Package org.bukkit

Interface World

    • Method Detail

      • getBlockAt

        @NotNull
        Block getBlockAt​(int x,
                         int y,
                         int z)
        Gets the Block at the given coordinates
        Parameters:
        x - X-coordinate of the block
        y - Y-coordinate of the block
        z - Z-coordinate of the block
        Returns:
        Block at the given coordinates
      • getBlockAt

        @NotNull
        Block getBlockAt​(@NotNull
                         Location location)
        Gets the Block at the given Location
        Parameters:
        location - Location of the block
        Returns:
        Block at the given location
      • getHighestBlockYAt

        int getHighestBlockYAt​(int x,
                               int z)
        Gets the y coordinate of the lowest block at this position such that the block and all blocks above it are transparent for lighting purposes.
        Parameters:
        x - X-coordinate of the blocks
        z - Z-coordinate of the blocks
        Returns:
        Y-coordinate of the described block
      • getHighestBlockYAt

        int getHighestBlockYAt​(@NotNull
                               Location location)
        Gets the y coordinate of the lowest block at the given Location such that the block and all blocks above it are transparent for lighting purposes.
        Parameters:
        location - Location of the blocks
        Returns:
        Y-coordinate of the highest non-air block
      • getHighestBlockAt

        @NotNull
        Block getHighestBlockAt​(int x,
                                int z)
        Gets the lowest block at the given coordinates such that the block and all blocks above it are transparent for lighting purposes.
        Parameters:
        x - X-coordinate of the block
        z - Z-coordinate of the block
        Returns:
        Highest non-empty block
      • getHighestBlockAt

        @NotNull
        Block getHighestBlockAt​(@NotNull
                                Location location)
        Gets the lowest block at the given Location such that the block and all blocks above it are transparent for lighting purposes.
        Parameters:
        location - Coordinates to get the highest block
        Returns:
        Highest non-empty block
      • getChunkAt

        @NotNull
        Chunk getChunkAt​(int x,
                         int z)
        Gets the Chunk at the given coordinates
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        Chunk at the given coordinates
      • getChunkAt

        @NotNull
        Chunk getChunkAt​(@NotNull
                         Location location)
        Gets the Chunk at the given Location
        Parameters:
        location - Location of the chunk
        Returns:
        Chunk at the given location
      • getChunkAt

        @NotNull
        Chunk getChunkAt​(@NotNull
                         Block block)
        Gets the Chunk that contains the given Block
        Parameters:
        block - Block to get the containing chunk from
        Returns:
        The chunk that contains the given block
      • isChunkLoaded

        boolean isChunkLoaded​(@NotNull
                              Chunk chunk)
        Checks if the specified Chunk is loaded
        Parameters:
        chunk - The chunk to check
        Returns:
        true if the chunk is loaded, otherwise false
      • getLoadedChunks

        @NotNull
        Chunk[] getLoadedChunks()
        Gets an array of all loaded Chunks
        Returns:
        Chunk[] containing all loaded chunks
      • loadChunk

        void loadChunk​(@NotNull
                       Chunk chunk)
        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.

        Parameters:
        chunk - The chunk to load
      • isChunkLoaded

        boolean isChunkLoaded​(int x,
                              int z)
        Checks if the Chunk at the specified coordinates is loaded
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        true if the chunk is loaded, otherwise false
      • isChunkGenerated

        boolean isChunkGenerated​(int x,
                                 int z)
        Checks if the Chunk at the specified coordinates is generated
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        true if the chunk is generated, otherwise false
      • isChunkInUse

        @Deprecated
        boolean isChunkInUse​(int x,
                             int z)
        Deprecated.
        This method was added to facilitate chunk garbage collection. As of the current Minecraft version chunks are now strictly managed and will not be loaded for more than 1 tick unless they are in use.
        Checks if the Chunk at the specified coordinates is loaded and in use by one or more players
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        true if the chunk is loaded and in use by one or more players, otherwise false
      • loadChunk

        void loadChunk​(int x,
                       int z)
        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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
      • loadChunk

        boolean loadChunk​(int x,
                          int z,
                          boolean generate)
        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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        generate - Whether or not to generate a chunk if it doesn't already exist
        Returns:
        true if the chunk has loaded successfully, otherwise false
      • unloadChunk

        boolean unloadChunk​(@NotNull
                            Chunk chunk)
        Safely unloads and saves the Chunk at the specified coordinates

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

        Parameters:
        chunk - the chunk to unload
        Returns:
        true if the chunk has unloaded successfully, otherwise false
      • unloadChunk

        boolean unloadChunk​(int x,
                            int z)
        Safely unloads and saves the Chunk at the specified coordinates

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

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        true if the chunk has unloaded successfully, otherwise false
      • unloadChunk

        boolean unloadChunk​(int x,
                            int z,
                            boolean save)
        Safely unloads and optionally saves the Chunk at the specified coordinates.
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        save - Whether or not to save the chunk
        Returns:
        true if the chunk has unloaded successfully, otherwise false
      • unloadChunkRequest

        boolean unloadChunkRequest​(int x,
                                   int z)
        Safely queues the Chunk at the specified coordinates for unloading.
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        true is the queue attempt was successful, otherwise false
      • regenerateChunk

        @Deprecated
        boolean regenerateChunk​(int x,
                                int z)
        Deprecated.
        regenerating a single chunk is not likely to produce the same chunk as before as terrain decoration may be spread across chunks. Use of this method should be avoided as it is known to produce buggy results.
        Regenerates the Chunk at the specified coordinates
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        Whether the chunk was actually regenerated
      • refreshChunk

        @Deprecated
        boolean refreshChunk​(int x,
                             int z)
        Deprecated.
        This method is not guaranteed to work suitably across all client implementations.
        Resends the Chunk to all clients
        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        Whether the chunk was actually refreshed
      • 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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        forced - force load status
      • getForceLoadedChunks

        @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.

        Returns:
        unmodifiable collection of force loaded chunks
      • addPluginChunkTicket

        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.

        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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        plugin - Plugin which owns the ticket
        Returns:
        true if a plugin ticket was added, false if the ticket already exists for the plugin
        Throws:
        IllegalStateException - If the specified plugin is not enabled
        See Also:
        removePluginChunkTicket(int, int, Plugin)
      • removePluginChunkTicket

        boolean removePluginChunkTicket​(int x,
                                        int z,
                                        @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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        plugin - Plugin which owns the ticket
        Returns:
        true if the plugin ticket was removed, false if there is no plugin ticket for the chunk
        See Also:
        addPluginChunkTicket(int, int, Plugin)
      • removePluginChunkTickets

        void removePluginChunkTickets​(@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.

        Parameters:
        plugin - Specified plugin
        See Also:
        addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin)
      • getPluginChunkTickets

        @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.

        Parameters:
        x - X-coordinate of the chunk
        z - Z-coordinate of the chunk
        Returns:
        unmodifiable collection containing which plugins have tickets for the chunk
        See Also:
        addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin)
      • getPluginChunkTickets

        @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.

        Returns:
        unmodifiable map containing which plugins have tickets for what chunks
        See Also:
        addPluginChunkTicket(int, int, Plugin), removePluginChunkTicket(int, int, Plugin)
      • dropItem

        @NotNull
        Item dropItem​(@NotNull
                      Location location,
                      @NotNull
                      ItemStack item)
        Drops an item at the specified Location
        Parameters:
        location - Location to drop the item
        item - ItemStack to drop
        Returns:
        ItemDrop entity created as a result of this method
      • dropItemNaturally

        @NotNull
        Item dropItemNaturally​(@NotNull
                               Location location,
                               @NotNull
                               ItemStack item)
        Drops an item at the specified Location with a random offset
        Parameters:
        location - Location to drop the item
        item - ItemStack to drop
        Returns:
        ItemDrop entity created as a result of this method
      • spawnArrow

        @NotNull
        Arrow spawnArrow​(@NotNull
                         Location location,
                         @NotNull
                         Vector direction,
                         float speed,
                         float spread)
        Creates an Arrow entity at the given Location
        Parameters:
        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
        Returns:
        Arrow entity spawned as a result of this method
      • spawnArrow

        @NotNull
        <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
        Type Parameters:
        T - type of arrow to spawn
        Parameters:
        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
        Returns:
        Arrow entity spawned as a result of this method
      • generateTree

        boolean generateTree​(@NotNull
                             Location location,
                             @NotNull
                             TreeType type)
        Creates a tree at the given Location
        Parameters:
        location - Location to spawn the tree
        type - Type of the tree to create
        Returns:
        true if the tree was created successfully, otherwise false
      • generateTree

        boolean generateTree​(@NotNull
                             Location loc,
                             @NotNull
                             TreeType type,
                             @NotNull
                             BlockChangeDelegate delegate)
        Creates a tree at the given Location
        Parameters:
        loc - Location to spawn the tree
        type - Type of the tree to create
        delegate - A class to call for each block changed as a result of this method
        Returns:
        true if the tree was created successfully, otherwise false
      • spawnEntity

        @NotNull
        Entity spawnEntity​(@NotNull
                           Location loc,
                           @NotNull
                           EntityType type)
        Creates a entity at the given Location
        Parameters:
        loc - The location to spawn the entity
        type - The entity to spawn
        Returns:
        Resulting Entity of this method, or null if it was unsuccessful
      • strikeLightning

        @NotNull
        LightningStrike strikeLightning​(@NotNull
                                        Location loc)
        Strikes lightning at the given Location
        Parameters:
        loc - The location to strike lightning
        Returns:
        The lightning entity.
      • strikeLightningEffect

        @NotNull
        LightningStrike strikeLightningEffect​(@NotNull
                                              Location loc)
        Strikes lightning at the given Location without doing damage
        Parameters:
        loc - The location to strike lightning
        Returns:
        The lightning entity.
      • getEntities

        @NotNull
        List<Entity> getEntities()
        Get a list of all entities in this World
        Returns:
        A List of all Entities currently residing in this world
      • getLivingEntities

        @NotNull
        List<LivingEntity> getLivingEntities()
        Get a list of all living entities in this World
        Returns:
        A List of all LivingEntities currently residing in this world
      • getEntitiesByClass

        @Deprecated
        @NotNull
        <T extends EntityCollection<T> getEntitiesByClass​(@NotNull
                                                            Class<T>... classes)
        Deprecated.
        Get a collection of all entities in this World matching the given class/interface
        Type Parameters:
        T - an entity subclass
        Parameters:
        classes - The classes representing the types of entity to match
        Returns:
        A List of all Entities currently residing in this world that match the given class/interface
      • getEntitiesByClass

        @NotNull
        <T extends EntityCollection<T> getEntitiesByClass​(@NotNull
                                                            Class<T> cls)
        Get a collection of all entities in this World matching the given class/interface
        Type Parameters:
        T - an entity subclass
        Parameters:
        cls - The class representing the type of entity to match
        Returns:
        A List of all Entities currently residing in this world that match the given class/interface
      • getEntitiesByClasses

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

        @NotNull
        List<Player> getPlayers()
        Get a list of all players in this World
        Returns:
        A list of all Players currently residing in this world
      • getNearbyEntities

        @NotNull
        Collection<Entity> getNearbyEntities​(@NotNull
                                             Location location,
                                             double x,
                                             double y,
                                             double z)
        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.

        Parameters:
        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
        Returns:
        the collection of entities near location. This will always be a non-null collection.
      • getNearbyEntities

        @NotNull
        Collection<Entity> getNearbyEntities​(@NotNull
                                             Location location,
                                             double x,
                                             double y,
                                             double z,
                                             @Nullable
                                             Predicate<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.

        Parameters:
        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
        Returns:
        the collection of entities near location. This will always be a non-null collection.
      • getNearbyEntities

        @NotNull
        Collection<Entity> getNearbyEntities​(@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.

        Parameters:
        boundingBox - the bounding box
        Returns:
        the collection of entities within the bounding box, will always be a non-null collection
      • getNearbyEntities

        @NotNull
        Collection<Entity> getNearbyEntities​(@NotNull
                                             BoundingBox boundingBox,
                                             @Nullable
                                             Predicate<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.

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

        @Nullable
        RayTraceResult rayTraceEntities​(@NotNull
                                        Location start,
                                        @NotNull
                                        Vector direction,
                                        double maxDistance)
        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.

        Parameters:
        start - the start position
        direction - the ray direction
        maxDistance - the maximum distance
        Returns:
        the closest ray trace hit result, or null if there is no hit
        See Also:
        rayTraceEntities(Location, Vector, double, double, Predicate)
      • rayTraceEntities

        @Nullable
        RayTraceResult rayTraceEntities​(@NotNull
                                        Location start,
                                        @NotNull
                                        Vector direction,
                                        double maxDistance,
                                        double raySize)
        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.

        Parameters:
        start - the start position
        direction - the ray direction
        maxDistance - the maximum distance
        raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks
        Returns:
        the closest ray trace hit result, or null if there is no hit
        See Also:
        rayTraceEntities(Location, Vector, double, double, Predicate)
      • rayTraceEntities

        @Nullable
        RayTraceResult rayTraceEntities​(@NotNull
                                        Location start,
                                        @NotNull
                                        Vector direction,
                                        double maxDistance,
                                        @Nullable
                                        Predicate<Entity> filter)
        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.

        Parameters:
        start - the start position
        direction - the ray direction
        maxDistance - the maximum distance
        filter - only entities that fulfill this predicate are considered, or null to consider all entities
        Returns:
        the closest ray trace hit result, or null if there is no hit
        See Also:
        rayTraceEntities(Location, Vector, double, double, Predicate)
      • rayTraceEntities

        @Nullable
        RayTraceResult rayTraceEntities​(@NotNull
                                        Location start,
                                        @NotNull
                                        Vector direction,
                                        double maxDistance,
                                        double raySize,
                                        @Nullable
                                        Predicate<Entity> filter)
        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.

        Parameters:
        start - the start position
        direction - the ray direction
        maxDistance - the maximum distance
        raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks
        filter - only entities that fulfill this predicate are considered, or null to consider all entities
        Returns:
        the closest ray trace hit result, or null if there is no hit
      • rayTraceBlocks

        @Nullable
        RayTraceResult rayTraceBlocks​(@NotNull
                                      Location start,
                                      @NotNull
                                      Vector direction,
                                      double maxDistance)
        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.

        Parameters:
        start - the start location
        direction - the ray direction
        maxDistance - the maximum distance
        Returns:
        the ray trace hit result, or null if there is no hit
        See Also:
        rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
      • rayTraceBlocks

        @Nullable
        RayTraceResult rayTraceBlocks​(@NotNull
                                      Location start,
                                      @NotNull
                                      Vector direction,
                                      double maxDistance,
                                      @NotNull
                                      FluidCollisionMode fluidCollisionMode)
        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.

        Parameters:
        start - the start location
        direction - the ray direction
        maxDistance - the maximum distance
        fluidCollisionMode - the fluid collision mode
        Returns:
        the ray trace hit result, or null if there is no hit
        See Also:
        rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)
      • rayTraceBlocks

        @Nullable
        RayTraceResult rayTraceBlocks​(@NotNull
                                      Location start,
                                      @NotNull
                                      Vector direction,
                                      double maxDistance,
                                      @NotNull
                                      FluidCollisionMode fluidCollisionMode,
                                      boolean ignorePassableBlocks)
        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.

        Parameters:
        start - the start location
        direction - the ray direction
        maxDistance - the maximum distance
        fluidCollisionMode - the fluid collision mode
        ignorePassableBlocks - whether to ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..)
        Returns:
        the ray trace hit result, or null if there is no hit
      • rayTrace

        @Nullable
        RayTraceResult rayTrace​(@NotNull
                                Location start,
                                @NotNull
                                Vector direction,
                                double maxDistance,
                                @NotNull
                                FluidCollisionMode fluidCollisionMode,
                                boolean ignorePassableBlocks,
                                double raySize,
                                @Nullable
                                Predicate<Entity> filter)
        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.

        Parameters:
        start - the start location
        direction - the ray direction
        maxDistance - the maximum distance
        fluidCollisionMode - the fluid collision mode
        ignorePassableBlocks - whether to ignore passable but collidable blocks (ex. tall grass, signs, fluids, ..)
        raySize - entity bounding boxes will be uniformly expanded (or shrinked) by this value before doing collision checks
        filter - only entities that fulfill this predicate are considered, or null to consider all entities
        Returns:
        the closest ray trace hit result with either a block or an entity, or null if there is no hit
      • getName

        @NotNull
        String getName()
        Gets the unique name of this world
        Returns:
        Name of this world
      • getUID

        @NotNull
        UUID getUID()
        Gets the Unique ID of this world
        Returns:
        Unique ID of this world.
      • getSpawnLocation

        @NotNull
        Location getSpawnLocation()
        Gets the default spawn Location of this world
        Returns:
        The spawn location of this world
      • setSpawnLocation

        @NotNull
        boolean setSpawnLocation​(@NotNull
                                 Location location)
        Sets the spawn location of the world.
        The location provided must be equal to this world.
        Parameters:
        location - The Location to set the spawn for this world at.
        Returns:
        True if it was successfully set.
      • setSpawnLocation

        boolean setSpawnLocation​(int x,
                                 int y,
                                 int z)
        Sets the spawn location of the world
        Parameters:
        x - X coordinate
        y - Y coordinate
        z - Z coordinate
        Returns:
        True if it was successfully set.
      • getTime

        long getTime()
        Gets the relative in-game time of this world.

        The relative time is analogous to hours * 1000

        Returns:
        The current relative time
        See Also:
        Returns an absolute time of this world
      • setTime

        void setTime​(long time)
        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)

        Parameters:
        time - The new relative time to set the in-game time to (in hours*1000)
        See Also:
        Sets the absolute time of this world
      • setFullTime

        void setFullTime​(long time)
        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

        Parameters:
        time - The new absolute time to set this world to
        See Also:
        Sets the relative time of this world
      • hasStorm

        boolean hasStorm()
        Returns whether the world has an ongoing storm.
        Returns:
        Whether there is an ongoing storm
      • setStorm

        void setStorm​(boolean hasStorm)
        Set whether there is a storm. A duration will be set for the new current conditions.
        Parameters:
        hasStorm - Whether there is rain and snow
      • getWeatherDuration

        int getWeatherDuration()
        Get the remaining time in ticks of the current conditions.
        Returns:
        Time in ticks
      • setWeatherDuration

        void setWeatherDuration​(int duration)
        Set the remaining time in ticks of the current conditions.
        Parameters:
        duration - Time in ticks
      • isThundering

        boolean isThundering()
        Returns whether there is thunder.
        Returns:
        Whether there is thunder
      • setThundering

        void setThundering​(boolean thundering)
        Set whether it is thundering.
        Parameters:
        thundering - Whether it is thundering
      • getThunderDuration

        int getThunderDuration()
        Get the thundering duration.
        Returns:
        Duration in ticks
      • setThunderDuration

        void setThunderDuration​(int duration)
        Set the thundering duration.
        Parameters:
        duration - Duration in ticks
      • createExplosion

        boolean createExplosion​(double x,
                                double y,
                                double z,
                                float power)
        Creates explosion at given coordinates with given power
        Parameters:
        x - X coordinate
        y - Y coordinate
        z - Z coordinate
        power - The power of explosion, where 4F is TNT
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        boolean createExplosion​(double x,
                                double y,
                                double z,
                                float power,
                                boolean setFire)
        Creates explosion at given coordinates with given power and optionally setting blocks on fire.
        Parameters:
        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
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        boolean createExplosion​(double x,
                                double y,
                                double z,
                                float power,
                                boolean setFire,
                                boolean breakBlocks)
        Creates explosion at given coordinates with given power and optionally setting blocks on fire or breaking blocks.
        Parameters:
        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
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        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.
        Parameters:
        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
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        boolean createExplosion​(@NotNull
                                Location loc,
                                float power)
        Creates explosion at given coordinates with given power
        Parameters:
        loc - Location to blow up
        power - The power of explosion, where 4F is TNT
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        boolean createExplosion​(@NotNull
                                Location loc,
                                float power,
                                boolean setFire)
        Creates explosion at given coordinates with given power and optionally setting blocks on fire.
        Parameters:
        loc - Location to blow up
        power - The power of explosion, where 4F is TNT
        setFire - Whether or not to set blocks on fire
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        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.
        Parameters:
        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
        Returns:
        false if explosion was canceled, otherwise true
      • createExplosion

        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.
        Parameters:
        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
        Returns:
        false if explosion was canceled, otherwise true
      • getSeed

        long getSeed()
        Gets the Seed for this world.
        Returns:
        This worlds Seed
      • getPVP

        boolean getPVP()
        Gets the current PVP setting for this world.
        Returns:
        True if PVP is enabled
      • setPVP

        void setPVP​(boolean pvp)
        Sets the PVP setting for this world.
        Parameters:
        pvp - True/False whether PVP should be Enabled.
      • getGenerator

        @Nullable
        ChunkGenerator getGenerator()
        Gets the chunk generator for this world
        Returns:
        ChunkGenerator associated with this world
      • save

        void save()
        Saves world to disk
      • getPopulators

        @NotNull
        List<BlockPopulator> getPopulators()
        Gets a list of all applied BlockPopulators for this World
        Returns:
        List containing any or none BlockPopulators
      • spawn

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

        void playEffect​(@NotNull
                        Location location,
                        @NotNull
                        Effect effect,
                        int data)
        Plays an effect to all players within a default radius around a given location.
        Parameters:
        location - the Location around which players must be to hear the sound
        effect - the Effect
        data - a data bit needed for some effects
      • playEffect

        void playEffect​(@NotNull
                        Location location,
                        @NotNull
                        Effect effect,
                        int data,
                        int radius)
        Plays an effect to all players within a given radius around a location.
        Parameters:
        location - the Location around which players must be to hear the effect
        effect - the Effect
        data - a data bit needed for some effects
        radius - the radius around the location
      • playEffect

        <T> void playEffect​(@NotNull
                            Location location,
                            @NotNull
                            Effect effect,
                            @Nullable
                            T data)
        Plays an effect to all players within a default radius around a given location.
        Type Parameters:
        T - data dependant on the type of effect
        Parameters:
        location - the Location around which players must be to hear the sound
        effect - the Effect
        data - a data bit needed for some effects
      • playEffect

        <T> void playEffect​(@NotNull
                            Location location,
                            @NotNull
                            Effect effect,
                            @Nullable
                            T data,
                            int radius)
        Plays an effect to all players within a given radius around a location.
        Type Parameters:
        T - data dependant on the type of effect
        Parameters:
        location - the Location around which players must be to hear the effect
        effect - the Effect
        data - a data bit needed for some effects
        radius - the radius around the location
      • getEmptyChunkSnapshot

        @NotNull
        ChunkSnapshot getEmptyChunkSnapshot​(int x,
                                            int z,
                                            boolean includeBiome,
                                            boolean includeBiomeTemp)
        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.
        Parameters:
        x - - chunk x coordinate
        z - - chunk z coordinate
        includeBiome - - if true, snapshot includes per-coordinate biome type
        includeBiomeTemp - - if true, snapshot includes per-coordinate raw biome temperature
        Returns:
        The empty snapshot.
      • setSpawnFlags

        void setSpawnFlags​(boolean allowMonsters,
                           boolean allowAnimals)
        Sets the spawn flags for this.
        Parameters:
        allowMonsters - - if true, monsters are allowed to spawn in this world.
        allowAnimals - - if true, animals are allowed to spawn in this world.
      • getAllowAnimals

        boolean getAllowAnimals()
        Gets whether animals can spawn in this world.
        Returns:
        whether animals can spawn in this world.
      • getAllowMonsters

        boolean getAllowMonsters()
        Gets whether monsters can spawn in this world.
        Returns:
        whether monsters can spawn in this world.
      • getBiome

        @NotNull
        Biome getBiome​(int x,
                       int z)
        Gets the biome for the given block coordinates.
        Parameters:
        x - X coordinate of the block
        z - Z coordinate of the block
        Returns:
        Biome of the requested block
      • setBiome

        void setBiome​(int x,
                      int z,
                      @NotNull
                      Biome bio)
        Sets the biome for the given block coordinates
        Parameters:
        x - X coordinate of the block
        z - Z coordinate of the block
        bio - new Biome type for this block
      • getTemperature

        double getTemperature​(int x,
                              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.

        Parameters:
        x - X coordinate of the block
        z - Z coordinate of the block
        Returns:
        Temperature of the requested block
      • getHumidity

        double getHumidity​(int x,
                           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.

        Parameters:
        x - X coordinate of the block
        z - Z coordinate of the block
        Returns:
        Humidity of the requested block
      • getMaxHeight

        int getMaxHeight()
        Gets the maximum height of this world.

        If the max height is 100, there are only blocks from y=0 to y=99.

        Returns:
        Maximum height of the world
      • getSeaLevel

        int getSeaLevel()
        Gets the sea level for this world.

        This is often half of getMaxHeight()

        Returns:
        Sea level
      • getKeepSpawnInMemory

        boolean getKeepSpawnInMemory()
        Gets whether the world's spawn area should be kept loaded into memory or not.
        Returns:
        true if the world's spawn area will be kept loaded into memory.
      • setKeepSpawnInMemory

        void setKeepSpawnInMemory​(boolean keepLoaded)
        Sets whether the world's spawn area should be kept loaded into memory or not.
        Parameters:
        keepLoaded - if true then the world's spawn area will be kept loaded into memory.
      • isAutoSave

        boolean isAutoSave()
        Gets whether or not the world will automatically save
        Returns:
        true if the world will automatically save, otherwise false
      • setAutoSave

        void setAutoSave​(boolean value)
        Sets whether or not the world will automatically save
        Parameters:
        value - true if the world should automatically save, otherwise false
      • setDifficulty

        void setDifficulty​(@NotNull
                           Difficulty difficulty)
        Sets the Difficulty of the world.
        Parameters:
        difficulty - the new difficulty you want to set the world to
      • getDifficulty

        @NotNull
        Difficulty getDifficulty()
        Gets the Difficulty of the world.
        Returns:
        The difficulty of the world.
      • getWorldFolder

        @NotNull
        File getWorldFolder()
        Gets the folder of this world on disk.
        Returns:
        The folder of this world.
      • getWorldType

        @Nullable
        WorldType getWorldType()
        Gets the type of this world.
        Returns:
        Type of this world.
      • canGenerateStructures

        boolean canGenerateStructures()
        Gets whether or not structures are being generated.
        Returns:
        True if structures are being generated.
      • getTicksPerAnimalSpawns

        long getTicksPerAnimalSpawns()
        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.

        Returns:
        The world's ticks per animal spawns value
      • setTicksPerAnimalSpawns

        void setTicksPerAnimalSpawns​(int ticksPerAnimalSpawns)
        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.

        Parameters:
        ticksPerAnimalSpawns - the ticks per animal spawns value you want to set the world to
      • getTicksPerMonsterSpawns

        long getTicksPerMonsterSpawns()
        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.

        Returns:
        The world's ticks per monster spawns value
      • setTicksPerMonsterSpawns

        void setTicksPerMonsterSpawns​(int ticksPerMonsterSpawns)
        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.

        Parameters:
        ticksPerMonsterSpawns - the ticks per monster spawns value you want to set the world to
      • getMonsterSpawnLimit

        int getMonsterSpawnLimit()
        Gets limit for number of monsters that can spawn in a chunk in this world
        Returns:
        The monster spawn limit
      • setMonsterSpawnLimit

        void setMonsterSpawnLimit​(int limit)
        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.

        Parameters:
        limit - the new mob limit
      • getAnimalSpawnLimit

        int getAnimalSpawnLimit()
        Gets the limit for number of animals that can spawn in a chunk in this world
        Returns:
        The animal spawn limit
      • setAnimalSpawnLimit

        void setAnimalSpawnLimit​(int limit)
        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.

        Parameters:
        limit - the new mob limit
      • getWaterAnimalSpawnLimit

        int getWaterAnimalSpawnLimit()
        Gets the limit for number of water animals that can spawn in a chunk in this world
        Returns:
        The water animal spawn limit
      • setWaterAnimalSpawnLimit

        void setWaterAnimalSpawnLimit​(int limit)
        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.

        Parameters:
        limit - the new mob limit
      • getAmbientSpawnLimit

        int getAmbientSpawnLimit()
        Gets the limit for number of ambient mobs that can spawn in a chunk in this world
        Returns:
        The ambient spawn limit
      • setAmbientSpawnLimit

        void setAmbientSpawnLimit​(int limit)
        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.

        Parameters:
        limit - the new mob limit
      • playSound

        void playSound​(@NotNull
                       Location location,
                       @NotNull
                       Sound 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.

        Parameters:
        location - The location 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
                       Location location,
                       @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.

        Parameters:
        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
                       Location location,
                       @NotNull
                       Sound sound,
                       @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.

        Parameters:
        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
                       Location location,
                       @NotNull
                       String sound,
                       @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.

        Parameters:
        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
      • getGameRules

        @NotNull
        String[] getGameRules()
        Get an array containing the names of all the GameRules.
        Returns:
        An array of GameRule names.
      • getGameRuleValue

        @Deprecated
        @Contract("null -> null; !null -> !null")
        @Nullable
        String getGameRuleValue​(@Nullable
                                String rule)
        Deprecated.
        Gets the current state of the specified rule

        Will return null if rule passed is null

        Parameters:
        rule - Rule to look up value of
        Returns:
        String value of rule
      • setGameRuleValue

        @Deprecated
        boolean setGameRuleValue​(@NotNull
                                 String rule,
                                 @NotNull
                                 String value)
        Deprecated.
        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.

        Parameters:
        rule - Rule to set
        value - Value to set rule to
        Returns:
        True if rule was set
      • isGameRule

        boolean isGameRule​(@NotNull
                           String rule)
        Checks if string is a valid game rule
        Parameters:
        rule - Rule to check
        Returns:
        True if rule exists
      • getGameRuleValue

        @Nullable
        <T> T getGameRuleValue​(@NotNull
                               GameRule<T> rule)
        Get the current value for a given GameRule.
        Type Parameters:
        T - the GameRule's type
        Parameters:
        rule - the GameRule to check
        Returns:
        the current value
      • getGameRuleDefault

        @Nullable
        <T> T getGameRuleDefault​(@NotNull
                                 GameRule<T> rule)
        Get the default value for a given GameRule. This value is not guaranteed to match the current value.
        Type Parameters:
        T - the type of GameRule
        Parameters:
        rule - the rule to return a default value for
        Returns:
        the default value
      • setGameRule

        <T> boolean setGameRule​(@NotNull
                                GameRule<T> rule,
                                @NotNull
                                T newValue)
        Set the given GameRule's new value.
        Type Parameters:
        T - the value type of the GameRule
        Parameters:
        rule - the GameRule to update
        newValue - the new value
        Returns:
        true if the value was successfully set
      • getWorldBorder

        @NotNull
        WorldBorder getWorldBorder()
        Gets the world border for this world.
        Returns:
        The world border for this world.
      • spawnParticle

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

        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.
        Parameters:
        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
                               Particle particle,
                               @NotNull
                               Location location,
                               int count,
                               @Nullable
                               T data)
        Spawns the particle (the number of times specified by count) at the target location.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                               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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                           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. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
        Parameters:
        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
                           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.
        Parameters:
        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
                               Particle particle,
                               @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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                               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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                           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. The position of each particle will be randomized positively and negatively by the offset parameters on each axis.
        Parameters:
        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
                           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.
        Parameters:
        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
                               Particle particle,
                               @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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                               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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                               Particle particle,
                               @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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
                               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.
        Type Parameters:
        T - type of particle data (see Particle.getDataType()
        Parameters:
        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
        Location locateNearestStructure​(@NotNull
                                        Location origin,
                                        @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.

        Parameters:
        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
        Returns:
        the closest Location, or null if no structure of the specified type exists.
      • getViewDistance

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

        @Nullable
        Raid locateNearestRaid​(@NotNull
                               Location location,
                               int radius)
        Finds the nearest raid close to the given location.
        Parameters:
        location - the origin location
        radius - the radius
        Returns:
        the closest Raid, or null if no raids were found
      • getRaids

        @NotNull
        List<Raid> getRaids()
        Gets all raids that are going on over this world.
        Returns:
        the list of all active raids