NotNull Location origin, int radius, @NotNull Biome... biomes)`
  Find the closest nearby location with a biome matching the provided `Biome`(s).
  `@Nullable Raid`
  `locateNearestRaid(@NotNull Location location, int radius)`
  寻找与给定位置相距最近的袭击.
  `@Nullable StructureSearchResult`
  `locateNearestStructure(@NotNull Location origin, @NotNull Structure structure, int radius, boolean findUnexplored)`
  Find the closest nearby structure of a given `Structure`.
  `@Nullable StructureSearchResult`
  `locateNearestStructure(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored)`
  Find the closest nearby structure of a given `StructureType`.
  `@Nullable Location`
  `locateNearestStructure(@NotNull Location origin, StructureType structureType, int radius, boolean findUnexplored)`
  已过时。
  Use `locateNearestStructure(Location, Structure, int, boolean)` or `locateNearestStructure(Location, StructureType, int, boolean)` instead.
  `void`
  `playEffect(@NotNull Location location, @NotNull Effect effect, int data)`
  向以指定位置为圆心的默认半径内的所有玩家施加(给予)一个效果.
  `void`
  `playEffect(@NotNull Location location, @NotNull Effect effect, int data, int radius)`
  向在以指定位置为圆心的指定半径内的所有玩家施加(给予)一个效果。
  `<T> void`
  `playEffect(@NotNull Location location, @NotNull Effect effect, T data)`
  向在以指定位置为圆心的默认半径内的所有玩家施加(给予)一个效果。
  `<T> void`
  `playEffect(@NotNull Location location, @NotNull Effect effect, T data, int radius)`
  向在以指定位置为圆心的指定半径内的所有玩家施加(给予)一个效果。
  `void`
  `playNote(@NotNull Location loc, @NotNull Instrument instrument, @NotNull Note note)`
  Play a note at the provided Location in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull String sound, float volume, float pitch)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull Sound sound, float volume, float pitch)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed)`
  Play a Sound at the location of the provided entity in the World.
  `void`
  `playSound(@NotNull Location location, @NotNull String sound, float volume, float pitch)`
  Play a Sound at the provided Location in the World.
  `void`
  `playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch)`
  Play a Sound at the provided Location in the World.
  `void`
  `playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch, long seed)`
  Play a Sound at the provided Location in the World.
  `void`
  `playSound(@NotNull Location location, @NotNull Sound sound, float volume, float pitch)`
  在世界中指定的位置播放一个声音。
  `void`
  `playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch)`
  Play a Sound at the provided Location in the World.
  `void`
  `playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch, long seed)`
  Play a Sound at the provided Location in the World.
  `@Nullable RayTraceResult`
  `rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter)`
  执行射线跟踪, 检查方块碰撞和实体碰撞.
  `@Nullable RayTraceResult`
  `rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance)`
  执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.
  `@Nullable RayTraceResult`
  `rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode)`
  执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.
  `@Nullable RayTraceResult`
  `rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks)`
  执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.
  `@Nullable RayTraceResult`
  `rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance)`
  执行检查实体碰撞的射线跟踪.
  `@Nullable RayTraceResult`
  `rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize)`
  执行检查实体碰撞的射线跟踪.
  `@Nullable RayTraceResult`
  `rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter)`
  执行检查实体碰撞的射线跟踪.
  `@Nullable RayTraceResult`
  `rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, @Nullable Predicate<? super Entity> filter)`
  执行检查实体碰撞的射线跟踪.
  `boolean`
  `refreshChunk(int x, int z)`
  已过时。
  这个方法不能保证在所有的客户端接口都正常地工作。
  `boolean`
  `regenerateChunk(int x, int z)`
  已过时。
  无法保证重新生成单个区块会产生与之前相同的区块, 因为地形装饰可分布在区块上.
  `boolean`
  `removePluginChunkTicket(int x, int z, @NotNull Plugin plugin)`
  Removes the specified plugin's ticket for the specified chunk
  `void`
  `removePluginChunkTickets(@NotNull Plugin plugin)`
  Removes all plugin tickets for the specified plugin
  `void`
  `save()`
  保存世界到磁盘.
  `void`
  `setAmbientSpawnLimit(int limit)`
  已过时。
  建议使用 `setSpawnLimit(SpawnCategory, int)`
  `void`
  `setAnimalSpawnLimit(int limit)`
  已过时。
  建议使用 `getSpawnLimit(SpawnCategory)`
  `void`
  `setAutoSave(boolean value)`
  设置世界是否会自动保存。
  `void`
  `setBiome(int x, int z, @NotNull Biome bio)`
  已过时。
  1.15更新后生物群系已三维化
  `void`
  `setChunkForceLoaded(int x, int z, boolean forced)`
  Sets whether the chunk at the specified chunk coordinates is force loaded.
  `void`
  `setClearWeatherDuration(int duration)`
  设置晴朗天气的持续时间 (单位为 tick).
  `void`
  `setDifficulty(@NotNull Difficulty difficulty)`
  设置世界的游戏难度。
  `void`
  `setFullTime(long time)`
  设置服务器的游戏时间.
  `<T> boolean`
  `setGameRule(@NotNull GameRule<T> rule, T newValue)`
  设置给定`游戏规则`的数据值.
  `boolean`
  `setGameRuleValue(@NotNull String rule, @NotNull String value)`
  已过时。
  请使用 `setGameRule(GameRule, Object)`
  `void`
  `setHardcore(boolean hardcore)`
  Sets whether the world is hardcore or not.
  `void`
  `setKeepSpawnInMemory(boolean keepLoaded)`
  已过时。
  使用 `GameRule.SPAWN_CHUNK_RADIUS` 以更好地控制
  `void`
  `setMonsterSpawnLimit(int limit)`
  已过时。
  建议使用 `setSpawnLimit(SpawnCategory, int)`
  `void`
  `setPVP(boolean pvp)`
  设置世界的PVP设置.
  `void`
  `setSpawnFlags(boolean allowMonsters, boolean allowAnimals)`
  为这个世界设置出生标识。
  `void`
  `setSpawnLimit(@NotNull SpawnCategory spawnCategory, int limit)`
  Sets the limit for number of `SpawnCategory` entities that can spawn in a chunk in this world
  `boolean`
  `setSpawnLocation(int x, int y, int z)`
  设置这个世界的出生点位置.
  `boolean`
  `setSpawnLocation(int x, int y, int z, float angle)`
  设置这个世界的出生点位置.
  `boolean`
  `setSpawnLocation(@NotNull Location location)`
  设置这个世界的出生点位置.
  `void`
  `setStorm(boolean hasStorm)`
  设置是否有风暴.
  `void`
  `setThunderDuration(int duration)`
  设置这个世界打雷持续时间。
  `void`
  `setThundering(boolean thundering)`
  设置这个世界是否在打雷.
  `void`
  `setTicksPerAmbientSpawns(int ticksPerAmbientSpawns)`
  已过时。
  Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTicksPerAnimalSpawns(int ticksPerAnimalSpawns)`
  已过时。
  建议使用 `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTicksPerMonsterSpawns(int ticksPerMonsterSpawns)`
  已过时。
  建议使用 `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTicksPerSpawns(@NotNull SpawnCategory spawnCategory, int ticksPerCategorySpawn)`
  Sets the world's ticks per `SpawnCategory` mob spawns value
  `void`
  `setTicksPerWaterAmbientSpawns(int ticksPerAmbientSpawns)`
  已过时。
  Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTicksPerWaterSpawns(int ticksPerWaterSpawns)`
  已过时。
  Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTicksPerWaterUndergroundCreatureSpawns(int ticksPerWaterUndergroundCreatureSpawns)`
  已过时。
  Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
  `void`
  `setTime(long time)`
  设置服务器的在游戏中的相对时间.
  `void`
  `setWaterAmbientSpawnLimit(int limit)`
  已过时。
  Deprecated in favor of `setSpawnLimit(SpawnCategory, int)`
  `void`
  `setWaterAnimalSpawnLimit(int limit)`
  已过时。
  建议使用 `setSpawnLimit(SpawnCategory, int)`
  `void`
  `setWaterUndergroundCreatureSpawnLimit(int limit)`
  已过时。
  Deprecated in favor of `setSpawnLimit(SpawnCategory, int)`
  `void`
  `setWeatherDuration(int duration)`
  设置当前天气的剩余时间，单位为tick.
  `<T extends LivingEntity>
  T`
  `spawn(@NotNull Location location, @NotNull Class<T> clazz, CreatureSpawnEvent.SpawnReason spawnReason, 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.
  `@NotNull Arrow`
  `spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread)`
  在指定的`位置`创建一个`箭`的实体.
  `<T extends AbstractArrow>
  T`
  `spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread, @NotNull Class<T> clazz)`
  Creates an arrow entity of the given class at the given `Location`
  `@NotNull FallingBlock`
  `spawnFallingBlock(@NotNull Location location, @NotNull BlockData data)`
  在指定的`位置`根据给定的`BlockData`生成一个`掉落中的方块`实体。
  `@NotNull FallingBlock`
  `spawnFallingBlock(@NotNull Location location, @NotNull MaterialData data)`
  Spawn a `FallingBlock` entity at the given `Location` of the specified `MaterialData`.
  `@NotNull FallingBlock`
  `spawnFallingBlock(@NotNull Location location, @NotNull Material material, byte data)`
  已过时。
  不安全的参数
  `void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count)`
  Spawns the particle (the number of times specified by count) at the target location.
  `void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ)`
  Spawns the particle (the number of times specified by count) at the target location.
  `void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, T data, boolean force)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count)`
  Spawns the particle (the number of times specified by count) at the target location.
  `void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ)`
  Spawns the particle (the number of times specified by count) at the target location.
  `void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, T data, boolean force)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `<T> void`
  `spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, T data)`
  Spawns the particle (the number of times specified by count) at the target location.
  `@NotNull World.Spigot`
  `spigot()`
  `@NotNull LightningStrike`
  `strikeLightning(@NotNull Location loc)`
  在指定的`位置`劈下闪电.
  `@NotNull LightningStrike`
  `strikeLightningEffect(@NotNull Location loc)`
  在指定的`位置`劈下不会造成伤害的闪电.
  `boolean`
  `unloadChunk(int x, int z)`
  安全的卸载并保存指定坐标的`区块`.
  `boolean`
  `unloadChunk(int x, int z, boolean save)`
  安全的卸载并选择是否保存指定坐标的`区块`.
  `boolean`
  `unloadChunk(@NotNull Chunk chunk)`
  安全的卸载并保存指定坐标的`区块`.
  `boolean`
  `unloadChunkRequest(int x, int z)`
  安全地将卸载指定坐标的`区块`请求列入队列.

  ### 从接口继承的方法 org.bukkit.Keyed

  `getKey`

  ### 从接口继承的方法 org.bukkit.metadata.Metadatable

  `getMetadata, hasMetadata, removeMetadata, setMetadata`

  ### 从接口继承的方法 org.bukkit.persistence.PersistentDataHolder

  `getPersistentDataContainer`

  ### 从接口继承的方法 org.bukkit.plugin.messaging.PluginMessageRecipient

  `getListeningPluginChannels, sendPluginMessage`

  ### 从接口继承的方法 org.bukkit.RegionAccessor

  `addEntity, createEntity, generateTree, generateTree, generateTree, getBiome, getBiome, getBlockData, getBlockData, getBlockState, getBlockState, getHighestBlockYAt, getHighestBlockYAt, getHighestBlockYAt, getHighestBlockYAt, getType, getType, setBiome, setBiome, setBlockData, setBlockData, setType, setType, spawn, spawn, spawn, spawnEntity, spawnEntity`

  ### 从接口继承的方法 org.bukkit.generator.WorldInfo

  `getEnvironment, getMaxHeight, getMinHeight, getName, getSeed, getUID`

- ## 方法详细资料

  - ### getBlockAt

    @NotNull @NotNull Block getBlockAt(int x, int y, int z)
    获取坐标所指的`方块`.

    原文：Gets the `Block` 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:
      在指定坐标的方块

  - ### getBlockAt

    @NotNull @NotNull Block getBlockAt(@NotNull @NotNull Location location)
    获取指定`位置`的`方块`.

    原文：Gets the `Block` at the given `Location`

    参数:
      `location` - 要获取的方块的位置
    返回:
      在指定位置的方块

  - ### getHighestBlockAt

    @NotNull @NotNull Block getHighestBlockAt(int x, int z)
    获取指定坐标最高处不是空气且不可逾越的方块.

    原文:Gets the highest non-empty (impassable) block at the given coordinates.

    参数:
      `x` - 方块X坐标
      `z` - 方块Z坐标
    返回:
      最高处不是空气的方块.

  - ### getHighestBlockAt

    @NotNull @NotNull Block getHighestBlockAt(@NotNull @NotNull Location location)
    获取指定`位置`最高处不是空气且不可逾越的方块.

    原文:Gets the highest non-empty (impassable) block at the given coordinates.

    参数:
      `location` - 需要获取最高的方块的位置
    返回:
      最高的不是空气的方块

  - ### getHighestBlockAt

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

  - ### getHighestBlockAt

    @NotNull @NotNull Block getHighestBlockAt(@NotNull @NotNull Location location, @NotNull @NotNull HeightMap heightMap)
    Gets the highest block corresponding to the `HeightMap` at the given coordinates.
    参数:
      `location` - Coordinates to get the highest block
      `heightMap` - the heightMap that is used to determine the highest point
    返回:
      Highest block corresponding to the `HeightMap`

  - ### getChunkAt

    @NotNull @NotNull Chunk getChunkAt(int x, int z)
    获取给定坐标所在的`区块`.

    原文：Gets the `Chunk` at the given coordinates

    参数:
      `x` - X坐标
      `z` - Z坐标
    返回:
      给定坐标所在的区块

  - ### getChunkAt

    @NotNull @NotNull Chunk getChunkAt(int x, int z, boolean generate)
    Gets the `Chunk` at the given coordinates
    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
      `generate` - Whether the chunk should be fully generated or not
    返回:
      Chunk at the given coordinates

  - ### getChunkAt

    @NotNull @NotNull Chunk getChunkAt(@NotNull @NotNull Location location)
    获取给定`位置`所在的`区块`.

    原文： Gets the `Chunk` at the given `Location`

    参数:
      `location` - 方块的位置
    返回:
      给定位置的区块

  - ### getChunkAt

    @NotNull @NotNull Chunk getChunkAt(@NotNull @NotNull Block block)
    获取这个`方块`所处的`区块`.

    原文： Gets the `Chunk` that contains the given `Block`

    参数:
      `block` - 需要检测的方块
    返回:
      方块所处的区块

  - ### isChunkLoaded

    boolean isChunkLoaded(@NotNull @NotNull Chunk chunk)
    检查指定`区块`是否已经被加载.

    原文： Checks if the specified `Chunk` is loaded

    参数:
      `chunk` - 需要检查的区块
    返回:
      如果区块已经被加载则返回true，否则返回false

  - ### getLoadedChunks

    @NotNull @NotNull Chunk[] getLoadedChunks()
    获取一个所有被加载的`区块`的数组.

    原文： Gets an array of all loaded `Chunk`s

    返回:
      包含所有被加载区块的数组Chunk[]

  - ### loadChunk

    void loadChunk(@NotNull @NotNull Chunk chunk)
    加载指定的`区块`.

    本方法将使指定的区块保持加载状态直到卸载方法被手动调用. 建议开发者使用 getChunkAt 方法, 其方法只会临时加载请求的区块, 而不是本方法.

    原文： Loads the specified `Chunk`.

    This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk.

    参数:
      `chunk` - 待加载的区块

  - ### isChunkLoaded

    boolean isChunkLoaded(int x, int z)
    检查在指定坐标的`区块`是否被加载.

    原文： Checks if the `Chunk` at the specified coordinates is loaded

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      如果区块已经被加载则返回true，否则返回false

  - ### isChunkGenerated

    boolean isChunkGenerated(int x, int z)
    检查指定坐标处的`区块`是否已生成.

    原文:Checks if the `Chunk` at the specified coordinates is generated

    参数:
      `x` - 区块x坐标
      `z` - 区块z坐标
    返回:
      区块已生成则返回true, 反之为false

  - ### isChunkInUse

    @Deprecated boolean isChunkInUse(int x, int z)
    已过时。
    本方法曾被添加用于促进区块的垃圾回收. 由于当前 Minecraft 的区块被严格管理, 并且除非那些区块正被使用, 否则不会加载超过1tick时长 (意思是mc现在对区块管理更好了, 不用的区块会被及时卸载并回收)
    检查指定坐标的`区块`是否被加载且被一个或更多的玩家使用.

    原文： Checks if the `Chunk` at the specified coordinates is loaded and in use by one or more players

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      如果区块被加载且被一个或更多的玩家使用则返回true，否则返回false

  - ### loadChunk

    void loadChunk(int x, int z)
    加载指定坐标的`区块`.

    本方法将使指定的区块保持加载状态直到卸载方法被手动调用. 建议开发者使用 getChunkAt 方法, 其方法只会临时加载请求的区块, 而不是本方法.

    如果区块不存在则会被生成。

    这个方法类似于当generate值为true时的`loadChunk(int, int, boolean)`.

    原文： Loads the `Chunk` at the specified coordinates.

    This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk.

    If the chunk does not exist, it will be generated.

    This method is analogous to `loadChunk(int, int, boolean)` where generate is true.

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标

  - ### loadChunk

    boolean loadChunk(int x, int z, boolean generate)
    加载指定坐标的`区块`.

    本方法将使指定的区块保持加载状态直到卸载方法被手动调用. 建议开发者使用 getChunkAt 方法, 其方法只会临时加载请求的区块, 而不是本方法.

    原文： Loads the `Chunk` at the specified coordinates.

    This method will keep the specified chunk loaded until one of the unload methods is manually called. Callers are advised to instead use getChunkAt which will only temporarily load the requested chunk.

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
      `generate` - 如果区块不存在是否生成
    返回:
      如果区块被成功加载则返回true，否则返回false

  - ### unloadChunk

    boolean unloadChunk(@NotNull @NotNull Chunk chunk)
    安全的卸载并保存指定坐标的`区块`.

    这个方法类似于当safe值为true时的`unloadChunk(int, int, boolean)`.

    原文： Safely unloads and saves the `Chunk` at the specified coordinates

    This method is analogous to `unloadChunk(int, int, boolean)` where save is true.

    参数:
      `chunk` - 卸载的区块
    返回:
      如果区块被成功卸载则返回true，否则返回false

  - ### unloadChunk

    boolean unloadChunk(int x, int z)
    安全的卸载并保存指定坐标的`区块`.

    这个方法类似于当safe值为true时的`unloadChunk(int, int, boolean)`.

    原文： Safely unloads and saves the `Chunk` at the specified coordinates

    This method is analogous to `unloadChunk(int, int, boolean)` where save is true.

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      如果区块被成功卸载则返回true，否则返回false

  - ### unloadChunk

    boolean unloadChunk(int x, int z, boolean save)
    安全的卸载并选择是否保存指定坐标的`区块`.

    原文： Safely unloads and optionally saves the `Chunk` at the specified coordinates

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
      `save` - 是否保存区块
    返回:
      如果区块被成功卸载则返回true，否则返回false

  - ### unloadChunkRequest

    boolean unloadChunkRequest(int x, int z)
    安全地将卸载指定坐标的`区块`请求列入队列.

    原文： Safely queues the `Chunk` at the specified coordinates for unloading

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      如果尝试列入队列成功则返回true，否则返回false

  - ### regenerateChunk

    @Deprecated boolean regenerateChunk(int x, int z)
    已过时。
    无法保证重新生成单个区块会产生与之前相同的区块, 因为地形装饰可分布在区块上. 应避免使用本方法, 由于已知本方法易产生bug
    重新生成指定坐标的`区块`.

    原文： Regenerates the `Chunk` at the specified coordinates

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      区块是否真的被重新生成

  - ### refreshChunk

    @Deprecated boolean refreshChunk(int x, int z)
    已过时。
    这个方法不能保证在所有的客户端接口都正常地工作。
    将`区块`重新发送给所有的客户端.

    原文： Resends the `Chunk` to all clients

    参数:
      `x` - 区块的x坐标
      `z` - 区块的z坐标
    返回:
      区块是否真的被刷新

  - ### getPlayersSeeingChunk

    @NotNull @NotNull Collection<Player> getPlayersSeeingChunk(@NotNull @NotNull Chunk chunk)
    Get a list of all players who are can view the specified chunk from their client

    This list will be empty if no players are viewing the chunk, or the chunk is unloaded.

    参数:
      `chunk` - the chunk to check
    返回:
      collection of players who can see the chunk

  - ### getPlayersSeeingChunk

    @NotNull @NotNull Collection<Player> getPlayersSeeingChunk(int x, int z)
    Get a list of all players who are can view the specified chunk from their client

    This list will be empty if no players are viewing the chunk, or the chunk is unloaded.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
    返回:
      collection of players who can see the chunk

  - ### isChunkForceLoaded

    boolean isChunkForceLoaded(int x, int z)
    Gets whether the chunk at the specified chunk coordinates is force loaded.

    A force loaded chunk will not be unloaded due to lack of player activity.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
    返回:
      force load status

  - ### setChunkForceLoaded

    void setChunkForceLoaded(int x, int z, boolean forced)
    Sets whether the chunk at the specified chunk coordinates is force loaded.

    A force loaded chunk will not be unloaded due to lack of player activity.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
      `forced` - force load status

  - ### getForceLoadedChunks

    @NotNull @NotNull Collection<Chunk> getForceLoadedChunks()
    Returns all force loaded chunks in this world.

    A force loaded chunk will not be unloaded due to lack of player activity.

    返回:
      unmodifiable collection of force loaded chunks

  - ### addPluginChunkTicket

    boolean addPluginChunkTicket(int x, int z, @NotNull @NotNull Plugin plugin)
    Adds a plugin ticket for the specified chunk, loading the chunk if it is not already loaded.

    A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
      `plugin` - Plugin which owns the ticket
    返回:
      `true` if a plugin ticket was added, `false` if the ticket already exists for the plugin
    抛出:
      `IllegalStateException` - If the specified plugin is not enabled
    另请参阅:
      - `removePluginChunkTicket(int, int, Plugin)`

  - ### removePluginChunkTicket

    boolean removePluginChunkTicket(int x, int z, @NotNull @NotNull Plugin plugin)
    Removes the specified plugin's ticket for the specified chunk

    A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
      `plugin` - Plugin which owns the ticket
    返回:
      `true` if the plugin ticket was removed, `false` if there is no plugin ticket for the chunk
    另请参阅:
      - `addPluginChunkTicket(int, int, Plugin)`

  - ### removePluginChunkTickets

    void removePluginChunkTickets(@NotNull @NotNull Plugin plugin)
    Removes all plugin tickets for the specified plugin

    A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets.

    参数:
      `plugin` - Specified plugin
    另请参阅:
      - `addPluginChunkTicket(int, int, Plugin)`
      - `removePluginChunkTicket(int, int, Plugin)`

  - ### getPluginChunkTickets

    @NotNull @NotNull Collection<Plugin> getPluginChunkTickets(int x, int z)
    Retrieves a collection specifying which plugins have tickets for the specified chunk. This collection is not updated when plugin tickets are added or removed to the chunk.

    A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets.

    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
    返回:
      unmodifiable collection containing which plugins have tickets for the chunk
    另请参阅:
      - `addPluginChunkTicket(int, int, Plugin)`
      - `removePluginChunkTicket(int, int, Plugin)`

  - ### getPluginChunkTickets

    @NotNull @NotNull Map<Plugin,Collection<Chunk>> getPluginChunkTickets()
    Returns a map of which plugins have tickets for what chunks. The returned map is not updated when plugin tickets are added or removed to chunks. If a plugin has no tickets, it will be absent from the map.

    A plugin ticket will prevent a chunk from unloading until it is explicitly removed. A plugin instance may only have one ticket per chunk, but each chunk can have multiple plugin tickets.

    返回:
      unmodifiable map containing which plugins have tickets for what chunks
    另请参阅:
      - `addPluginChunkTicket(int, int, Plugin)`
      - `removePluginChunkTicket(int, int, Plugin)`

  - ### getIntersectingChunks

    @NotNull @NotNull Collection<Chunk> getIntersectingChunks(@NotNull @NotNull BoundingBox box)
    Gets all Chunks intersecting the given BoundingBox.
    参数:
      `box` - BoundingBox to check
    返回:
      A collection of Chunks intersecting the given BoundingBox

  - ### dropItem

    @NotNull @NotNull Item dropItem(@NotNull @NotNull Location location, @NotNull @NotNull ItemStack item)
    在指定的`位置`丢出一个物品.

    原文： Drops an item at the specified `Location`

    参数:
      `location` - 丢出物品的位置
      `item` - 丢出的物品堆
    返回:
      这个方法会创建一个ItemDrop（物品掉落）实体作为结果

  - ### dropItem

    @NotNull @NotNull Item dropItem(@NotNull @NotNull Location location, @NotNull @NotNull ItemStack item, @Nullable @Nullable Consumer<? super Item> function)
    Drops an item at the specified `Location` Note that functions will run before the entity is spawned
    参数:
      `location` - Location to drop the item
      `item` - ItemStack to drop
      `function` - the function to be run before the entity is spawned.
    返回:
      ItemDrop entity created as a result of this method

  - ### dropItemNaturally

    @NotNull @NotNull Item dropItemNaturally(@NotNull @NotNull Location location, @NotNull @NotNull ItemStack item)
    在指定的`位置`丢出一个随机偏移的物品.

    原文:Drops an item at the specified `Location` with a random offset

    参数:
      `location` - 丢出物品的位置
      `item` - 丢出的物品堆
    返回:
      这个方法会创建一个ItemDrop（物品掉落）实体作为结果

  - ### dropItemNaturally

    @NotNull @NotNull Item dropItemNaturally(@NotNull @NotNull Location location, @NotNull @NotNull ItemStack item, @Nullable @Nullable Consumer<? super Item> function)
    Drops an item at the specified `Location` with a random offset Note that functions will run before the entity is spawned
    参数:
      `location` - Location to drop the item
      `item` - ItemStack to drop
      `function` - the function to be run before the entity is spawned.
    返回:
      ItemDrop entity created as a result of this method

  - ### spawnArrow

    @NotNull @NotNull Arrow spawnArrow(@NotNull @NotNull Location location, @NotNull @NotNull Vector direction, float speed, float spread)
    在指定的`位置`创建一个`箭`的实体.

    原文： Creates an `Arrow` entity at the given `Location`

    参数:
      `location` - 生成箭的位置
      `direction` - 箭射向的方向
      `speed` - 箭的射速,建议为0.6
      `spread` - 箭存在的时间(箭在多久后会消失)
    返回:
      这个方法会生成一个Arrow（箭）实体作为结果

  - ### spawnArrow

    @NotNull <T extends AbstractArrow> T spawnArrow(@NotNull @NotNull Location location, @NotNull @NotNull Vector direction, float speed, float spread, @NotNull @NotNull Class<T> clazz)
    Creates an arrow entity of the given class at the given `Location`
    类型参数:
      `T` - type of arrow to spawn
    参数:
      `location` - Location to spawn the arrow
      `direction` - Direction to shoot the arrow in
      `speed` - Speed of the arrow. A recommend speed is 0.6
      `spread` - Spread of the arrow. A recommend spread is 12
      `clazz` - the Entity class for the arrow `SpectralArrow`,`Arrow`,`TippedArrow`
    返回:
      Arrow entity spawned as a result of this method

  - ### generateTree

    boolean generateTree(@NotNull @NotNull Location location, @NotNull @NotNull TreeType type)
    在指定的`位置`创建一颗树.

    原文： Creates a tree at the given `Location`

    参数:
      `location` - 生成树的位置
      `type` - 创建的树的类型
    返回:
      如果树被成功生成则返回true，否则返回false

  - ### generateTree

    @Deprecated boolean generateTree(@NotNull @NotNull Location loc, @NotNull @NotNull TreeType type, @NotNull @NotNull BlockChangeDelegate delegate)
    已过时。
    this method does not handle tile entities (bee nests)
    在指定的`位置`创建一颗树.

    原文： Creates a tree at the given `Location`

    参数:
      `loc` - 生成树的位置
      `type` - 创建的树的类型
      `delegate` - 这个方法会返回一个用于调用每个方块的改变的类作为结果
    返回:
      如果树被成功生成则返回true，否则返回false
    另请参阅:
      - `RegionAccessor.generateTree(org.bukkit.Location, java.util.Random, org.bukkit.TreeType, java.util.function.Consumer)`

  - ### strikeLightning

    @NotNull @NotNull LightningStrike strikeLightning(@NotNull @NotNull Location loc)
    在指定的`位置`劈下闪电.

    原文： Strikes lightning at the given `Location`

    参数:
      `loc` - 劈下闪电的位置
    返回:
      lightning（闪电）实体

  - ### strikeLightningEffect

    @NotNull @NotNull LightningStrike strikeLightningEffect(@NotNull @NotNull Location loc)
    在指定的`位置`劈下不会造成伤害的闪电.

    原文： Strikes lightning at the given `Location` without doing damage

    参数:
      `loc` - 劈下闪电的位置
    返回:
      lightning（闪电）实体

  - ### getEntities

    @NotNull @NotNull List<Entity> getEntities()
    获取一个这个世界所有实体的列表.

    原文： Get a list of all entities in this World

    指定者:
      `getEntities` 在接口中 `RegionAccessor`
    返回:
      一个当前处在这个世界的所有实体的列表

  - ### getLivingEntities

    @NotNull @NotNull List<LivingEntity> getLivingEntities()
    获取一个这个世界所有生物实体的列表.

    原文： Get a list of all living entities in this World

    指定者:
      `getLivingEntities` 在接口中 `RegionAccessor`
    返回:
      一个当前处在这个世界的所有生物实体的列表

  - ### getEntitiesByClass

    @Deprecated @NotNull <T extends Entity> @NotNull Collection<T> getEntitiesByClass(@NotNull @NotNull Class<T>... classes)
    已过时。
    获取一个在这个世界的所有与指定的类/接口相匹配的实体的集合.

    原文： Get a collection of all entities in this World matching the given class/interface

    类型参数:
      `T` - 一个实体子类
    参数:
      `classes` - 用于匹配的表示实体类型的类
    返回:
      一个当前处在这个世界的所有与指定的类/接口相匹配的实体的列表

  - ### getEntitiesByClass

    @NotNull <T extends Entity> @NotNull Collection<T> getEntitiesByClass(@NotNull @NotNull Class<T> cls)
    获取一个在这个世界的所有与指定的类/接口相匹配的实体的集合.

    原文： Get a collection of all entities in this World matching the given class/interface

    指定者:
      `getEntitiesByClass` 在接口中 `RegionAccessor`
    类型参数:
      `T` - 一个实体子类
    参数:
      `cls` - 用于匹配的表示实体类型的类
    返回:
      一个当前处在这个世界的所有与指定的类/接口相匹配的实体的列表

  - ### getEntitiesByClasses

    @NotNull @NotNull Collection<Entity> getEntitiesByClasses(@NotNull @NotNull Class<?>... classes)
    获取一个在这个世界的所有与任一指定的类/接口相匹配的实体的集合.

    原文： Get a collection of all entities in this World matching any of the given classes/interfaces

    指定者:
      `getEntitiesByClasses` 在接口中 `RegionAccessor`
    参数:
      `classes` - 用于匹配的表示实体类型的类
    返回:
      一个当前处在这个世界的所有与一个或更多指定的类/接口相匹配的实体的列表

  - ### getPlayers

    @NotNull @NotNull List<Player> getPlayers()
    获取一个这个世界的所有玩家的列表.

    原文： Get a list of all players in this World

    返回:
      一个当前处在这个世界的所有玩家的列表

  - ### getNearbyEntities

    @NotNull @NotNull Collection<Entity> getNearbyEntities(@NotNull @NotNull Location location, double x, double y, double z)
    返回一个以这个位置为中心的包围着的所有实体的列表(译注:这个可能不太好理解，就是在这个位置，按指定的搜索范围，搜索这个范围里的所有实体).

    这可能不会考虑当前尚未加载的区块中的实体. 一些实现可能会对搜索的范围的大小施加限制.

    原文： Returns a list of entities within a bounding box centered around a Location.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.

    参数:
      `location` - 搜索范围的中心
      `x` - 搜索范围的x半轴长度
      `y` - 搜索范围的y半轴长度
      `z` - 搜索范围的z半轴长度
    返回:
      在位置附近的实体的集合,一般不为空

  - ### getNearbyEntities

    @NotNull @NotNull Collection<Entity> getNearbyEntities(@NotNull @NotNull Location location, double x, double y, double z, @Nullable @Nullable Predicate<? super Entity> filter)
    Returns a list of entities within a bounding box centered around a Location.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.

    参数:
      `location` - The center of the bounding box
      `x` - 1/2 the size of the box along x axis
      `y` - 1/2 the size of the box along y axis
      `z` - 1/2 the size of the box along z axis
      `filter` - only entities that fulfill this predicate are considered, or `null` to consider all entities
    返回:
      the collection of entities near location. This will always be a non-null collection.

  - ### getNearbyEntities

    @NotNull @NotNull Collection<Entity> getNearbyEntities(@NotNull @NotNull BoundingBox boundingBox)
    Returns a list of entities within the given bounding box.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.

    参数:
      `boundingBox` - the bounding box
    返回:
      the collection of entities within the bounding box, will always be a non-null collection

  - ### getNearbyEntities

    @NotNull @NotNull Collection<Entity> getNearbyEntities(@NotNull @NotNull BoundingBox boundingBox, @Nullable @Nullable Predicate<? super Entity> filter)
    Returns a list of entities within the given bounding box.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.

    参数:
      `boundingBox` - the bounding box
      `filter` - only entities that fulfill this predicate are considered, or `null` to consider all entities
    返回:
      the collection of entities within the bounding box, will always be a non-null collection

  - ### rayTraceEntities

    @Nullable @Nullable RayTraceResult rayTraceEntities(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance)
    执行检查实体碰撞的射线跟踪.

    这可能不考虑当前已经卸载的区块中的实体. 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for entity collisions.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.

    Note: Due to display entities having a zero size hitbox, this method will not detect them. To detect display entities use `rayTraceEntities(Location, Vector, double, double)` with a positive raySize

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`
    另请参阅:
      - `rayTraceEntities(Location, Vector, double, double, Predicate)`

  - ### rayTraceEntities

    @Nullable @Nullable RayTraceResult rayTraceEntities(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, double raySize)
    执行检查实体碰撞的射线跟踪.

    这可能不考虑当前已经卸载的区块中的实体. 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for entity collisions.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `raySize` - 在进行碰撞检查之前, 实体边界框将按此值均匀地放大(或缩小)
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`
    另请参阅:
      - `rayTraceEntities(Location, Vector, double, double, Predicate)`

  - ### rayTraceEntities

    @Nullable @Nullable RayTraceResult rayTraceEntities(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, @Nullable @Nullable Predicate<? super Entity> filter)
    执行检查实体碰撞的射线跟踪.

    这可能不考虑当前已经卸载的区块中的实体. 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for entity collisions.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.

    Note: Due to display entities having a zero size hitbox, this method will not detect them. To detect display entities use `rayTraceEntities(Location, Vector, double, double, Predicate)` with a positive raySize

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `filter` - 只考虑满足此过滤器的实体, 或者 `null` 考虑所有实体
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`
    另请参阅:
      - `rayTraceEntities(Location, Vector, double, double, Predicate)`

  - ### rayTraceEntities

    @Nullable @Nullable RayTraceResult rayTraceEntities(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, double raySize, @Nullable @Nullable Predicate<? super Entity> filter)
    执行检查实体碰撞的射线跟踪.

    这可能不考虑当前已经卸载的区块中的实体. 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for entity collisions.

    This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `raySize` - 在进行碰撞检查之前, 实体边界框将按此值均匀地放大(或缩小)
      `filter` - 只考虑满足此过滤器的实体, 或者 `null` 考虑所有实体
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`

  - ### rayTraceBlocks

    @Nullable @Nullable RayTraceResult rayTraceBlocks(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance)
    执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.

    这将考虑与可穿过的方块的碰撞, 但忽略流体.

    这可能会导致区块加载! 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for block collisions using the blocks' precise collision shapes.

    This takes collisions with passable blocks into account, but ignores fluids.

    This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`
    另请参阅:
      - `rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)`

  - ### rayTraceBlocks

    @Nullable @Nullable RayTraceResult rayTraceBlocks(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, @NotNull @NotNull FluidCollisionMode fluidCollisionMode)
    执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.

    这将考虑与可穿过的方块的碰撞.

    这可能会导致区块加载! 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for block collisions using the blocks' precise collision shapes.

    This takes collisions with passable blocks into account.

    This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `fluidCollisionMode` - 流体碰撞模式
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`
    另请参阅:
      - `rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)`

  - ### rayTraceBlocks

    @Nullable @Nullable RayTraceResult rayTraceBlocks(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, @NotNull @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks)
    执行射线跟踪, 使用方块的精确碰撞形状来检查方块碰撞.

    如果忽略与可穿过的方块的碰撞, 则无论流体碰撞模式如何, 也会忽略流体碰撞.

    只有当射线从传送门方块内部开始时, 其才被认为是可穿过的. 除此之外, 即使忽略了与可穿过方块的碰撞, 也将考虑与传送门方块的碰撞.

    这可能会导致区块加载! 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for block collisions using the blocks' precise collision shapes.

    If collisions with passable blocks are ignored, fluid collisions are ignored as well regardless of the fluid collision mode.

    Portal blocks are only considered passable if the ray starts within them. Apart from that collisions with portal blocks will be considered even if collisions with passable blocks are otherwise ignored.

    This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `fluidCollisionMode` - 流体碰撞模式
      `ignorePassableBlocks` - 是否忽略可穿过但可碰撞的方块(例如高草丛、告示牌、液体等)
    返回:
      最近的射线跟踪命中结果, 如果没有命中, 则为`null`

  - ### rayTrace

    @Nullable @Nullable RayTraceResult rayTrace(@NotNull @NotNull Location start, @NotNull @NotNull Vector direction, double maxDistance, @NotNull @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable @Nullable Predicate<? super Entity> filter)
    执行射线跟踪, 检查方块碰撞和实体碰撞.

    方块碰撞使用方块的精确碰撞形状. `raySize` 参数仅用于实体的碰撞检查.

    如果忽略与可穿过方块的碰撞, 则无论流体碰撞模式如何, 也会忽略流体碰撞.

    只有当射线从传送门方块内部开始时, 其才被认为是可穿过的. 除此之外, 即使忽略了与可穿过方块的碰撞, 也将考虑与传送门方块的碰撞.

    这可能会导致区块加载! 一些实现可能会对最大距离施加人为限制.

    原文: Performs a ray trace that checks for both block and entity collisions.

    Block collisions use the blocks' precise collision shapes. The `raySize` parameter is only taken into account for entity collision checks.

    If collisions with passable blocks are ignored, fluid collisions are ignored as well regardless of the fluid collision mode.

    Portal blocks are only considered passable if the ray starts within them. Apart from that collisions with portal blocks will be considered even if collisions with passable blocks are otherwise ignored.

    This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.

    参数:
      `start` - 起始位置
      `direction` - 射线方向
      `maxDistance` - 最大距离
      `fluidCollisionMode` - 流体碰撞模式
      `ignorePassableBlocks` - 是否忽略可穿过但可碰撞的方块(例如高草丛、告示牌、液体等)
      `raySize` - 在进行碰撞检查之前, 实体边界框将按此值均匀地放大(或缩小)
      `filter` - 只考虑满足此过滤器的实体, 或者 `null` 考虑所有实体
    返回:
      最近的方块或实体的射线跟踪命中结果, 如果没有命中, 则为`null`

  - ### getSpawnLocation

    @NotNull @NotNull Location getSpawnLocation()
    获取这个世界的默认出生点`位置`.

    原文： Gets the default spawn `Location` of this world

    返回:
      这个世界的出生点位置

  - ### setSpawnLocation

    boolean setSpawnLocation(@NotNull @NotNull Location location)
    设置这个世界的出生点位置.
    提供的位置所处世界必须与这个世界相同.

    原文:Sets the spawn location of the world.
    The location provided must be equal to this world.

    参数:
      `location` - 要设置的出生点位置
    返回:
      若成功设置返回true

  - ### setSpawnLocation

    boolean setSpawnLocation(int x, int y, int z, float angle)
    设置这个世界的出生点位置.

    原文:Sets the spawn location of the world

    参数:
      `x` - X 坐标
      `y` - Y 坐标
      `z` - Z 坐标
      `angle` - 角度
    返回:
      若成功设置返回true

  - ### setSpawnLocation

    boolean setSpawnLocation(int x, int y, int z)
    设置这个世界的出生点位置.

    原文： Sets the spawn location of the world

    参数:
      `x` - x坐标
      `y` - y坐标
      `z` - z坐标
    返回:
      如果成功设置则返回true

  - ### getTime

    long getTime()
    获取这个世界在游戏中的相对时间.

    相对时间类似于小时数*1000（译注：意思是，如果这个世界在游戏中的时间为一个小时则相对时间显示为1000，一小时十二分为1200).

    原文： Gets the relative in-game time of this world.

    The relative time is analogous to hours * 1000

    返回:
      当前相对时间
    另请参阅:
      - `返回这个世界的绝对时间`

  - ### setTime

    void setTime(long time)
    设置服务器的在游戏中的相对时间.

    相对时间类似于小时数*1000（译注：意思是，如果这个世界在游戏中的时间为一个小时则相对时间显示为1000，一小时十二分为1200).

    注意设置的相对时间如果小于当前相对时间则实际上是将时钟向前移动了一天。如果你要倒回时间，请使用`setFullTime(long)`.

    原文： Sets the relative in-game time on the server.

    The relative time is analogous to hours * 1000

    Note that setting the relative time below the current relative time will actually move the clock forward a day. If you require to rewind time, please see `setFullTime(long)`

    参数:
      `time` - 设置的在游戏中的新的相对时间（格式为小时数*1000）
    另请参阅:
      - `设置这个世界的绝对时间`

  - ### getFullTime

    long getFullTime()
    获取这个世界完整的游戏时间.

    原文： Gets the full in-game time on this world

    返回:
      当前绝对时间
    另请参阅:
      - `返回这个世界的相对时间`

  - ### setFullTime

    void setFullTime(long time)
    设置服务器的游戏时间.

    注意这是设置全世界的时间，可能产生不好的影响，比如破坏红石钟或任一预定事件.

    原文： Sets the in-game time on the server

    Note that this sets the full time of the world, which may cause adverse effects such as breaking redstone clocks and any scheduled events

    参数:
      `time` - 设置的世界的新绝对时间
    另请参阅:
      - `设置世界的相对时间`

  - ### getGameTime

    long getGameTime()
    Gets the full in-game time on this world since the world generation
    返回:
      The current absolute time since the world generation
    另请参阅:
      - `Returns a relative time of this world`
      - `Returns an absolute time of this world`

  - ### hasStorm

    boolean hasStorm()
    返回世界现在是否有雷暴.

    原文： Returns whether the world has an ongoing storm.

    返回:
      是否有雷暴

  - ### setStorm

    void setStorm(boolean hasStorm)
    设置是否有风暴. 会为新的天气设置一段持续时间. 本方法会隐式调用 `setClearWeatherDuration(int)`, 指定 0 tick 来重置世界的晴朗天气.

    原文： Set whether there is a storm. A duration will be set for the new current conditions. This will implicitly call `setClearWeatherDuration(int)` with 0 ticks to reset the world's clear weather.

    参数:
      `hasStorm` - 是否下雨或下雪

  - ### getWeatherDuration

    int getWeatherDuration()
    获取当前天气的剩余时间，单位为tick.

    原文： Get the remaining time in ticks of the current conditions.

    返回:
      时间，单位为tick

  - ### setWeatherDuration

    void setWeatherDuration(int duration)
    设置当前天气的剩余时间，单位为tick.

    原文： Set the remaining time in ticks of the current conditions.

    参数:
      `duration` - 时间，单位为tick

  - ### isThundering

    boolean isThundering()
    返回这个世界是否在打雷.

    原文： Returns whether there is thunder.

    返回:
      是否打雷

  - ### setThundering

    void setThundering(boolean thundering)
    设置这个世界是否在打雷. 本方法会隐式调用 `setClearWeatherDuration(int)`, 指定 0 tick 来重置世界的晴朗天气.

    原文： Set whether it is thundering. This will implicitly call `setClearWeatherDuration(int)` with 0 ticks to reset the world's clear weather.

    参数:
      `thundering` - 是否打雷

  - ### getThunderDuration

    int getThunderDuration()
    获取这个世界打雷的持续时间.

    原文： Get the thundering duration.

    返回:
      持续时间，单位为tick

  - ### setThunderDuration

    void setThunderDuration(int duration)
    设置这个世界打雷持续时间。

    原文： Set the thundering duration.

    参数:
      `duration` - 持续时间，单位为tick

  - ### isClearWeather

    boolean isClearWeather()
    返回世界是否为晴天. `雷``雨`退散, 便是晴天.

    原文:Returns whether the world has clear weather. This will be true such that `isThundering()` and `hasStorm()` are both false.

    返回:
      是否为晴天

  - ### setClearWeatherDuration

    void setClearWeatherDuration(int duration)
    设置晴朗天气的持续时间 (单位为 tick). 晴朗天气的持续时间决定着是否允许世界下雨或打雷. 如果持续时间为 > 0, 那么在持续时间过后, 世界也不会自然地下雨/雪. 本方法等效于 `/weather clear 持续时间`.

    原文:Set the clear weather duration. The clear weather ticks determine whether or not the world will be allowed to rain or storm. If clear weather ticks are > 0, the world will not naturally do either until the duration has elapsed. This method is equivalent to calling `/weather clear` with a set amount of ticks.

    参数:
      `duration` - 持续时间, 单位为 tick

  - ### getClearWeatherDuration

    int getClearWeatherDuration()
    获取晴朗天气的持续时间.

    原文:Get the clear weather duration.

    返回:
      持续时间, 单位为 tick

  - ### createExplosion

    boolean createExplosion(double x, double y, double z, float power)
    在指定坐标生成指定威力的爆炸.

    原文： Creates explosion at given coordinates with given power

    参数:
      `x` - x坐标
      `y` - y坐标
      `z` - z坐标
      `power` - 爆炸的威力，一个TNT当量为4F
    返回:
      如果爆炸被取消则返回false，否则返回true

  - ### createExplosion

    boolean createExplosion(double x, double y, double z, float power, boolean setFire)
    在指定的坐标生成指定威力的爆炸并设置方块是否会着火.

    原文： Creates explosion at given coordinates with given power and optionally setting blocks on fire.

    参数:
      `x` - x坐标
      `y` - y坐标
      `z` - z坐标
      `power` - 爆炸的威力，一个TNT当量为4F
      `setFire` - 方块是否会着火
    返回:
      如果爆炸被取消则返回false，否则返回true

  - ### createExplosion

    boolean createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks)
    在指定的坐标生成指定威力的爆炸并设置方块是否会着火或被破坏.

    原文： Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.

    参数:
      `x` - x坐标
      `y` - y坐标
      `z` - z坐标
      `power` - 爆炸的威力，一个TNT当量为4F
      `setFire` - 方块是否会着火
      `breakBlocks` - 是否破坏方块
    返回:
      如果爆炸被取消则返回false，否则返回true

  - ### createExplosion

    boolean createExplosion(double x, double y, double z, float power, boolean setFire, boolean breakBlocks, @Nullable @Nullable Entity source)
    Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.

    Note that if a non-null `source` Entity is provided and `breakBlocks` is `true`, the value of `breakBlocks` will be ignored if `GameRule.MOB_GRIEFING` is `false` in the world in which the explosion occurs. In other words, the mob griefing gamerule will take priority over `breakBlocks` if explosions are not allowed.

    参数:
      `x` - X coordinate
      `y` - Y coordinate
      `z` - Z coordinate
      `power` - The power of explosion, where 4F is TNT
      `setFire` - Whether or not to set blocks on fire
      `breakBlocks` - Whether or not to have blocks be destroyed
      `source` - the source entity, used for tracking damage
    返回:
      false if explosion was canceled, otherwise true

  - ### createExplosion

    boolean createExplosion(@NotNull @NotNull Location loc, float power)
    在指定坐标生成指定威力的爆炸.

    原文： Creates explosion at given coordinates with given power

    参数:
      `loc` - 爆炸位置
      `power` - 爆炸的威力，一个TNT当量为4F
    返回:
      如果爆炸被取消则返回false，否则返回true

  - ### createExplosion

    boolean createExplosion(@NotNull @NotNull Location loc, float power, boolean setFire)
    在指定的坐标生成指定威力的爆炸并设置方块是否会着火.

    原文： Creates explosion at given coordinates with given power and optionally setting blocks on fire.

    参数:
      `loc` - 爆炸位置
      `power` - 爆炸的威力，一个TNT当量为4F
      `setFire` - 方块是否会着火
    返回:
      如果爆炸被取消则返回false，否则返回true

  - ### createExplosion

    boolean createExplosion(@NotNull @NotNull Location loc, float power, boolean setFire, boolean breakBlocks)
    Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.
    参数:
      `loc` - Location to blow up
      `power` - The power of explosion, where 4F is TNT
      `setFire` - Whether or not to set blocks on fire
      `breakBlocks` - Whether or not to have blocks be destroyed
    返回:
      false if explosion was canceled, otherwise true

  - ### createExplosion

    boolean createExplosion(@NotNull @NotNull Location loc, float power, boolean setFire, boolean breakBlocks, @Nullable @Nullable Entity source)
    Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.

    Note that if a non-null `source` Entity is provided and `breakBlocks` is `true`, the value of `breakBlocks` will be ignored if `GameRule.MOB_GRIEFING` is `false` in the world in which the explosion occurs. In other words, the mob griefing gamerule will take priority over `breakBlocks` if explosions are not allowed.

    参数:
      `loc` - Location to blow up
      `power` - The power of explosion, where 4F is TNT
      `setFire` - Whether or not to set blocks on fire
      `breakBlocks` - Whether or not to have blocks be destroyed
      `source` - the source entity, used for tracking damage
    返回:
      false if explosion was canceled, otherwise true

  - ### getPVP

    boolean getPVP()
    获取世界当前的PVP设置.

    原文： Gets the current PVP setting for this world.

    返回:
      如果允许PVP则返回true

  - ### setPVP

    void setPVP(boolean pvp)
    设置世界的PVP设置.

    原文： Sets the PVP setting for this world.

    参数:
      `pvp` - 是否允许PVP，允许为true，不允许为false.

  - ### getGenerator

    @Nullable @Nullable ChunkGenerator getGenerator()
    获取世界的区块生成器.

    原文： Gets the chunk generator for this world

    返回:
      这个世界相关的`区块生成器`

  - ### getBiomeProvider

    @Nullable @Nullable BiomeProvider getBiomeProvider()
    Gets the biome provider for this world
    返回:
      BiomeProvider associated with this world

  - ### save

    void save()
    保存世界到磁盘.

    原文：Saves world to disk

  - ### getPopulators

    @NotNull @NotNull List<BlockPopulator> getPopulators()
    获取一个这个世界使用的所有`方块填充器`的列表.

    原文： Gets a list of all applied `BlockPopulator`s for this World

    返回:
      这个世界使用的所有方块填充器的列表

  - ### spawn

    @NotNull <T extends LivingEntity> T spawn(@NotNull @NotNull Location location, @NotNull @NotNull Class<T> clazz, @NotNull CreatureSpawnEvent.SpawnReason spawnReason, 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 `LivingEntity` that is to be spawned.
      `spawnReason` - the reason provided during the `CreatureSpawnEvent` call.
      `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.

  - ### spawnFallingBlock

    @NotNull @NotNull FallingBlock spawnFallingBlock(@NotNull @NotNull Location location, @NotNull @NotNull MaterialData data) throws IllegalArgumentException
    Spawn a `FallingBlock` entity at the given `Location` of the specified `MaterialData`. The MaterialData dictates what is falling. When the FallingBlock hits the ground, it will place that block.

    The Material must be a block type, check with `data.getItemType().isBlock()`. The Material may not be air.

    参数:
      `location` - The `Location` to spawn the FallingBlock
      `data` - The block data
    返回:
      The spawned `FallingBlock` instance
    抛出:
      `IllegalArgumentException` - if `Location` or `MaterialData` are null or `Material` of the `MaterialData` is not a block

  - ### spawnFallingBlock

    @NotNull @NotNull FallingBlock spawnFallingBlock(@NotNull @NotNull Location location, @NotNull @NotNull BlockData data) throws IllegalArgumentException
    在指定的`位置`根据给定的`BlockData`生成一个`掉落中的方块`实体。 BlockData决定下落的东西。当下落方块碰到地时就会放置这个方块.

    原文： Spawn a `FallingBlock` entity at the given `Location` of the specified `BlockData`. The BlockData dictates what is falling. When the FallingBlock hits the ground, it will place that block.

    参数:
      `location` - 生成下落方块的`位置`
      `data` - FallingBlock的`方块数据`
    返回:
      生成的`正在下落的方块`实例
    抛出:
      `IllegalArgumentException` - 如果 `Location` 或 `BlockData` 为null

  - ### spawnFallingBlock

    @Deprecated @NotNull @NotNull FallingBlock spawnFallingBlock(@NotNull @NotNull Location location, @NotNull @NotNull Material material, byte data) throws IllegalArgumentException
    已过时。
    不安全的参数
    在指定的`位置`根据指定的方块`物品`生成一个`掉落中的方块`实体. 物品决定下落的东西。当下落方块碰到地时就会放置这个方块.

    物品必须是一个经过`Material.isBlock()`检验的方块类型,可能不是空气.

    原文： Spawn a `FallingBlock` entity at the given `Location` of the specified `Material`. The material dictates what is falling. When the FallingBlock hits the ground, it will place that block.

    The Material must be a block type, check with `material.isBlock()`. The Material may not be air.

    参数:
      `location` - 生成下落方块的`位置`
      `material` - 方块 `Material` 类型
      `data` - 方块数据
    返回:
      生成的`正在下落的方块`实例
    抛出:
      `IllegalArgumentException` - 如果 `Location` 或 `Material` 为null 或 `Material` 不是方块

  - ### playEffect

    void playEffect(@NotNull @NotNull Location location, @NotNull @NotNull Effect effect, int data)
    向以指定位置为圆心的默认半径内的所有玩家施加(给予)一个效果.

    原文： Plays an effect to all players within a default radius around a given location.

    参数:
      `location` - 在这个`位置`周围给玩家施加效果
      `effect` - `效果`
      `data` - 一些效果需要的数据

  - ### playEffect

    void playEffect(@NotNull @NotNull Location location, @NotNull @NotNull Effect effect, int data, int radius)
    向在以指定位置为圆心的指定半径内的所有玩家施加(给予)一个效果。

    原文： Plays an effect to all players within a given radius around a location.

    参数:
      `location` - 在这个`位置`周围给玩家施加效果
      `effect` - `效果`
      `data` - 一些效果需要的数据
      `radius` - 半径

  - ### playEffect

    <T> void playEffect(@NotNull @NotNull Location location, @NotNull @NotNull Effect effect, @Nullable T data)
    向在以指定位置为圆心的默认半径内的所有玩家施加(给予)一个效果。

    原文： Plays an effect to all players within a default radius around a given location.

    类型参数:
      `T` - 与效果类型相关的数据
    参数:
      `location` - 在这个`位置`周围给玩家施加效果
      `effect` - `效果`
      `data` - 一些效果需要的数据

  - ### playEffect

    <T> void playEffect(@NotNull @NotNull Location location, @NotNull @NotNull Effect effect, @Nullable T data, int radius)
    向在以指定位置为圆心的指定半径内的所有玩家施加(给予)一个效果。

    原文： Plays an effect to all players within a given radius around a location.

    类型参数:
      `T` - 与效果类型相关的数据
    参数:
      `location` - 在这个`位置`周围给玩家施加效果
      `effect` - `效果`
      `data` - 一些效果需要的数据
      `radius` - 半径

  - ### getEmptyChunkSnapshot

    @NotNull @NotNull ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTemp)
    获取空区块的快照（相当于所有空气方块），可设置包含有效生物群系数据。用于表示一个未生成的区块，或者只用于获取生物群系数据而不加载区块。

    原文： Get empty chunk snapshot (equivalent to all air blocks), optionally including valid biome data. Used for representing an ungenerated chunk, or for fetching only biome data without loading a chunk.

    参数:
      `x` - 区块x坐标
      `z` - 区块z坐标
      `includeBiome` - 如果为true，则快照会包含每个坐标的生物群系类型
      `includeBiomeTemp` - 如果为true，则快照会包含每个坐标的原始生物群系温度
    返回:
      空快照

  - ### setSpawnFlags

    void setSpawnFlags(boolean allowMonsters, boolean allowAnimals)
    为这个世界设置出生标识。

    原文： Sets the spawn flags for this.

    参数:
      `allowMonsters` - 如果为true，则允许怪物在这个世界生成
      `allowAnimals` - 如果为true，则允许动物在这个世界生成

  - ### getAllowAnimals

    boolean getAllowAnimals()
    获取动物能不能在这个世界生成。

    原文： Gets whether animals can spawn in this world.

    返回:
      动物能不能在这个世界生成

  - ### getAllowMonsters

    boolean getAllowMonsters()
    获取怪物能不能在这个世界生成。

    原文： Gets whether monsters can spawn in this world.

    返回:
      怪物能不能在这个世界生成

  - ### getBiome

    @NotNull @Deprecated @NotNull Biome getBiome(int x, int z)
    已过时。
    1.15更新后生物群系已三维化
    获取指定方块坐标的生物群系。

    原文： Gets the biome for the given block coordinates.

    参数:
      `x` - 方块的x坐标
      `z` - 方块的z坐标
    返回:
      所查方块的生物群系

  - ### setBiome

    @Deprecated void setBiome(int x, int z, @NotNull @NotNull Biome bio)
    已过时。
    1.15更新后生物群系已三维化
    设置指定方块坐标的生物群系.

    原文:Sets the biome for the given block coordinates

    参数:
      `x` - 方块的x坐标
      `z` - 方块的z坐标
      `bio` - 这个方块的新生物群系类型

  - ### getTemperature

    @Deprecated double getTemperature(int x, int z)
    已过时。
    1.15更新后生物群系已三维化
    获取指定方块坐标的温度。

    方块不存在时运行这个方法是安全的，它不会创建方块.

    本方法将返回原始温度值, 不以方块高度所带来的影响而判断.

    原文： Gets the temperature for the given block coordinates.

    It is safe to run this method when the block does not exist, it will not create the block.

    This method will return the raw temperature without adjusting for block height effects.

    参数:
      `x` - 方块的x坐标
      `z` - 方块的z坐标
    返回:
      查询方块的温度

  - ### getTemperature

    double getTemperature(int x, int y, int z)
    Gets the temperature for the given block coordinates.

    It is safe to run this method when the block does not exist, it will not create the block.

    This method will return the raw temperature without adjusting for block height effects.

    参数:
      `x` - X coordinate of the block
      `y` - Y coordinate of the block
      `z` - Z coordinate of the block
    返回:
      Temperature of the requested block

  - ### getHumidity

    @Deprecated double getHumidity(int x, int z)
    已过时。
    1.15更新后生物群系已三维化
    获取指定方块坐标的湿度。

    方块不存在时运行这个方法是安全的，它不会创建方块。

    原文： Gets the humidity for the given block coordinates.

    It is safe to run this method when the block does not exist, it will not create the block.

    参数:
      `x` - 方块的x坐标
      `z` - 方块的z坐标
    返回:
      查询方块的湿度

  - ### getHumidity

    double getHumidity(int x, int y, int z)
    Gets the humidity for the given block coordinates.

    It is safe to run this method when the block does not exist, it will not create the block.

    参数:
      `x` - X coordinate of the block
      `y` - Y coordinate of the block
      `z` - Z coordinate of the block
    返回:
      Humidity of the requested block

  - ### getLogicalHeight

    int getLogicalHeight()
    Gets the maximum height to which chorus fruits and nether portals can bring players within this dimension. This excludes portals that were already built above the limit as they still connect normally. May not be greater than `WorldInfo.getMaxHeight()`.
    返回:
      maximum logical height for chorus fruits and nether portals

  - ### isNatural

    boolean isNatural()
    Gets if this world is natural. When false, compasses spin randomly, and using a bed to set the respawn point or sleep, is disabled. When true, nether portals can spawn zombified piglins.
    返回:
      true if world is natural

  - ### isBedWorks

    boolean isBedWorks()
    Gets if beds work in this world. A non-working bed will blow up when trying to sleep. `isNatural()` defines if a bed can be used to set spawn point.
    返回:
      true if beds work in this world

  - ### hasSkyLight

    boolean hasSkyLight()
    Gets if this world has skylight access.
    返回:
      true if this world has skylight access

  - ### hasCeiling

    boolean hasCeiling()
    Gets if this world has a ceiling.
    返回:
      true if this world has a bedrock ceiling

  - ### isPiglinSafe

    boolean isPiglinSafe()
    Gets if this world allow to piglins to survive without shaking and transforming to zombified piglins.
    返回:
      true if piglins will not transform to zombified piglins

  - ### isRespawnAnchorWorks

    boolean isRespawnAnchorWorks()
    Gets if this world allows players to charge and use respawn anchors.
    返回:
      true if players can charge and use respawn anchors

  - ### hasRaids

    boolean hasRaids()
    Gets if players with the bad omen effect in this world will trigger a raid.
    返回:
      true if raids will be triggered

  - ### isUltraWarm

    boolean isUltraWarm()
    Gets if various water/lava mechanics will be triggered in this world, eg:
    - Water is evaporated
    - Sponges dry
    - Lava spreads faster and further
    返回:
      true if this world has the above mechanics

  - ### getSeaLevel

    int getSeaLevel()
    获取世界的海平面。

    这个值总是`WorldInfo.getMaxHeight()`的一半

    原文： Gets the sea level for this world.

    This is often half of `WorldInfo.getMaxHeight()`

    返回:
      海平面高度

  - ### getKeepSpawnInMemory

    @Deprecated boolean getKeepSpawnInMemory()
    已过时。
    使用 `GameRule.SPAWN_CHUNK_RADIUS` 以更好地控制
    获取世界的出生点是否会在内存中保存加载。

    原文： Gets whether the world's spawn area should be kept loaded into memory or not.

    返回:
      如果世界的出生地区会在内存中保存加载则返回true

  - ### setKeepSpawnInMemory

    @Deprecated void setKeepSpawnInMemory(boolean keepLoaded)
    已过时。
    使用 `GameRule.SPAWN_CHUNK_RADIUS` 以更好地控制
    设置世界的出生点是否会在内存中保存加载。

    原文： Sets whether the world's spawn area should be kept loaded into memory or not.

    参数:
      `keepLoaded` - 如果为true则世界的出生地区会在内存中保存加载

  - ### isAutoSave

    boolean isAutoSave()
    获取世界是否会自动保存。

    原文： Gets whether or not the world will automatically save

    返回:
      如果世界会自动保存则返回true，否则返回false

  - ### setAutoSave

    void setAutoSave(boolean value)
    设置世界是否会自动保存。

    原文： Sets whether or not the world will automatically save

    参数:
      `value` - 如果为true则世界会自动保存，否则为false

  - ### setDifficulty

    void setDifficulty(@NotNull @NotNull Difficulty difficulty)
    设置世界的游戏难度。

    原文： Sets the Difficulty of the world.

    参数:
      `difficulty` - 设置的世界的新难度

  - ### getDifficulty

    @NotNull @NotNull Difficulty getDifficulty()
    获取世界的游戏难度。

    原文： Gets the Difficulty of the world.

    返回:
      世界的难度

  - ### getViewDistance

    int getViewDistance()
    Returns the view distance used for this world.
    返回:
      the view distance used for this world

  - ### getSimulationDistance

    int getSimulationDistance()
    Returns the simulation distance used for this world.
    返回:
      the simulation distance used for this world

  - ### getWorldFolder

    @NotNull @NotNull File getWorldFolder()
    获取这个世界保存在磁盘的哪个文件夹。

    原文： Gets the folder of this world on disk.

    返回:
      这个世界所在的文件夹

  - ### getWorldType

    @Nullable @Deprecated @Nullable WorldType getWorldType()
    已过时。
    world type is only used to select the default word generation settings and is not stored in Vanilla worlds, making it impossible for this method to always return the correct value.
    获取世界类型。

    原文： Gets the type of this world.

    返回:
      世界类型

  - ### canGenerateStructures

    boolean canGenerateStructures()
    获取建筑物是否会被生成。

    原文： Gets whether or not structures are being generated.

    返回:
      如果建筑物会被生成则返回true

  - ### isHardcore

    boolean isHardcore()
    Gets whether the world is hardcore or not. In a hardcore world the difficulty is locked to hard.
    返回:
      hardcore status

  - ### setHardcore

    void setHardcore(boolean hardcore)
    Sets whether the world is hardcore or not. In a hardcore world the difficulty is locked to hard.
    参数:
      `hardcore` - Whether the world is hardcore

  - ### getTicksPerAnimalSpawns

    @Deprecated long getTicksPerAnimalSpawns()
    已过时。
    建议使用 `getTicksPerSpawns(SpawnCategory)`
    获取世界生成动物的时间间隔（单位为tick）。

    这个数值决定每次尝试生成动物之间的时间间隔（单位为tick）。

    用法示例：

    - 数值为1意味着服务器每1tick都会尝试在这个世界生成动物。
    - 数值为400意味着服务器每400tick会尝试在这个世界生成动物。
    - 数值低于0则会被重置为Minecraft的默认值。

    注意： 如果设置为0，则会禁止这个世界生成动物。我们一般使用`setSpawnFlags(boolean, boolean)`来代替。

    Minecraft的默认值：400。

    原文： Gets the world's ticks per animal spawns value

    This value determines how many ticks there are between attempts to spawn animals.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn animals in this world every tick.
    - A value of 400 will mean the server will attempt to spawn animals in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, animal spawning will be disabled for this world. We recommend using `setSpawnFlags(boolean, boolean)` to control this instead.

    Minecraft default: 400.

    返回:
      世界生成动物的时间间隔（单位为tick）

  - ### setTicksPerAnimalSpawns

    @Deprecated void setTicksPerAnimalSpawns(int ticksPerAnimalSpawns)
    已过时。
    建议使用 `setTicksPerSpawns(SpawnCategory, int)`
    设置世界生成动物的时间间隔（单位为tick）。

    这个数值决定每次尝试生成动物之间的时间间隔（单位为tick）。

    用法示例：

    - 数值为1意味着服务器每1tick都会尝试在这个世界生成动物。
    - 数值为400意味着服务器每400tick会尝试在这个世界生成动物。
    - 数值低于0则会被重置为Minecraft的默认值。

    注意： 如果设置为0，则会禁止这个世界生成动物。我们一般使用`setSpawnFlags(boolean, boolean)`来代替。

    Minecraft的默认值：400。

    原文： Sets the world's ticks per animal spawns value

    This value determines how many ticks there are between attempts to spawn animals.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn animals in this world every tick.
    - A value of 400 will mean the server will attempt to spawn animals in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, animal spawning will be disabled for this world. We recommend using `setSpawnFlags(boolean, boolean)` to control this instead.

    Minecraft default: 400.

    参数:
      `ticksPerAnimalSpawns` - 设置的世界生成动物的时间间隔（单位为tick）

  - ### getTicksPerMonsterSpawns

    @Deprecated long getTicksPerMonsterSpawns()
    已过时。
    建议使用 `getTicksPerSpawns(SpawnCategory)`
    获取世界生成怪物的时间间隔（单位为tick）。

    这个数值决定每次尝试生成怪物之间的时间间隔（单位为tick）。

    用法示例：

    - 数值为1意味着服务器每1tick都会尝试在这个世界生成怪物。
    - 数值为400意味着服务器每400tick会尝试在这个世界生成怪物。
    - 数值低于0则会被重置为Minecraft的默认值。

    注意： 如果设置为0，则会禁止这个世界生成怪物。我们一般使用`setSpawnFlags(boolean, boolean)`来代替。

    Minecraft的默认值：1。

    原文： Gets the world's ticks per monster spawns value

    This value determines how many ticks there are between attempts to spawn monsters.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn monsters in this world every tick.
    - A value of 400 will mean the server will attempt to spawn monsters in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, monsters spawning will be disabled for this world. We recommend using `setSpawnFlags(boolean, boolean)` to control this instead.

    Minecraft default: 1.

    返回:
      世界生成怪物的时间间隔（单位为tick）

  - ### setTicksPerMonsterSpawns

    @Deprecated void setTicksPerMonsterSpawns(int ticksPerMonsterSpawns)
    已过时。
    建议使用 `setTicksPerSpawns(SpawnCategory, int)`
    设置世界生成怪物的时间间隔（单位为tick）。

    这个数值决定每次尝试生成怪物之间的时间间隔（单位为tick）。

    用法示例：

    - 数值为1意味着服务器每1tick都会尝试在这个世界生成怪物。
    - 数值为400意味着服务器每400tick会尝试在这个世界生成怪物。
    - 数值低于0则会被重置为Minecraft的默认值。

    注意： 如果设置为0，则会禁止这个世界生成怪物。我们一般使用`setSpawnFlags(boolean, boolean)`来代替。

    Minecraft的默认值：1。

    原文： Sets the world's ticks per monster spawns value

    This value determines how many ticks there are between attempts to spawn monsters.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn monsters in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn monsters in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, monsters spawning will be disabled for this world. We recommend using `setSpawnFlags(boolean, boolean)` to control this instead.

    Minecraft default: 1.

    参数:
      `ticksPerMonsterSpawns` - 设置的世界生成怪物的时间间隔（单位为tick）

  - ### getTicksPerWaterSpawns

    @Deprecated long getTicksPerWaterSpawns()
    已过时。
    建议使用 `getTicksPerSpawns(SpawnCategory)`
    Gets the world's ticks per water mob spawns value

    This value determines how many ticks there are between attempts to spawn water mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water mobs in this world every tick.
    - A value of 400 will mean the server will attempt to spawn water mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, water mobs spawning will be disabled for this world.

    Minecraft default: 1.

    返回:
      The world's ticks per water mob spawns value

  - ### setTicksPerWaterSpawns

    @Deprecated void setTicksPerWaterSpawns(int ticksPerWaterSpawns)
    已过时。
    Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
    Sets the world's ticks per water mob spawns value

    This value determines how many ticks there are between attempts to spawn water mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water mobs in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn water mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, water mobs spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `ticksPerWaterSpawns` - the ticks per water mob spawns value you want to set the world to

  - ### getTicksPerWaterAmbientSpawns

    @Deprecated long getTicksPerWaterAmbientSpawns()
    已过时。
    Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
    Gets the default ticks per water ambient mob spawns value.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water ambient mobs every tick.
    - A value of 400 will mean the server will attempt to spawn water ambient mobs every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, ambient mobs spawning will be disabled.

    Minecraft default: 1.

    返回:
      the default ticks per water ambient mobs spawn value

  - ### setTicksPerWaterAmbientSpawns

    @Deprecated void setTicksPerWaterAmbientSpawns(int ticksPerAmbientSpawns)
    已过时。
    Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
    Sets the world's ticks per water ambient mob spawns value

    This value determines how many ticks there are between attempts to spawn water ambient mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water ambient mobs in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn water ambient mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, water ambient mobs spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `ticksPerAmbientSpawns` - the ticks per water ambient mob spawns value you want to set the world to

  - ### getTicksPerWaterUndergroundCreatureSpawns

    @Deprecated long getTicksPerWaterUndergroundCreatureSpawns()
    已过时。
    Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
    Gets the default ticks per water underground creature spawns value.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water underground creature every tick.
    - A value of 400 will mean the server will attempt to spawn water underground creature every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, water underground creature spawning will be disabled.

    Minecraft default: 1.

    返回:
      the default ticks per water underground creature spawn value

  - ### setTicksPerWaterUndergroundCreatureSpawns

    @Deprecated void setTicksPerWaterUndergroundCreatureSpawns(int ticksPerWaterUndergroundCreatureSpawns)
    已过时。
    Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
    Sets the world's ticks per water underground creature spawns value

    This value determines how many ticks there are between attempts to spawn water underground creature.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn water underground creature in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn water underground creature in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, water underground creature spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `ticksPerWaterUndergroundCreatureSpawns` - the ticks per water underground creature spawns value you want to set the world to

  - ### getTicksPerAmbientSpawns

    @Deprecated long getTicksPerAmbientSpawns()
    已过时。
    Deprecated in favor of `getTicksPerSpawns(SpawnCategory)`
    Gets the world's ticks per ambient mob spawns value

    This value determines how many ticks there are between attempts to spawn ambient mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn ambient mobs in this world every tick.
    - A value of 400 will mean the server will attempt to spawn ambient mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, ambient mobs spawning will be disabled for this world.

    Minecraft default: 1.

    返回:
      the default ticks per ambient mobs spawn value

  - ### setTicksPerAmbientSpawns

    @Deprecated void setTicksPerAmbientSpawns(int ticksPerAmbientSpawns)
    已过时。
    Deprecated in favor of `setTicksPerSpawns(SpawnCategory, int)`
    Sets the world's ticks per ambient mob spawns value

    This value determines how many ticks there are between attempts to spawn ambient mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn ambient mobs in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn ambient mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, ambient mobs spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `ticksPerAmbientSpawns` - the ticks per ambient mob spawns value you want to set the world to

  - ### getTicksPerSpawns

    long getTicksPerSpawns(@NotNull @NotNull SpawnCategory spawnCategory)
    Gets the world's ticks per `SpawnCategory` mob spawns value

    This value determines how many ticks there are between attempts to spawn `SpawnCategory` mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn `SpawnCategory` mobs in this world every tick.
    - A value of 400 will mean the server will attempt to spawn `SpawnCategory` mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, `SpawnCategory` mobs spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `spawnCategory` - the category spawn
    返回:
      The world's ticks per `SpawnCategory` mob spawns value

  - ### setTicksPerSpawns

    void setTicksPerSpawns(@NotNull @NotNull SpawnCategory spawnCategory, int ticksPerCategorySpawn)
    Sets the world's ticks per `SpawnCategory` mob spawns value

    This value determines how many ticks there are between attempts to spawn `SpawnCategory` mobs.

    Example Usage:

    - A value of 1 will mean the server will attempt to spawn `SpawnCategory` mobs in this world on every tick.
    - A value of 400 will mean the server will attempt to spawn `SpawnCategory` mobs in this world every 400th tick.
    - A value below 0 will be reset back to Minecraft's default.

    Note: If set to 0, `SpawnCategory` mobs spawning will be disabled for this world.

    Minecraft default: 1.

    参数:
      `spawnCategory` - the category spawn
      `ticksPerCategorySpawn` - the ticks per `SpawnCategory` mob spawns value you want to set the world to

  - ### getMonsterSpawnLimit

    @Deprecated int getMonsterSpawnLimit()
    已过时。
    建议使用 `getSpawnLimit(SpawnCategory)`
    获取这个世界一个区块内的怪物生成数限制。

    原文： Gets limit for number of monsters that can spawn in a chunk in this world

    返回:
      怪物生成限制

  - ### setMonsterSpawnLimit

    @Deprecated void setMonsterSpawnLimit(int limit)
    已过时。
    建议使用 `setSpawnLimit(SpawnCategory, int)`
    设置这个世界一个区块内的怪物生成数限制。

    注意：如果设置为负数则这个世界会使用服务器普遍的生成限制来代替。

    原文： Sets the limit for number of monsters that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - 新的怪物限制

  - ### getAnimalSpawnLimit

    @Deprecated int getAnimalSpawnLimit()
    已过时。
    建议使用 `getSpawnLimit(SpawnCategory)`
    获取这个世界一个区块内的动物生成数限制。

    原文： Gets the limit for number of animals that can spawn in a chunk in this world

    返回:
      动物生成限制

  - ### setAnimalSpawnLimit

    @Deprecated void setAnimalSpawnLimit(int limit)
    已过时。
    建议使用 `getSpawnLimit(SpawnCategory)`
    设置这个世界一个区块内的动物生成数限制。

    注意：如果设置为负数则这个世界会使用服务器普遍的生成限制来代替。

    原文： Sets the limit for number of animals that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - 新的动物限制

  - ### getWaterAnimalSpawnLimit

    @Deprecated int getWaterAnimalSpawnLimit()
    已过时。
    建议使用 `getSpawnLimit(SpawnCategory)`
    获取这个世界一个区块内的水生动物生成数限制。

    原文： Gets the limit for number of water animals that can spawn in a chunk in this world

    返回:
      水生动物生成限制

  - ### setWaterAnimalSpawnLimit

    @Deprecated void setWaterAnimalSpawnLimit(int limit)
    已过时。
    建议使用 `setSpawnLimit(SpawnCategory, int)`
    设置这个世界一个区块内的水生动物生成数限制。

    注意：如果设置为负数则这个世界会使用服务器普遍的生成限制来代替。

    原文： Sets the limit for number of water animals that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - 新的水生动物限制

  - ### getWaterUndergroundCreatureSpawnLimit

    @Deprecated int getWaterUndergroundCreatureSpawnLimit()
    已过时。
    Deprecated in favor of `getSpawnLimit(SpawnCategory)`
    Gets the limit for number of water underground creature that can spawn in a chunk in this world
    返回:
      The water underground creature spawn limit

  - ### setWaterUndergroundCreatureSpawnLimit

    @Deprecated void setWaterUndergroundCreatureSpawnLimit(int limit)
    已过时。
    Deprecated in favor of `setSpawnLimit(SpawnCategory, int)`
    Sets the limit for number of water underground creature that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - the new mob limit

  - ### getWaterAmbientSpawnLimit

    @Deprecated int getWaterAmbientSpawnLimit()
    已过时。
    Deprecated in favor of `getSpawnLimit(SpawnCategory)`
    Gets user-specified limit for number of water ambient mobs that can spawn in a chunk.
    返回:
      the water ambient spawn limit

  - ### setWaterAmbientSpawnLimit

    @Deprecated void setWaterAmbientSpawnLimit(int limit)
    已过时。
    Deprecated in favor of `setSpawnLimit(SpawnCategory, int)`
    Sets the limit for number of water ambient mobs that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - the new mob limit

  - ### getAmbientSpawnLimit

    @Deprecated int getAmbientSpawnLimit()
    已过时。
    建议使用 `getSpawnLimit(SpawnCategory)`
    获取这个世界一个区块内周围的怪物的生成数限制。

    原文： Gets the limit for number of ambient mobs that can spawn in a chunk in this world

    返回:
      周围的怪物的生成限制

  - ### setAmbientSpawnLimit

    @Deprecated void setAmbientSpawnLimit(int limit)
    已过时。
    建议使用 `setSpawnLimit(SpawnCategory, int)`
    设置这个世界一个区块内周围的怪物的生成数限制。

    注意：如果设置为负数则这个世界会使用服务器普遍的生成限制来代替。

    原文： Sets the limit for number of ambient mobs that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `limit` - 新的周围的怪物的限制

  - ### getSpawnLimit

    int getSpawnLimit(@NotNull @NotNull SpawnCategory spawnCategory)
    Gets the limit for number of `SpawnCategory` entities that can spawn in a chunk in this world
    参数:
      `spawnCategory` - the entity category
    返回:
      The ambient spawn limit

  - ### setSpawnLimit

    void setSpawnLimit(@NotNull @NotNull SpawnCategory spawnCategory, int limit)
    Sets the limit for number of `SpawnCategory` entities that can spawn in a chunk in this world

    Note: If set to a negative number the world will use the server-wide spawn limit instead.

    参数:
      `spawnCategory` - the entity category
      `limit` - the new mob limit

  - ### playNote

    void playNote(@NotNull @NotNull Location loc, @NotNull @NotNull Instrument instrument, @NotNull @NotNull Note note)
    Play a note at the provided Location in the World.
    This will work with cake.

    This method will fail silently when called with `Instrument.CUSTOM_HEAD`.

    参数:
      `loc` - The location to play the note
      `instrument` - The instrument
      `note` - The note

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull Sound sound, float volume, float pitch)
    在世界中指定的位置播放一个声音。

    如果位置或声音为空则这个函数会失效。

    原文： Play a Sound at the provided Location in the World

    This function will fail silently if Location or Sound are null.

    参数:
      `location` - 演奏声音的位置
      `sound` - 要播放的声音
      `volume` - 声音音量
      `pitch` - 声音音调

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull String sound, float volume, float pitch)
    Play a Sound at the provided Location in the World.

    This function will fail silently if Location or Sound are null. No sound will be heard by the players if their clients do not have the respective sound for the value passed.

    参数:
      `location` - The location to play the sound
      `sound` - The internal sound name to play
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull Sound sound, @NotNull @NotNull SoundCategory category, float volume, float pitch)
    Play a Sound at the provided Location in the World.

    This function will fail silently if Location or Sound are null.

    参数:
      `location` - The location to play the sound
      `sound` - The sound to play
      `category` - the category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull String sound, @NotNull @NotNull SoundCategory category, float volume, float pitch)
    Play a Sound at the provided Location in the World.

    This function will fail silently if Location or Sound are null. No sound will be heard by the players if their clients do not have the respective sound for the value passed.

    参数:
      `location` - The location to play the sound
      `sound` - The internal sound name to play
      `category` - The category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull Sound sound, @NotNull @NotNull SoundCategory category, float volume, float pitch, long seed)
    Play a Sound at the provided Location in the World. For sounds with multiple variations passing the same seed will always play the same variation.

    This function will fail silently if Location or Sound are null.

    参数:
      `location` - The location to play the sound
      `sound` - The sound to play
      `category` - the category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound
      `seed` - The seed for the sound

  - ### playSound

    void playSound(@NotNull @NotNull Location location, @NotNull @NotNull String sound, @NotNull @NotNull SoundCategory category, float volume, float pitch, long seed)
    Play a Sound at the provided Location in the World. For sounds with multiple variations passing the same seed will always play the same variation.

    This function will fail silently if Location or Sound are null. No sound will be heard by the players if their clients do not have the respective sound for the value passed.

    参数:
      `location` - The location to play the sound
      `sound` - The internal sound name to play
      `category` - the category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound
      `seed` - The seed for the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull Sound sound, float volume, float pitch)
    Play a Sound at the location of the provided entity in the World.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull String sound, float volume, float pitch)
    Play a Sound at the location of the provided entity in the World.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull Sound sound, @NotNull @NotNull SoundCategory category, float volume, float pitch)
    Play a Sound at the location of the provided entity in the World.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `category` - the category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull String sound, @NotNull @NotNull SoundCategory category, float volume, float pitch)
    Play a Sound at the location of the provided entity in the World.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `category` - The category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull Sound sound, @NotNull @NotNull SoundCategory category, float volume, float pitch, long seed)
    Play a Sound at the location of the provided entity in the World. For sounds with multiple variations passing the same seed will always play the same variation.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `category` - The category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound
      `seed` - The seed for the sound

  - ### playSound

    void playSound(@NotNull @NotNull Entity entity, @NotNull @NotNull String sound, @NotNull @NotNull SoundCategory category, float volume, float pitch, long seed)
    Play a Sound at the location of the provided entity in the World. For sounds with multiple variations passing the same seed will always play the same variation.

    This function will fail silently if Entity or Sound are null.

    参数:
      `entity` - The entity to play the sound
      `sound` - The sound to play
      `category` - The category of the sound
      `volume` - The volume of the sound
      `pitch` - The pitch of the sound
      `seed` - The seed for the sound

  - ### getGameRules

    @NotNull @NotNull String[] getGameRules()
    获取包含所有`游戏规则`的数组.

    原文:Get an array containing the names of all the `GameRule`s.

    返回:
      `游戏规则`名列表.

  - ### getGameRuleValue

    @Deprecated @Contract("null -> null; !null -> !null") @Nullable @Nullable String getGameRuleValue(@Nullable @Nullable String rule)
    已过时。
    请使用 `getGameRuleValue(GameRule)`
    获取指定游戏规则的当前状态.

    如果rule为null则会返回null.

    原文： Gets the current state of the specified rule

    Will return null if rule passed is null

    参数:
      `rule` - 要查找的规则
    返回:
      规则的字符串数值

  - ### setGameRuleValue

    @Deprecated boolean setGameRuleValue(@NotNull @NotNull String rule, @NotNull @NotNull String value)
    已过时。
    请使用 `setGameRule(GameRule, Object)`
    将指定的游戏规则设置为指定数值.

    规则可能会尝试验证值，如果数值被设置则会返回true.

    如果rule为null，则这个函数会返回false.

    原文： Set the specified gamerule to specified value.

    The rule may attempt to validate the value passed, will return true if value was set.

    If rule is null, the function will return false.

    参数:
      `rule` - 要设置的规则
      `value` - 要设置的规则数值
    返回:
      规则被设置则返回true

  - ### isGameRule

    boolean isGameRule(@NotNull @NotNull String rule)
    检查字符串是否是一个有效的游戏规则.

    原文： Checks if string is a valid game rule

    参数:
      `rule` - 要检测的规则
    返回:
      如果规则存在则返回true

  - ### getGameRuleValue

    @Nullable <T> T getGameRuleValue(@NotNull @NotNull GameRule<T> rule)
    获取给定的`游戏规则`的数据值.

    原文:Get the current value for a given `GameRule`.

    类型参数:
      `T` - 游戏规则数据类型
    参数:
      `rule` - 游戏规则
    返回:
      游戏规则值

  - ### getGameRuleDefault

    @Nullable <T> T getGameRuleDefault(@NotNull @NotNull GameRule<T> rule)
    获取给定`游戏规则`的默认值. 不保证该值与当前值匹配.

    原文:Get the default value for a given `GameRule`. This value is not guaranteed to match the current value.

    类型参数:
      `T` - 游戏规则数据类型
    参数:
      `rule` - 游戏规则
    返回:
      游戏规则默认值

  - ### setGameRule

    <T> boolean setGameRule(@NotNull @NotNull GameRule<T> rule, @NotNull T newValue)
    设置给定`游戏规则`的数据值.

    原文:Set the given `GameRule`'s new value.

    类型参数:
      `T` - 对应游戏规则的数据类型
    参数:
      `rule` - 要更新的游戏规则
      `newValue` - 值
    返回:
      若设置成功返回true

  - ### getWorldBorder

    @NotNull @NotNull WorldBorder getWorldBorder()
    获取这个世界的世界边界对象。

    原文： Gets the world border for this world.

    返回:
      这个世界的世界边界对象

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count)
    Spawns the particle (the number of times specified by count) at the target location.
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count)
    Spawns the particle (the number of times specified by count) at the target location.
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)

  - ### spawnParticle

    void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, @NotNull @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `location` - the location to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`
      `force` - whether to send the particle to players within an extended range and encourage their client to render it regardless of settings

  - ### spawnParticle

    <T> void spawnParticle(@NotNull @NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force)
    Spawns the particle (the number of times specified by count) at the target location. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
    类型参数:
      `T` - type of particle data (see `Particle.getDataType()`
    参数:
      `particle` - the particle to spawn
      `x` - the position on the x axis to spawn at
      `y` - the position on the y axis to spawn at
      `z` - the position on the z axis to spawn at
      `count` - the number of particles
      `offsetX` - the maximum random offset on the X axis
      `offsetY` - the maximum random offset on the Y axis
      `offsetZ` - the maximum random offset on the Z axis
      `extra` - the extra data for this particle, depends on the particle used (normally speed)
      `data` - the data to use for the particle or null, the type of this depends on `Particle.getDataType()`
      `force` - whether to send the particle to players within an extended range and encourage their client to render it regardless of settings

  - ### locateNearestStructure

    @Nullable @Deprecated @Nullable Location locateNearestStructure(@NotNull @NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored)
    已过时。
    Use `locateNearestStructure(Location, Structure, int, boolean)` or `locateNearestStructure(Location, StructureType, int, boolean)` instead.
    Find the closest nearby structure of a given `StructureType`. Finding unexplored structures can, and will, block if the world is looking in chunks that gave not generated yet. This can lead to the world temporarily freezing while locating an unexplored structure.

    The `radius` is not a rigid square radius. Each structure may alter how many chunks to check for each iteration. Do not assume that only a radius x radius chunk area will be checked. For example, `StructureType.WOODLAND_MANSION` can potentially check up to 20,000 blocks away (or more) regardless of the radius used.

    This will not load or generate chunks. This can also lead to instances where the server can hang if you are only looking for unexplored structures. This is because it will keep looking further and further out in order to find the structure.

    参数:
      `origin` - where to start looking for a structure
      `structureType` - the type of structure to find
      `radius` - the radius, in chunks, around which to search
      `findUnexplored` - true to only find unexplored structures
    返回:
      the closest `Location`, or null if no structure of the specified type exists.
    另请参阅:
      - `locateNearestStructure(Location, Structure, int, boolean)`
      - `locateNearestStructure(Location, StructureType, int, boolean)`

  - ### locateNearestStructure

    @Nullable @Nullable StructureSearchResult locateNearestStructure(@NotNull @NotNull Location origin, @NotNull @NotNull StructureType structureType, int radius, boolean findUnexplored)
    Find the closest nearby structure of a given `StructureType`. Finding unexplored structures can, and will, block if the world is looking in chunks that gave not generated yet. This can lead to the world temporarily freezing while locating an unexplored structure.

    The `radius` is not a rigid square radius. Each structure may alter how many chunks to check for each iteration. Do not assume that only a radius x radius chunk area will be checked. For example, `StructureType.WOODLAND_MANSION` can potentially check up to 20,000 blocks away (or more) regardless of the radius used.

    This will not load or generate chunks. This can also lead to instances where the server can hang if you are only looking for unexplored structures. This is because it will keep looking further and further out in order to find the structure.

    The difference between searching for a `StructureType` and a `Structure` is, that a `StructureType` can refer to multiple `Structures` while searching for a `Structure` while only search for the given `Structure`.

    参数:
      `origin` - where to start looking for a structure
      `structureType` - the type of structure to find
      `radius` - the radius, in chunks, around which to search
      `findUnexplored` - true to only find unexplored structures
    返回:
      the closest `Location` and `Structure`, or null if no structure of the specified type exists.
    另请参阅:
      - `locateNearestStructure(Location, Structure, int, boolean)`

  - ### locateNearestStructure

    @Nullable @Nullable StructureSearchResult locateNearestStructure(@NotNull @NotNull Location origin, @NotNull @NotNull Structure structure, int radius, boolean findUnexplored)
    Find the closest nearby structure of a given `Structure`. Finding unexplored structures can, and will, block if the world is looking in chunks that gave not generated yet. This can lead to the world temporarily freezing while locating an unexplored structure.

    The `radius` is not a rigid square radius. Each structure may alter how many chunks to check for each iteration. Do not assume that only a radius x radius chunk area will be checked. For example, `Structure.MANSION` can potentially check up to 20,000 blocks away (or more) regardless of the radius used.

    This will not load or generate chunks. This can also lead to instances where the server can hang if you are only looking for unexplored structures. This is because it will keep looking further and further out in order to find the structure.

    The difference between searching for a `StructureType` and a `Structure` is, that a `StructureType` can refer to multiple `Structures` while searching for a `Structure` while only search for the given `Structure`.

    参数:
      `origin` - where to start looking for a structure
      `structure` - the structure to find
      `radius` - the radius, in chunks, around which to search
      `findUnexplored` - true to only find unexplored structures
    返回:
      the closest `Location` and `Structure`, or null if no structure was found.
    另请参阅:
      - `locateNearestStructure(Location, StructureType, int, boolean)`

  - ### spigot

    @NotNull @NotNull World.Spigot spigot()

  - ### locateNearestBiome

    @Nullable @Nullable BiomeSearchResult locateNearestBiome(@NotNull @NotNull Location origin, int radius, @NotNull @NotNull Biome... biomes)
    Find the closest nearby location with a biome matching the provided `Biome`(s). Finding biomes can, and will, block if the world is looking in chunks that have not generated yet. This can lead to the world temporarily freezing while locating a biome.

    Note: This will not reflect changes made to the world after generation, this method only sees the biome at the time of world generation. This will not load or generate chunks.

    If multiple biomes are provided `BiomeSearchResult.getBiome()` will indicate which one was located.

    This method will use a horizontal interval of 32 and a vertical interval of 64, equal to the /locate command.

    参数:
      `origin` - where to start looking for a biome
      `radius` - the radius, in blocks, around which to search
      `biomes` - the biomes to search for
    返回:
      a BiomeSearchResult containing the closest `Location` and `Biome`, or null if no biome was found.
    另请参阅:
      - `locateNearestBiome(Location, int, int, int, Biome...)`

  - ### locateNearestBiome

    @Nullable @Nullable BiomeSearchResult locateNearestBiome(@NotNull @NotNull Location origin, int radius, int horizontalInterval, int verticalInterval, @NotNull @NotNull Biome... biomes)
    Find the closest nearby location with a biome matching the provided `Biome`(s). Finding biomes can, and will, block if the world is looking in chunks that have not generated yet. This can lead to the world temporarily freezing while locating a biome.

    Note: This will not reflect changes made to the world after generation, this method only sees the biome at the time of world generation. This will not load or generate chunks.

    If multiple biomes are provided `BiomeSearchResult.getBiome()` will indicate which one was located. Higher values for `horizontalInterval` and `verticalInterval` will result in faster searches, but may lead to small biomes being missed.

    参数:
      `origin` - where to start looking for a biome
      `radius` - the radius, in blocks, around which to search
      `horizontalInterval` - the horizontal distance between each check
      `verticalInterval` - the vertical distance between each check
      `biomes` - the biomes to search for
    返回:
      a BiomeSearchResult containing the closest `Location` and `Biome`, or null if no biome was found.
    另请参阅:
      - `locateNearestBiome(Location, int, Biome...)`

  - ### locateNearestRaid

    @Nullable @Nullable Raid locateNearestRaid(@NotNull @NotNull Location location, int radius)
    寻找与给定位置相距最近的袭击.

    原文:Finds the nearest raid close to the given location.

    参数:
      `location` - 源位置
      `radius` - 搜索半径
    返回:
      最近的`袭击`, 如果没有找到袭击事件返回null.

  - ### getRaids

    @NotNull @NotNull List<Raid> getRaids()
    获取本世界正在进行的所有袭击.

    原文:Gets all raids that are going on over this world.

    返回:
      本世界所有活跃的袭击

  - ### getEnderDragonBattle

    @Nullable @Nullable DragonBattle getEnderDragonBattle()
    Get the `DragonBattle` associated with this world. If this world's environment is not `World.Environment.THE_END`, null will be returned.

    If an end world, a dragon battle instance will be returned regardless of whether or not a dragon is present in the world or a fight sequence has been activated. The dragon battle instance acts as a state holder.

    返回:
      the dragon battle instance

  - ### getFeatureFlags

    @NotNull @NotNull Set<FeatureFlag> getFeatureFlags()
    Get all `FeatureFlag` enabled in this world.
    返回:
      all enabled `FeatureFlag`

  - ### getStructures

    @NotNull @NotNull Collection<GeneratedStructure> getStructures(int x, int z)
    Gets all generated structures that intersect the chunk at the given coordinates.
    If no structures are present an empty collection will be returned.
    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
    返回:
      a collection of placed structures in the chunk at the given coordinates

  - ### getStructures

    @NotNull @NotNull Collection<GeneratedStructure> getStructures(int x, int z, @NotNull @NotNull Structure structure)
    Gets all generated structures of a given `Structure` that intersect the chunk at the given coordinates.
    If no structures are present an empty collection will be returned.
    参数:
      `x` - X-coordinate of the chunk
      `z` - Z-coordinate of the chunk
      `structure` - the structure to find
    返回:
      a collection of placed structures in the chunk at the given coordinates