Metadatable, PluginMessageRecipientpublic interface World extends PluginMessageRecipient, Metadatable
| Modifier and Type | Interface | Description | 
|---|---|---|
| static interface  | World.ChunkLoadCallback | Deprecated.
 Use either the Future or the Consumer based methods | 
| static class  | World.Environment | Represents various map environment types that a world may be | 
| static class  | World.Spigot | 
| Modifier and Type | Method | Description | 
|---|---|---|
| boolean | addPluginChunkTicket(int x,
                    int z,
                    Plugin plugin) | Adds a plugin ticket for the specified chunk, loading the chunk if it is
 not already loaded. | 
| boolean | canGenerateStructures() | Gets whether or not structures are being generated. | 
| boolean | createExplosion(double x,
               double y,
               double z,
               float power) | Creates explosion at given coordinates with given power | 
| 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. | 
| 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. | 
| boolean | createExplosion(double x,
               double y,
               double z,
               float power,
               boolean setFire,
               boolean breakBlocks,
               Entity source) | Creates explosion at given coordinates with given power and optionally
 setting blocks on fire or breaking blocks. | 
| default boolean | createExplosion(Entity source,
               float power) | Creates explosion at given entities location with given power and optionally
 setting blocks on fire, with the specified entity as the source. | 
| default boolean | createExplosion(Entity source,
               float power,
               boolean setFire) | Creates explosion at given entities location with given power and optionally
 setting blocks on fire, with the specified entity as the source. | 
| default boolean | createExplosion(Entity source,
               float power,
               boolean setFire,
               boolean breakBlocks) | Creates explosion at given entities location with given power and optionally
 setting blocks on fire, with the specified entity as the source. | 
| default boolean | createExplosion(Entity source,
               Location loc,
               float power) | Creates explosion at given location with given power, with the specified entity as the source. | 
| default boolean | createExplosion(Entity source,
               Location loc,
               float power,
               boolean setFire) | Creates explosion at given location with given power and optionally
 setting blocks on fire, with the specified entity as the source. | 
| boolean | createExplosion(Entity source,
               Location loc,
               float power,
               boolean setFire,
               boolean breakBlocks) | Creates explosion at given location with given power and optionally
 setting blocks on fire, with the specified entity as the source. | 
| boolean | createExplosion(Location loc,
               float power) | Creates explosion at given coordinates with given power | 
| boolean | createExplosion(Location loc,
               float power,
               boolean setFire) | Creates explosion at given coordinates with given power and optionally
 setting blocks on fire. | 
| boolean | createExplosion(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(Location loc,
               float power,
               boolean setFire,
               boolean breakBlocks,
               Entity source) | Creates explosion at given coordinates with given power and optionally
 setting blocks on fire or breaking blocks. | 
| Item | dropItem(Location location,
        ItemStack item) | Drops an item at the specified  Location | 
| Item | dropItemNaturally(Location location,
                 ItemStack item) | Drops an item at the specified  Locationwith a random offset | 
| boolean | generateTree(Location location,
            TreeType type) | Creates a tree at the given  Location | 
| boolean | generateTree(Location loc,
            TreeType type,
            BlockChangeDelegate delegate) | Creates a tree at the given  Location | 
| boolean | getAllowAnimals() | Gets whether animals can spawn in this world. | 
| boolean | getAllowMonsters() | Gets whether monsters can spawn in this world. | 
| int | getAmbientSpawnLimit() | Gets the limit for number of ambient mobs that can spawn in a chunk in
 this world | 
| int | getAnimalSpawnLimit() | Gets the limit for number of animals that can spawn in a chunk in this
 world | 
| Biome | getBiome(int x,
        int z) | Gets the biome for the given block coordinates. | 
| Block | getBlockAt(int x,
          int y,
          int z) | Gets the  Blockat the given coordinates | 
| Block | getBlockAt(Location location) | |
| default Block | getBlockAtKey(long key) | Gets the  Blockat the given block key | 
| Chunk | getChunkAt(int x,
          int z) | Gets the  Chunkat the given coordinates | 
| default Chunk | getChunkAt(long chunkKey) | Gets the chunk at the specified chunk key, which is the X and Z packed into a long. | 
| Chunk | getChunkAt(Block block) | |
| Chunk | getChunkAt(Location location) | |
| default CompletableFuture<Chunk> | getChunkAtAsync(int x,
               int z) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| CompletableFuture<Chunk> | getChunkAtAsync(int x,
               int z,
               boolean gen) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default void | getChunkAtAsync(int x,
               int z,
               boolean gen,
               Consumer<Chunk> cb) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default void | getChunkAtAsync(int x,
               int z,
               Consumer<Chunk> cb) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default void | getChunkAtAsync(int x,
               int z,
               World.ChunkLoadCallback cb) | Deprecated.
 Use either the Future or the Consumer based methods | 
| default CompletableFuture<Chunk> | getChunkAtAsync(Block block) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default CompletableFuture<Chunk> | getChunkAtAsync(Block block,
               boolean gen) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default void | getChunkAtAsync(Block block,
               boolean gen,
               Consumer<Chunk> cb) | |
| default void | getChunkAtAsync(Block block,
               Consumer<Chunk> cb) | |
| default void | getChunkAtAsync(Block block,
               World.ChunkLoadCallback cb) | Deprecated.
 Use either the Future or the Consumer based methods | 
| default CompletableFuture<Chunk> | getChunkAtAsync(Location loc) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default CompletableFuture<Chunk> | getChunkAtAsync(Location loc,
               boolean gen) | Requests a  Chunkto be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time. | 
| default void | getChunkAtAsync(Location loc,
               boolean gen,
               Consumer<Chunk> cb) | |
| default void | getChunkAtAsync(Location loc,
               Consumer<Chunk> cb) | |
| default void | getChunkAtAsync(Location loc,
               World.ChunkLoadCallback cb) | Deprecated.
 Use either the Future or the Consumer based methods | 
| int | getChunkCount() | |
| Difficulty | getDifficulty() | Gets the Difficulty of the world. | 
| ChunkSnapshot | getEmptyChunkSnapshot(int x,
                     int z,
                     boolean includeBiome,
                     boolean includeBiomeTemp) | Get empty chunk snapshot (equivalent to all air blocks), optionally
 including valid biome data. | 
| List<Entity> | getEntities() | Get a list of all entities in this World | 
| <T extends Entity> | getEntitiesByClass(Class<T> cls) | Get a collection of all entities in this World matching the given
 class/interface | 
| <T extends Entity> | getEntitiesByClass(Class<T>... classes) | Deprecated. | 
| Collection<Entity> | getEntitiesByClasses(Class<?>... classes) | Get a collection of all entities in this World matching any of the
 given classes/interfaces | 
| Entity | getEntity(UUID uuid) | Gets an entity in this world by its UUID | 
| int | getEntityCount() | |
| World.Environment | getEnvironment() | Gets the  World.Environmenttype of this world | 
| Collection<Chunk> | getForceLoadedChunks() | Returns all force loaded chunks in this world. | 
| long | getFullTime() | Gets the full in-game time on this world | 
| <T> T | getGameRuleDefault(GameRule<T> rule) | Get the default value for a given  GameRule. | 
| String[] | getGameRules() | Get an array containing the names of all the  GameRules. | 
| String | getGameRuleValue(String rule) | Deprecated.
 use  getGameRuleValue(GameRule)instead | 
| <T> T | getGameRuleValue(GameRule<T> rule) | Get the current value for a given  GameRule. | 
| ChunkGenerator | getGenerator() | Gets the chunk generator for this world | 
| 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. | 
| default Block | getHighestBlockAt(int x,
                 int z,
                 HeightmapType heightmap) | Returns the highest  Blockat the specified block coordinates that match the specified heightmap's conditions. | 
| Block | getHighestBlockAt(Location location) | Gets the lowest block at the given  Locationsuch that the block
 and all blocks above it are transparent for lighting purposes. | 
| default Block | getHighestBlockAt(Location location,
                 HeightmapType heightmap) | Returns the highest  Blockat the specified block coordinates that match the specified heightmap's conditions. | 
| 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. | 
| int | getHighestBlockYAt(int x,
                  int z,
                  HeightmapType heightmap) | Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions. | 
| int | getHighestBlockYAt(Location location) | Gets the y coordinate of the lowest block at the given  Locationsuch that the block and all blocks above it are transparent for lighting
 purposes. | 
| default int | getHighestBlockYAt(Location location,
                  HeightmapType heightmap) | Returns the highest block's y-coordinate at the specified block coordinates that match the specified heightmap's conditions. | 
| double | getHumidity(int x,
           int z) | Gets the humidity for the given block coordinates. | 
| boolean | getKeepSpawnInMemory() | Gets whether the world's spawn area should be kept loaded into memory
 or not. | 
| List<LivingEntity> | getLivingEntities() | Get a list of all living entities in this World | 
| Chunk[] | getLoadedChunks() | Gets an array of all loaded  Chunks | 
| default Location | getLocationAtKey(long key) | Gets the  Locationat the given block key | 
| int | getMaxHeight() | Gets the maximum height of this world. | 
| int | getMonsterSpawnLimit() | Gets limit for number of monsters that can spawn in a chunk in this
 world | 
| String | getName() | Gets the unique name of this world | 
| Collection<Entity> | getNearbyEntities(Location location,
                 double x,
                 double y,
                 double z) | Returns a list of entities within a bounding box centered around a
 Location. | 
| Collection<Entity> | getNearbyEntities(Location location,
                 double x,
                 double y,
                 double z,
                 Predicate<Entity> filter) | Returns a list of entities within a bounding box centered around a
 Location. | 
| Collection<Entity> | getNearbyEntities(BoundingBox boundingBox) | Returns a list of entities within the given bounding box. | 
| Collection<Entity> | getNearbyEntities(BoundingBox boundingBox,
                 Predicate<Entity> filter) | Returns a list of entities within the given bounding box. | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends Entity> clazz,
                       Location loc,
                       double xRadius,
                       double yRadius,
                       double zRadius,
                       Predicate<T> predicate) | Gets all nearby entities of the specified type, within the specified radius (bounding box) | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends T> clazz,
                       Location loc,
                       double radius) | Gets all nearby entities of the specified type, within the specified radius (bounding box) | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends T> clazz,
                       Location loc,
                       double xzRadius,
                       double yRadius) | Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box) | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends T> clazz,
                       Location loc,
                       double xRadius,
                       double yRadius,
                       double zRadius) | Gets all nearby entities of the specified type, within the specified radius (bounding box) | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends T> clazz,
                       Location loc,
                       double xzRadius,
                       double yRadius,
                       Predicate<T> predicate) | Gets all nearby entities of the specified type, within the specified radius, with x and x radius matching (bounding box) | 
| default <T extends Entity> | getNearbyEntitiesByType(Class<? extends T> clazz,
                       Location loc,
                       double radius,
                       Predicate<T> predicate) | Gets all nearby entities of the specified type, within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double radius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double xzRadius,
                       double yRadius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double xRadius,
                       double yRadius,
                       double zRadius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double xRadius,
                       double yRadius,
                       double zRadius,
                       Predicate<LivingEntity> predicate) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double xzRadius,
                       double yRadius,
                       Predicate<LivingEntity> predicate) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<LivingEntity> | getNearbyLivingEntities(Location loc,
                       double radius,
                       Predicate<LivingEntity> predicate) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double radius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double xzRadius,
                double yRadius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double xRadius,
                double yRadius,
                double zRadius) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double xRadius,
                double yRadius,
                double zRadius,
                Predicate<Player> predicate) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double xzRadius,
                double yRadius,
                Predicate<Player> predicate) | Gets nearby players within the specified radius (bounding box) | 
| default Collection<Player> | getNearbyPlayers(Location loc,
                double radius,
                Predicate<Player> predicate) | Gets nearby players within the specified radius (bounding box) | 
| int | getPlayerCount() | |
| List<Player> | getPlayers() | Get a list of all players in this World | 
| Map<Plugin,Collection<Chunk>> | getPluginChunkTickets() | Returns a map of which plugins have tickets for what chunks. | 
| Collection<Plugin> | getPluginChunkTickets(int x,
                     int z) | Retrieves a collection specifying which plugins have tickets for the
 specified chunk. | 
| List<BlockPopulator> | getPopulators() | Gets a list of all applied  BlockPopulators for this World | 
| boolean | getPVP() | Gets the current PVP setting for this world. | 
| List<Raid> | getRaids() | Gets all raids that are going on over this world. | 
| int | getSeaLevel() | Gets the sea level for this world. | 
| long | getSeed() | Gets the Seed for this world. | 
| Location | getSpawnLocation() | Gets the default spawn  Locationof this world | 
| double | getTemperature(int x,
              int z) | Gets the temperature for the given block coordinates. | 
| int | getThunderDuration() | Get the thundering duration. | 
| int | getTickableTileEntityCount() | |
| long | getTicksPerAnimalSpawns() | Gets the world's ticks per animal spawns value | 
| long | getTicksPerMonsterSpawns() | Gets the world's ticks per monster spawns value | 
| int | getTileEntityCount() | |
| long | getTime() | Gets the relative in-game time of this world. | 
| UUID | getUID() | Gets the Unique ID of this world | 
| int | getViewDistance() | Returns the view distance used for this world. | 
| int | getWaterAnimalSpawnLimit() | Gets the limit for number of water animals that can spawn in a chunk in
 this world | 
| int | getWeatherDuration() | Get the remaining time in ticks of the current conditions. | 
| WorldBorder | getWorldBorder() | Gets the world border for this world. | 
| File | getWorldFolder() | Gets the folder of this world on disk. | 
| WorldType | getWorldType() | Gets the type of this world. | 
| boolean | hasStorm() | Returns whether the world has an ongoing storm. | 
| boolean | isAutoSave() | Gets whether or not the world will automatically save | 
| boolean | isChunkForceLoaded(int x,
                  int z) | Gets whether the chunk at the specified chunk coordinates is force
 loaded. | 
| boolean | isChunkGenerated(int x,
                int z) | Checks if the  Chunkat the specified coordinates is generated | 
| default boolean | isChunkGenerated(long chunkKey) | Checks if a  Chunkhas been generated at the specified chunk key,
 which is the X and Z packed into a long. | 
| boolean | isChunkInUse(int x,
            int z) | Deprecated.
 This method was added to facilitate chunk garbage collection. | 
| boolean | isChunkLoaded(int x,
             int z) | Checks if the  Chunkat the specified coordinates is loaded | 
| boolean | isChunkLoaded(Chunk chunk) | Checks if the specified  Chunkis loaded | 
| boolean | isDayTime() | Check if it is currently daytime in this world | 
| boolean | isGameRule(String rule) | Checks if string is a valid game rule | 
| boolean | isThundering() | Returns whether there is thunder. | 
| void | loadChunk(int x,
         int z) | Loads the  Chunkat the specified coordinates. | 
| boolean | loadChunk(int x,
         int z,
         boolean generate) | Loads the  Chunkat the specified coordinates. | 
| void | loadChunk(Chunk chunk) | Loads the specified  Chunk. | 
| Raid | locateNearestRaid(Location location,
                 int radius) | Finds the nearest raid close to the given location. | 
| Location | locateNearestStructure(Location origin,
                      StructureType structureType,
                      int radius,
                      boolean findUnexplored) | Find the closest nearby structure of a given  StructureType. | 
| void | playEffect(Location location,
          Effect effect,
          int data) | Plays an effect to all players within a default radius around a given
 location. | 
| void | playEffect(Location location,
          Effect effect,
          int data,
          int radius) | Plays an effect to all players within a given radius around a location. | 
| <T> void | playEffect(Location location,
          Effect effect,
          T data) | Plays an effect to all players within a default radius around a given
 location. | 
| <T> void | playEffect(Location location,
          Effect effect,
          T data,
          int radius) | Plays an effect to all players within a given radius around a location. | 
| void | playSound(Location location,
         String sound,
         float volume,
         float pitch) | Play a Sound at the provided Location in the World. | 
| void | playSound(Location location,
         String sound,
         SoundCategory category,
         float volume,
         float pitch) | Play a Sound at the provided Location in the World. | 
| void | playSound(Location location,
         Sound sound,
         float volume,
         float pitch) | Play a Sound at the provided Location in the World | 
| void | playSound(Location location,
         Sound sound,
         SoundCategory category,
         float volume,
         float pitch) | Play a Sound at the provided Location in the World. | 
| RayTraceResult | rayTrace(Location start,
        Vector direction,
        double maxDistance,
        FluidCollisionMode fluidCollisionMode,
        boolean ignorePassableBlocks,
        double raySize,
        Predicate<Entity> filter) | Performs a ray trace that checks for both block and entity collisions. | 
| RayTraceResult | rayTraceBlocks(Location start,
              Vector direction,
              double maxDistance) | Performs a ray trace that checks for block collisions using the blocks'
 precise collision shapes. | 
| RayTraceResult | rayTraceBlocks(Location start,
              Vector direction,
              double maxDistance,
              FluidCollisionMode fluidCollisionMode) | Performs a ray trace that checks for block collisions using the blocks'
 precise collision shapes. | 
| RayTraceResult | rayTraceBlocks(Location start,
              Vector direction,
              double maxDistance,
              FluidCollisionMode fluidCollisionMode,
              boolean ignorePassableBlocks) | Performs a ray trace that checks for block collisions using the blocks'
 precise collision shapes. | 
| RayTraceResult | rayTraceEntities(Location start,
                Vector direction,
                double maxDistance) | Performs a ray trace that checks for entity collisions. | 
| RayTraceResult | rayTraceEntities(Location start,
                Vector direction,
                double maxDistance,
                double raySize) | Performs a ray trace that checks for entity collisions. | 
| RayTraceResult | rayTraceEntities(Location start,
                Vector direction,
                double maxDistance,
                double raySize,
                Predicate<Entity> filter) | Performs a ray trace that checks for entity collisions. | 
| RayTraceResult | rayTraceEntities(Location start,
                Vector direction,
                double maxDistance,
                Predicate<Entity> filter) | Performs a ray trace that checks for entity collisions. | 
| boolean | refreshChunk(int x,
            int z) | Deprecated.
 This method is not guaranteed to work suitably across all client implementations. | 
| 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. | 
| boolean | removePluginChunkTicket(int x,
                       int z,
                       Plugin plugin) | Removes the specified plugin's ticket for the specified chunk | 
| void | removePluginChunkTickets(Plugin plugin) | Removes all plugin tickets for the specified plugin | 
| void | save() | Saves world to disk | 
| void | setAmbientSpawnLimit(int limit) | Sets the limit for number of ambient mobs that can spawn in a chunk in
 this world | 
| void | setAnimalSpawnLimit(int limit) | Sets the limit for number of animals that can spawn in a chunk in this
 world | 
| void | setAutoSave(boolean value) | Sets whether or not the world will automatically save | 
| void | setBiome(int x,
        int z,
        Biome bio) | Sets the biome for the given block coordinates | 
| void | setChunkForceLoaded(int x,
                   int z,
                   boolean forced) | Sets whether the chunk at the specified chunk coordinates is force
 loaded. | 
| void | setDifficulty(Difficulty difficulty) | Sets the Difficulty of the world. | 
| void | setFullTime(long time) | Sets the in-game time on the server | 
| <T> boolean | setGameRule(GameRule<T> rule,
           T newValue) | Set the given  GameRule's new value. | 
| boolean | setGameRuleValue(String rule,
                String value) | Deprecated.
 use  setGameRule(GameRule, Object)instead. | 
| void | setKeepSpawnInMemory(boolean keepLoaded) | Sets whether the world's spawn area should be kept loaded into memory
 or not. | 
| void | setMonsterSpawnLimit(int limit) | Sets the limit for number of monsters that can spawn in a chunk in this
 world | 
| void | setPVP(boolean pvp) | Sets the PVP setting for this world. | 
| void | setSpawnFlags(boolean allowMonsters,
             boolean allowAnimals) | Sets the spawn flags for this. | 
| boolean | setSpawnLocation(int x,
                int y,
                int z) | Sets the spawn location of the world | 
| boolean | setSpawnLocation(Location location) | Sets the spawn location of the world. | 
| void | setStorm(boolean hasStorm) | Set whether there is a storm. | 
| void | setThunderDuration(int duration) | Set the thundering duration. | 
| void | setThundering(boolean thundering) | Set whether it is thundering. | 
| void | setTicksPerAnimalSpawns(int ticksPerAnimalSpawns) | Sets the world's ticks per animal spawns value | 
| void | setTicksPerMonsterSpawns(int ticksPerMonsterSpawns) | Sets the world's ticks per monster spawns value | 
| void | setTime(long time) | Sets the relative in-game time on the server. | 
| void | setWaterAnimalSpawnLimit(int limit) | Sets the limit for number of water animals that can spawn in a chunk in
 this world | 
| void | setWeatherDuration(int duration) | Set the remaining time in ticks of the current conditions. | 
| <T extends Entity> | spawn(Location location,
     Class<T> clazz) | Spawn an entity of a specific class at the given  Location | 
| <T extends Entity> | spawn(Location location,
     Class<T> clazz,
     Consumer<T> function) | Spawn an entity of a specific class at the given  Location, with
 the supplied function run before the entity is added to the world. | 
| Arrow | spawnArrow(Location location,
          Vector direction,
          float speed,
          float spread) | |
| <T extends AbstractArrow> | spawnArrow(Location location,
          Vector direction,
          float speed,
          float spread,
          Class<T> clazz) | Creates an arrow entity of the given class at the given  Location | 
| Entity | spawnEntity(Location loc,
           EntityType type) | Creates a entity at the given  Location | 
| FallingBlock | spawnFallingBlock(Location location,
                 BlockData data) | |
| FallingBlock | spawnFallingBlock(Location location,
                 MaterialData data) | |
| FallingBlock | spawnFallingBlock(Location location,
                 Material material,
                 byte data) | Deprecated.
 Magic value | 
| void | spawnParticle(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(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(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. | 
| default <T> void | spawnParticle(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(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(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(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. | 
| default <T> void | spawnParticle(Particle particle,
             List<Player> receivers,
             Player source,
             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(Particle particle,
             List<Player> receivers,
             Player source,
             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. | 
| void | spawnParticle(Particle particle,
             Location location,
             int count) | Spawns the particle (the number of times specified by count)
 at the target location. | 
| void | spawnParticle(Particle particle,
             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(Particle particle,
             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(Particle particle,
             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(Particle particle,
             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(Particle particle,
             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(Particle particle,
             Location location,
             int count,
             T data) | Spawns the particle (the number of times specified by count)
 at the target location. | 
| World.Spigot | spigot() | |
| LightningStrike | strikeLightning(Location loc) | Strikes lightning at the given  Location | 
| LightningStrike | strikeLightningEffect(Location loc) | Strikes lightning at the given  Locationwithout doing damage | 
| boolean | unloadChunk(int x,
           int z) | Safely unloads and saves the  Chunkat the specified coordinates | 
| boolean | unloadChunk(int x,
           int z,
           boolean save) | Safely unloads and optionally saves the  Chunkat the specified
 coordinates. | 
| boolean | unloadChunk(Chunk chunk) | Safely unloads and saves the  Chunkat the specified coordinates | 
| boolean | unloadChunkRequest(int x,
                  int z) | Safely queues the  Chunkat the specified coordinates for
 unloading. | 
getMetadata, hasMetadata, removeMetadata, setMetadatagetListeningPluginChannels, sendPluginMessageint getEntityCount()
int getTileEntityCount()
int getTickableTileEntityCount()
int getChunkCount()
int getPlayerCount()
@NotNull Block getBlockAt(int x, int y, int z)
Block at the given coordinatesx - X-coordinate of the blocky - Y-coordinate of the blockz - Z-coordinate of the block@NotNull Block getBlockAt(@NotNull Location location)
location - Location of the block@NotNull default Block getBlockAtKey(long key)
Block at the given block keykey - The block key. See Block.getBlockKey()Block.getBlockKey(int, int, int)@NotNull default Location getLocationAtKey(long key)
Location at the given block keykey - The block key. See Location.toBlockKey()Block.getBlockKey(int, int, int)int getHighestBlockYAt(int x,
                       int z)
x - X-coordinate of the blocksz - Z-coordinate of the blocksint getHighestBlockYAt(@NotNull
                       Location location)
Location
 such that the block and all blocks above it are transparent for lighting
 purposes.location - Location of the blocks@NotNull Block getHighestBlockAt(int x, int z)
x - X-coordinate of the blockz - Z-coordinate of the block@NotNull Block getHighestBlockAt(@NotNull Location location)
Location such that the block
 and all blocks above it are transparent for lighting purposes.location - Coordinates to get the highest blockint getHighestBlockYAt(int x,
                       int z,
                       @NotNull
                       HeightmapType heightmap)
                throws UnsupportedOperationException
 implNote: Implementations are recommended to use an iterative search as a fallback before resorting to
 throwing an UnsupportedOperationException.
 
x - The block's x-coordinate.z - The block's z-coordinate.heightmap - The specified heightmap to use. See HeightmapTypeUnsupportedOperationException - If the heightmap type is not supported.HeightmapTypedefault int getHighestBlockYAt(@NotNull
                               Location location,
                               @NotNull
                               HeightmapType heightmap)
                        throws UnsupportedOperationException
 implNote: Implementations are recommended to use an iterative search as a fallback before resorting to
 throwing an UnsupportedOperationException.
 
location - The specified block coordinates.heightmap - The specified heightmap to use. See HeightmapTypelocation that matches the specified heightmap's conditions.UnsupportedOperationException - If the heightmap type is not supported.HeightmapType@NotNull default Block getHighestBlockAt(int x, int z, @NotNull HeightmapType heightmap) throws UnsupportedOperationException
Block at the specified block coordinates that match the specified heightmap's conditions.
 
 implNote: Implementations are recommended to use an iterative search as a fallback before resorting to
 throwing an UnsupportedOperationException.
 
x - The block's x-coordinate.z - The block's z-coordinate.heightmap - The specified heightmap to use. See HeightmapTypeBlock at (x, z) that matches the specified heightmap's conditions.UnsupportedOperationException - If the heightmap type is not supported.HeightmapType@NotNull default Block getHighestBlockAt(@NotNull Location location, @NotNull HeightmapType heightmap) throws UnsupportedOperationException
Block at the specified block coordinates that match the specified heightmap's conditions.
 Note that the y-coordinate of the specified location is ignored.
 
 implNote: Implementations are recommended to use an iterative search as a fallback before resorting to
 throwing an UnsupportedOperationException.
 
location - The specified block coordinates.heightmap - The specified heightmap to use. See HeightmapTypeBlock at location that matches the specified heightmap's conditions.UnsupportedOperationException - If the heightmap type is not supported.HeightmapType@NotNull Chunk getChunkAt(int x, int z)
Chunk at the given coordinatesx - X-coordinate of the chunkz - Z-coordinate of the chunk@NotNull Chunk getChunkAt(@NotNull Location location)
location - Location of the chunk@NotNull Chunk getChunkAt(@NotNull Block block)
block - Block to get the containing chunk from@NotNull default Chunk getChunkAt(long chunkKey)
Chunk.getChunkKey() for easy access to the key, or you may calculate it as:
 long chunkKey = (long) chunkX & 0xffffffffL | ((long) chunkZ & 0xffffffffL) >> 32;chunkKey - The Chunk Key to look up the chunk bydefault boolean isChunkGenerated(long chunkKey)
Chunk has been generated at the specified chunk key,
 which is the X and Z packed into a long.chunkKey - The Chunk Key to look up the chunk by@Deprecated default void getChunkAtAsync(int x, int z, @NotNull World.ChunkLoadCallback cb)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The World.ChunkLoadCallback will always be executed synchronously
 on the main Server Thread.x - Chunk X-coordinate of the chunk - (world coordinate / 16)z - Chunk Z-coordinate of the chunk - (world coordinate / 16)cb - Callback to receive the chunk when it is loaded.
           will be executed synchronously@Deprecated default void getChunkAtAsync(@NotNull Location loc, @NotNull World.ChunkLoadCallback cb)
Chunk to be loaded at the given Location
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The World.ChunkLoadCallback will always be executed synchronously
 on the main Server Thread.loc - Location of the chunkcb - Callback to receive the chunk when it is loaded.
           will be executed synchronously@Deprecated default void getChunkAtAsync(@NotNull Block block, @NotNull World.ChunkLoadCallback cb)
Chunk to be loaded that contains the given Block
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The World.ChunkLoadCallback will always be executed synchronously
 on the main Server Thread.block - Block to get the containing chunk fromcb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(int x,
                             int z,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.x - Chunk X-coordinate of the chunk - (world coordinate / 16)z - Chunk Z-coordinate of the chunk - (world coordinate / 16)cb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(int x,
                             int z,
                             boolean gen,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.x - Chunk X-coordinate of the chunk - (world coordinate / 16)z - Chunk Z-coordinate of the chunk - (world coordinate / 16)gen - Should we generate a chunk if it doesn't exists or notcb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(@NotNull
                             Location loc,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded at the given Location
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.loc - Location of the chunkcb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(@NotNull
                             Location loc,
                             boolean gen,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded at the given Location
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.loc - Location of the chunkgen - Should the chunk generatecb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(@NotNull
                             Block block,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded that contains the given Block
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.block - Block to get the containing chunk fromcb - Callback to receive the chunk when it is loaded.
           will be executed synchronouslydefault void getChunkAtAsync(@NotNull
                             Block block,
                             boolean gen,
                             @NotNull
                             Consumer<Chunk> cb)
Chunk to be loaded that contains the given Block
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The Consumer will always be executed synchronously
 on the main Server Thread.block - Block to get the containing chunk fromgen - Should the chunk generatecb - Callback to receive the chunk when it is loaded.
           will be executed synchronously@NotNull default CompletableFuture<Chunk> getChunkAtAsync(@NotNull Location loc)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.loc - Location to load the corresponding chunk from@NotNull default CompletableFuture<Chunk> getChunkAtAsync(@NotNull Location loc, boolean gen)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.loc - Location to load the corresponding chunk fromgen - Should the chunk generate@NotNull default CompletableFuture<Chunk> getChunkAtAsync(@NotNull Block block)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.block - Block to load the corresponding chunk from@NotNull default CompletableFuture<Chunk> getChunkAtAsync(@NotNull Block block, boolean gen)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.block - Block to load the corresponding chunk fromgen - Should the chunk generate@NotNull default CompletableFuture<Chunk> getChunkAtAsync(int x, int z)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.x - X Coordz - Z Coord@NotNull CompletableFuture<Chunk> getChunkAtAsync(int x, int z, boolean gen)
Chunk to be loaded at the given coordinates
 This method makes no guarantee on how fast the chunk will load,
 and will return the chunk to the callback at a later time.
 You should use this method if you need a chunk but do not need it
 immediately, and you wish to let the server control the speed
 of chunk loads, keeping performance in mind.
 The future will always be executed synchronously
 on the main Server Thread.x - Chunk X-coordinate of the chunk - (world coordinate / 16)z - Chunk Z-coordinate of the chunk - (world coordinate / 16)gen - Should we generate a chunk if it doesn't exists or notboolean isChunkLoaded(@NotNull
                      Chunk chunk)
Chunk is loadedchunk - The chunk to check@NotNull Chunk[] getLoadedChunks()
Chunksvoid loadChunk(@NotNull
               Chunk chunk)
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.
chunk - The chunk to loadboolean isChunkLoaded(int x,
                      int z)
Chunk at the specified coordinates is loadedx - X-coordinate of the chunkz - Z-coordinate of the chunkboolean isChunkGenerated(int x,
                         int z)
Chunk at the specified coordinates is generatedx - X-coordinate of the chunkz - Z-coordinate of the chunk@Deprecated boolean isChunkInUse(int x, int z)
Chunk at the specified coordinates is loaded and
 in use by one or more playersx - X-coordinate of the chunkz - Z-coordinate of the chunkvoid loadChunk(int x,
               int z)
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.
x - X-coordinate of the chunkz - Z-coordinate of the chunkboolean loadChunk(int x,
                  int z,
                  boolean generate)
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.
x - X-coordinate of the chunkz - Z-coordinate of the chunkgenerate - Whether or not to generate a chunk if it doesn't
     already existboolean unloadChunk(@NotNull
                    Chunk chunk)
Chunk at the specified coordinates
 
 This method is analogous to unloadChunk(int, int, boolean)
 where save is true.
chunk - the chunk to unloadboolean unloadChunk(int x,
                    int z)
Chunk at the specified coordinates
 
 This method is analogous to unloadChunk(int, int, boolean)
 where save is true.
x - X-coordinate of the chunkz - Z-coordinate of the chunkboolean unloadChunk(int x,
                    int z,
                    boolean save)
Chunk at the specified
 coordinates.x - X-coordinate of the chunkz - Z-coordinate of the chunksave - Whether or not to save the chunkboolean unloadChunkRequest(int x,
                           int z)
Chunk at the specified coordinates for
 unloading.x - X-coordinate of the chunkz - Z-coordinate of the chunk@Deprecated boolean regenerateChunk(int x, int z)
Chunk at the specified coordinatesx - X-coordinate of the chunkz - Z-coordinate of the chunk@Deprecated boolean refreshChunk(int x, int z)
Chunk to all clientsx - X-coordinate of the chunkz - Z-coordinate of the chunkboolean isChunkForceLoaded(int x,
                           int z)
A force loaded chunk will not be unloaded due to lack of player activity.
x - X-coordinate of the chunkz - Z-coordinate of the chunkvoid setChunkForceLoaded(int x,
                         int z,
                         boolean forced)
A force loaded chunk will not be unloaded due to lack of player activity.
x - X-coordinate of the chunkz - Z-coordinate of the chunkforced - force load status@NotNull Collection<Chunk> getForceLoadedChunks()
A force loaded chunk will not be unloaded due to lack of player activity.
boolean addPluginChunkTicket(int x,
                             int z,
                             @NotNull
                             Plugin 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.
x - X-coordinate of the chunkz - Z-coordinate of the chunkplugin - Plugin which owns the tickettrue if a plugin ticket was added, false if the
 ticket already exists for the pluginIllegalStateException - If the specified plugin is not enabledremovePluginChunkTicket(int, int, Plugin)boolean removePluginChunkTicket(int x,
                                int z,
                                @NotNull
                                Plugin 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.
x - X-coordinate of the chunkz - Z-coordinate of the chunkplugin - Plugin which owns the tickettrue if the plugin ticket was removed, false if
 there is no plugin ticket for the chunkaddPluginChunkTicket(int, int, Plugin)void removePluginChunkTickets(@NotNull
                              Plugin 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.
plugin - Specified pluginaddPluginChunkTicket(int, int, Plugin), 
removePluginChunkTicket(int, int, Plugin)@NotNull Collection<Plugin> getPluginChunkTickets(int x, int z)
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.
x - X-coordinate of the chunkz - Z-coordinate of the chunkaddPluginChunkTicket(int, int, Plugin), 
removePluginChunkTicket(int, int, Plugin)@NotNull Map<Plugin,Collection<Chunk>> getPluginChunkTickets()
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.
addPluginChunkTicket(int, int, Plugin), 
removePluginChunkTicket(int, int, Plugin)@NotNull Item dropItem(@NotNull Location location, @NotNull ItemStack item)
Locationlocation - Location to drop the itemitem - ItemStack to drop@NotNull Item dropItemNaturally(@NotNull Location location, @NotNull ItemStack item)
Location with a random offsetlocation - Location to drop the itemitem - ItemStack to drop@NotNull Arrow spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread)
location - Location to spawn the arrowdirection - Direction to shoot the arrow inspeed - Speed of the arrow. A recommend speed is 0.6spread - Spread of the arrow. A recommend spread is 12@NotNull <T extends AbstractArrow> T spawnArrow(@NotNull Location location, @NotNull Vector direction, float speed, float spread, @NotNull Class<T> clazz)
LocationT - type of arrow to spawnlocation - Location to spawn the arrowdirection - Direction to shoot the arrow inspeed - Speed of the arrow. A recommend speed is 0.6spread - Spread of the arrow. A recommend spread is 12clazz - the Entity class for the arrow
 SpectralArrow,Arrow,TippedArrowboolean generateTree(@NotNull
                     Location location,
                     @NotNull
                     TreeType type)
Locationlocation - Location to spawn the treetype - Type of the tree to createboolean generateTree(@NotNull
                     Location loc,
                     @NotNull
                     TreeType type,
                     @NotNull
                     BlockChangeDelegate delegate)
Locationloc - Location to spawn the treetype - Type of the tree to createdelegate - A class to call for each block changed as a result of
     this method@NotNull Entity spawnEntity(@NotNull Location loc, @NotNull EntityType type)
Locationloc - The location to spawn the entitytype - The entity to spawn@NotNull LightningStrike strikeLightning(@NotNull Location loc)
Locationloc - The location to strike lightning@NotNull LightningStrike strikeLightningEffect(@NotNull Location loc)
Location without doing damageloc - The location to strike lightning@NotNull List<Entity> getEntities()
@NotNull List<LivingEntity> getLivingEntities()
@Deprecated @NotNull <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T>... classes)
T - an entity subclassclasses - The classes representing the types of entity to match@NotNull <T extends Entity> Collection<T> getEntitiesByClass(@NotNull Class<T> cls)
T - an entity subclasscls - The class representing the type of entity to match@NotNull Collection<Entity> getEntitiesByClasses(@NotNull Class<?>... classes)
classes - The classes representing the types of entity to match@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double radius)
loc - Center locationradius - Radius@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double xzRadius, double yRadius)
loc - Center locationxzRadius - X/Z RadiusyRadius - Y Radius@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double xRadius, double yRadius, double zRadius)
loc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z radius@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double radius, @Nullable Predicate<LivingEntity> predicate)
loc - Center locationradius - X Radiuspredicate - a predicate used to filter results@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double xzRadius, double yRadius, @Nullable Predicate<LivingEntity> predicate)
loc - Center locationxzRadius - X/Z RadiusyRadius - Y Radiuspredicate - a predicate used to filter results@NotNull default Collection<LivingEntity> getNearbyLivingEntities(@NotNull Location loc, double xRadius, double yRadius, double zRadius, @Nullable Predicate<LivingEntity> predicate)
loc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z radiuspredicate - a predicate used to filter results@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double radius)
loc - Center locationradius - X/Y/Z Radius@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double xzRadius, double yRadius)
loc - Center locationxzRadius - X/Z RadiusyRadius - Y Radius@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double xRadius, double yRadius, double zRadius)
loc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z Radius@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double radius, @Nullable Predicate<Player> predicate)
loc - Center locationradius - X/Y/Z Radiuspredicate - a predicate used to filter results@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double xzRadius, double yRadius, @Nullable Predicate<Player> predicate)
loc - Center locationxzRadius - X/Z RadiusyRadius - Y Radiuspredicate - a predicate used to filter results@NotNull default Collection<Player> getNearbyPlayers(@NotNull Location loc, double xRadius, double yRadius, double zRadius, @Nullable Predicate<Player> predicate)
loc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z Radiuspredicate - a predicate used to filter results@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends T> clazz, @NotNull Location loc, double radius)
T - the entity typeclazz - Type to filter byloc - Center locationradius - X/Y/Z radius to search within@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends T> clazz, @NotNull Location loc, double xzRadius, double yRadius)
T - the entity typeclazz - Type to filter byloc - Center locationxzRadius - X/Z radius to search withinyRadius - Y radius to search within@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends T> clazz, @NotNull Location loc, double xRadius, double yRadius, double zRadius)
T - the entity typeclazz - Type to filter byloc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z Radius@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends T> clazz, @NotNull Location loc, double radius, @Nullable Predicate<T> predicate)
T - the entity typeclazz - Type to filter byloc - Center locationradius - X/Y/Z radius to search withinpredicate - a predicate used to filter results@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends T> clazz, @NotNull Location loc, double xzRadius, double yRadius, @Nullable Predicate<T> predicate)
T - the entity typeclazz - Type to filter byloc - Center locationxzRadius - X/Z radius to search withinyRadius - Y radius to search withinpredicate - a predicate used to filter results@NotNull default <T extends Entity> Collection<T> getNearbyEntitiesByType(@Nullable Class<? extends Entity> clazz, @NotNull Location loc, double xRadius, double yRadius, double zRadius, @Nullable Predicate<T> predicate)
T - the entity typeclazz - Type to filter byloc - Center locationxRadius - X RadiusyRadius - Y RadiuszRadius - Z Radiuspredicate - a predicate used to filter results@NotNull List<Player> getPlayers()
@NotNull Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.
location - The center of the bounding boxx - 1/2 the size of the box along x axisy - 1/2 the size of the box along y axisz - 1/2 the size of the box along z axis@Nullable Entity getEntity(@NotNull UUID uuid)
uuid - the UUID of the entity@NotNull Collection<Entity> getNearbyEntities(@NotNull Location location, double x, double y, double z, @Nullable Predicate<Entity> filter)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.
location - The center of the bounding boxx - 1/2 the size of the box along x axisy - 1/2 the size of the box along y axisz - 1/2 the size of the box along z axisfilter - only entities that fulfill this predicate are considered,
     or null to consider all entities@NotNull Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.
boundingBox - the bounding box@NotNull Collection<Entity> getNearbyEntities(@NotNull BoundingBox boundingBox, @Nullable Predicate<Entity> filter)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the size of the search bounding box.
boundingBox - the bounding boxfilter - only entities that fulfill this predicate are considered,
     or null to consider all entities@Nullable RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.
start - the start positiondirection - the ray directionmaxDistance - the maximum distancenull if there
     is no hitrayTraceEntities(Location, Vector, double, double, Predicate)@Nullable RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.
start - the start positiondirection - the ray directionmaxDistance - the maximum distanceraySize - entity bounding boxes will be uniformly expanded (or
     shrinked) by this value before doing collision checksnull if there
     is no hitrayTraceEntities(Location, Vector, double, double, Predicate)@Nullable RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, @Nullable Predicate<Entity> filter)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.
start - the start positiondirection - the ray directionmaxDistance - the maximum distancefilter - only entities that fulfill this predicate are considered,
     or null to consider all entitiesnull if there
     is no hitrayTraceEntities(Location, Vector, double, double, Predicate)@Nullable RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<Entity> filter)
This may not consider entities in currently unloaded chunks. Some implementations may impose artificial restrictions on the maximum distance.
start - the start positiondirection - the ray directionmaxDistance - the maximum distanceraySize - entity bounding boxes will be uniformly expanded (or
     shrinked) by this value before doing collision checksfilter - only entities that fulfill this predicate are considered,
     or null to consider all entitiesnull if there
     is no hit@Nullable RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance)
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.
start - the start locationdirection - the ray directionmaxDistance - the maximum distancenull if there is no hitrayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)@Nullable RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode)
This takes collisions with passable blocks into account.
This may cause loading of chunks! Some implementations may impose artificial restrictions on the maximum distance.
start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modenull if there is no hitrayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)@Nullable RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks)
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.
start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeignorePassableBlocks - whether to ignore passable but collidable
     blocks (ex. tall grass, signs, fluids, ..)null if there is no hit@Nullable RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<Entity> filter)
 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.
start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeignorePassableBlocks - 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 checksfilter - only entities that fulfill this predicate are considered,
     or null to consider all entitiesnull if there is no hit@NotNull String getName()
@NotNull UUID getUID()
@NotNull Location getSpawnLocation()
Location of this world@NotNull
boolean setSpawnLocation(@NotNull
                         Location location)
location - The Location to set the spawn for this world at.boolean setSpawnLocation(int x,
                         int y,
                         int z)
x - X coordinatey - Y coordinatez - Z coordinatelong getTime()
The relative time is analogous to hours * 1000
Returns an absolute time of this worldvoid setTime(long time)
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)
time - The new relative time to set the in-game time to (in
     hours*1000)Sets the absolute time of this worldlong getFullTime()
Returns a relative time of this worldvoid setFullTime(long time)
Note that this sets the full time of the world, which may cause adverse effects such as breaking redstone clocks and any scheduled events
time - The new absolute time to set this world toSets the relative time of this worldboolean isDayTime()
boolean hasStorm()
void setStorm(boolean hasStorm)
hasStorm - Whether there is rain and snowint getWeatherDuration()
void setWeatherDuration(int duration)
duration - Time in ticksboolean isThundering()
void setThundering(boolean thundering)
thundering - Whether it is thunderingint getThunderDuration()
void setThunderDuration(int duration)
duration - Duration in ticksboolean createExplosion(double x,
                        double y,
                        double z,
                        float power)
x - X coordinatey - Y coordinatez - Z coordinatepower - The power of explosion, where 4F is TNTboolean createExplosion(double x,
                        double y,
                        double z,
                        float power,
                        boolean setFire)
x - X coordinatey - Y coordinatez - Z coordinatepower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on fireboolean createExplosion(double x,
                        double y,
                        double z,
                        float power,
                        boolean setFire,
                        boolean breakBlocks)
x - X coordinatey - Y coordinatez - Z coordinatepower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyedboolean createExplosion(double x,
                        double y,
                        double z,
                        float power,
                        boolean setFire,
                        boolean breakBlocks,
                        @Nullable
                        Entity source)
x - X coordinatey - Y coordinatez - Z coordinatepower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyedsource - the source entity, used for tracking damageboolean createExplosion(@NotNull
                        Location loc,
                        float power)
loc - Location to blow uppower - The power of explosion, where 4F is TNTboolean createExplosion(@NotNull
                        Location loc,
                        float power,
                        boolean setFire)
loc - Location to blow uppower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on fireboolean createExplosion(@Nullable
                        Entity source,
                        @NotNull
                        Location loc,
                        float power,
                        boolean setFire,
                        boolean breakBlocks)
source - The source entity of the explosionloc - Location to blow uppower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyeddefault boolean createExplosion(@Nullable
                                Entity source,
                                @NotNull
                                Location loc,
                                float power,
                                boolean setFire)
source - The source entity of the explosionloc - Location to blow uppower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firedefault boolean createExplosion(@Nullable
                                Entity source,
                                @NotNull
                                Location loc,
                                float power)
source - The source entity of the explosionloc - Location to blow uppower - The power of explosion, where 4F is TNTdefault boolean createExplosion(@NotNull
                                Entity source,
                                float power,
                                boolean setFire,
                                boolean breakBlocks)
source - The source entity of the explosionpower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyeddefault boolean createExplosion(@NotNull
                                Entity source,
                                float power,
                                boolean setFire)
source - The source entity of the explosionpower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firedefault boolean createExplosion(@NotNull
                                Entity source,
                                float power)
source - The source entity of the explosionpower - The power of explosion, where 4F is TNTboolean createExplosion(@NotNull
                        Location loc,
                        float power,
                        boolean setFire,
                        boolean breakBlocks)
loc - Location to blow uppower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyedboolean createExplosion(@NotNull
                        Location loc,
                        float power,
                        boolean setFire,
                        boolean breakBlocks,
                        @Nullable
                        Entity source)
loc - Location to blow uppower - The power of explosion, where 4F is TNTsetFire - Whether or not to set blocks on firebreakBlocks - Whether or not to have blocks be destroyedsource - the source entity, used for tracking damage@NotNull World.Environment getEnvironment()
World.Environment type of this worldlong getSeed()
boolean getPVP()
void setPVP(boolean pvp)
pvp - True/False whether PVP should be Enabled.@Nullable ChunkGenerator getGenerator()
void save()
@NotNull List<BlockPopulator> getPopulators()
BlockPopulators for this World@NotNull <T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz) throws IllegalArgumentException
LocationT - the class of the Entity to spawnlocation - the Location to spawn the entity atclazz - the class of the Entity to spawnEntityIllegalArgumentException - if either parameter is null or the
     Entity requested cannot be spawned@NotNull <T extends Entity> T spawn(@NotNull Location location, @NotNull Class<T> clazz, @Nullable Consumer<T> function) throws IllegalArgumentException
Location, with
 the supplied function run before the entity is added to the world.
 T - the class of the Entity to spawnlocation - the Location to spawn the entity atclazz - the class of the Entity to spawnfunction - the function to be run before the entity is spawned.EntityIllegalArgumentException - if either parameter is null or the
     Entity requested cannot be spawned@NotNull FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull MaterialData data) throws IllegalArgumentException
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.
location - The Location to spawn the FallingBlockdata - The block dataFallingBlock instanceIllegalArgumentException - if Location or MaterialData are null or Material of the MaterialData is not a block@NotNull FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull BlockData data) throws IllegalArgumentException
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.
location - The Location to spawn the FallingBlockdata - The block dataFallingBlock instanceIllegalArgumentException - if Location or BlockData are null@Deprecated @NotNull FallingBlock spawnFallingBlock(@NotNull Location location, @NotNull Material material, byte data) throws IllegalArgumentException
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.
location - The Location to spawn the FallingBlockmaterial - The block Material typedata - The block dataFallingBlock instanceIllegalArgumentException - if Location or Material are null or Material is not a blockvoid playEffect(@NotNull
                Location location,
                @NotNull
                Effect effect,
                int data)
void playEffect(@NotNull
                Location location,
                @NotNull
                Effect effect,
                int data,
                int radius)
<T> void playEffect(@NotNull
                    Location location,
                    @NotNull
                    Effect effect,
                    @Nullable
                    T data)
<T> void playEffect(@NotNull
                    Location location,
                    @NotNull
                    Effect effect,
                    @Nullable
                    T data,
                    int radius)
@NotNull ChunkSnapshot getEmptyChunkSnapshot(int x, int z, boolean includeBiome, boolean includeBiomeTemp)
x - - chunk x coordinatez - - chunk z coordinateincludeBiome - - if true, snapshot includes per-coordinate biome
     typeincludeBiomeTemp - - if true, snapshot includes per-coordinate
     raw biome temperaturevoid setSpawnFlags(boolean allowMonsters,
                   boolean allowAnimals)
allowMonsters - - if true, monsters are allowed to spawn in this
     world.allowAnimals - - if true, animals are allowed to spawn in this
     world.boolean getAllowAnimals()
boolean getAllowMonsters()
@NotNull Biome getBiome(int x, int z)
x - X coordinate of the blockz - Z coordinate of the blockvoid setBiome(int x,
              int z,
              @NotNull
              Biome bio)
x - X coordinate of the blockz - Z coordinate of the blockbio - new Biome type for this blockdouble getTemperature(int x,
                      int z)
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.
x - X coordinate of the blockz - Z coordinate of the blockdouble getHumidity(int x,
                   int z)
It is safe to run this method when the block does not exist, it will not create the block.
x - X coordinate of the blockz - Z coordinate of the blockint getMaxHeight()
If the max height is 100, there are only blocks from y=0 to y=99.
int getSeaLevel()
 This is often half of getMaxHeight()
boolean getKeepSpawnInMemory()
void setKeepSpawnInMemory(boolean keepLoaded)
keepLoaded - if true then the world's spawn area will be kept
     loaded into memory.boolean isAutoSave()
void setAutoSave(boolean value)
value - true if the world should automatically save, otherwise
     falsevoid setDifficulty(@NotNull
                   Difficulty difficulty)
difficulty - the new difficulty you want to set the world to@NotNull Difficulty getDifficulty()
@NotNull File getWorldFolder()
@Nullable WorldType getWorldType()
boolean canGenerateStructures()
long getTicksPerAnimalSpawns()
This value determines how many ticks there are between attempts to spawn animals.
Example Usage:
 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.
void setTicksPerAnimalSpawns(int ticksPerAnimalSpawns)
This value determines how many ticks there are between attempts to spawn animals.
Example Usage:
 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.
ticksPerAnimalSpawns - the ticks per animal spawns value you want
     to set the world tolong getTicksPerMonsterSpawns()
This value determines how many ticks there are between attempts to spawn monsters.
Example Usage:
 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.
void setTicksPerMonsterSpawns(int ticksPerMonsterSpawns)
This value determines how many ticks there are between attempts to spawn monsters.
Example Usage:
 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.
ticksPerMonsterSpawns - the ticks per monster spawns value you
     want to set the world toint getMonsterSpawnLimit()
void setMonsterSpawnLimit(int limit)
Note: If set to a negative number the world will use the server-wide spawn limit instead.
limit - the new mob limitint getAnimalSpawnLimit()
void setAnimalSpawnLimit(int limit)
Note: If set to a negative number the world will use the server-wide spawn limit instead.
limit - the new mob limitint getWaterAnimalSpawnLimit()
void setWaterAnimalSpawnLimit(int limit)
Note: If set to a negative number the world will use the server-wide spawn limit instead.
limit - the new mob limitint getAmbientSpawnLimit()
void setAmbientSpawnLimit(int limit)
Note: If set to a negative number the world will use the server-wide spawn limit instead.
limit - the new mob limitvoid playSound(@NotNull
               Location location,
               @NotNull
               Sound sound,
               float volume,
               float pitch)
This function will fail silently if Location or Sound are null.
location - The location to play the soundsound - The sound to playvolume - The volume of the soundpitch - The pitch of the soundvoid playSound(@NotNull
               Location location,
               @NotNull
               String sound,
               float volume,
               float pitch)
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.
location - the location to play the soundsound - the internal sound name to playvolume - the volume of the soundpitch - the pitch of the soundvoid playSound(@NotNull
               Location location,
               @NotNull
               Sound sound,
               @NotNull
               SoundCategory category,
               float volume,
               float pitch)
This function will fail silently if Location or Sound are null.
location - The location to play the soundsound - The sound to playcategory - the category of the soundvolume - The volume of the soundpitch - The pitch of the soundvoid playSound(@NotNull
               Location location,
               @NotNull
               String sound,
               @NotNull
               SoundCategory category,
               float volume,
               float pitch)
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.
location - the location to play the soundsound - the internal sound name to playcategory - the category of the soundvolume - the volume of the soundpitch - the pitch of the sound@NotNull String[] getGameRules()
GameRules.GameRule names.@Deprecated @Contract("null -> null; !null -> !null") @Nullable String getGameRuleValue(@Nullable String rule)
getGameRuleValue(GameRule) insteadWill return null if rule passed is null
rule - Rule to look up value of@Deprecated boolean setGameRuleValue(@NotNull String rule, @NotNull String value)
setGameRule(GameRule, Object) instead.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.
rule - Rule to setvalue - Value to set rule toboolean isGameRule(@NotNull
                   String rule)
rule - Rule to check@Nullable
<T> T getGameRuleValue(@NotNull
                       GameRule<T> rule)
GameRule.T - the GameRule's typerule - the GameRule to check@Nullable
<T> T getGameRuleDefault(@NotNull
                         GameRule<T> rule)
GameRule. This value is not
 guaranteed to match the current value.T - the type of GameRulerule - the rule to return a default value for<T> boolean setGameRule(@NotNull
                        GameRule<T> rule,
                        @NotNull
                        T newValue)
GameRule's new value.T - the value type of the GameRulerule - the GameRule to updatenewValue - the new value@NotNull WorldBorder getWorldBorder()
void spawnParticle(@NotNull
                   Particle particle,
                   @NotNull
                   Location location,
                   int count)
particle - the particle to spawnlocation - the location to spawn atcount - the number of particlesvoid spawnParticle(@NotNull
                   Particle particle,
                   double x,
                   double y,
                   double z,
                   int count)
particle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particles<T> void spawnParticle(@NotNull
                       Particle particle,
                       @NotNull
                       Location location,
                       int count,
                       @Nullable
                       T data)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnlocation - the location to spawn atcount - the number of particlesdata - the data to use for the particle or null,
             the type of this depends on Particle.getDataType()<T> void spawnParticle(@NotNull
                       Particle particle,
                       double x,
                       double y,
                       double z,
                       int count,
                       @Nullable
                       T data)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesdata - the data to use for the particle or null,
             the type of this depends on Particle.getDataType()void spawnParticle(@NotNull
                   Particle particle,
                   @NotNull
                   Location location,
                   int count,
                   double offsetX,
                   double offsetY,
                   double offsetZ)
particle - the particle to spawnlocation - the location to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisvoid spawnParticle(@NotNull
                   Particle particle,
                   double x,
                   double y,
                   double z,
                   int count,
                   double offsetX,
                   double offsetY,
                   double offsetZ)
particle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axis<T> void spawnParticle(@NotNull
                       Particle particle,
                       @NotNull
                       Location location,
                       int count,
                       double offsetX,
                       double offsetY,
                       double offsetZ,
                       @Nullable
                       T data)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnlocation - the location to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisdata - the data to use for the particle or null,
             the type of this depends on Particle.getDataType()<T> void spawnParticle(@NotNull
                       Particle particle,
                       double x,
                       double y,
                       double z,
                       int count,
                       double offsetX,
                       double offsetY,
                       double offsetZ,
                       @Nullable
                       T data)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisdata - the data to use for the particle or null,
             the type of this depends on Particle.getDataType()void spawnParticle(@NotNull
                   Particle particle,
                   @NotNull
                   Location location,
                   int count,
                   double offsetX,
                   double offsetY,
                   double offsetZ,
                   double extra)
particle - the particle to spawnlocation - the location to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - the extra data for this particle, depends on the
              particle used (normally speed)void spawnParticle(@NotNull
                   Particle particle,
                   double x,
                   double y,
                   double z,
                   int count,
                   double offsetX,
                   double offsetY,
                   double offsetZ,
                   double extra)
particle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - the extra data for this particle, depends on the
              particle used (normally speed)<T> void spawnParticle(@NotNull
                       Particle particle,
                       @NotNull
                       Location location,
                       int count,
                       double offsetX,
                       double offsetY,
                       double offsetZ,
                       double extra,
                       @Nullable
                       T data)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnlocation - the location to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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()default <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)
T - type of particle data (see Particle.getDataType()T - Typeparticle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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()default <T> void spawnParticle(@NotNull
                               Particle particle,
                               @Nullable
                               List<Player> receivers,
                               @NotNull
                               Player source,
                               double x,
                               double y,
                               double z,
                               int count,
                               double offsetX,
                               double offsetY,
                               double offsetZ,
                               double extra,
                               @Nullable
                               T data)
T - Typeparticle - the particle to spawnreceivers - List of players to receive the particles, or null for all in worldsource - Source of the particles to be used in visibility checks, or null if no player sourcex - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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()<T> void spawnParticle(@NotNull
                       Particle particle,
                       @Nullable
                       List<Player> receivers,
                       @Nullable
                       Player source,
                       double x,
                       double y,
                       double z,
                       int count,
                       double offsetX,
                       double offsetY,
                       double offsetZ,
                       double extra,
                       @Nullable
                       T data,
                       boolean force)
T - Typeparticle - the particle to spawnreceivers - List of players to receive the particles, or null for all in worldsource - Source of the particles to be used in visibility checks, or null if no player sourcex - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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 - allows the particle to be seen further away from the player
              and shows to players using any vanilla client particle settings<T> void spawnParticle(@NotNull
                       Particle particle,
                       @NotNull
                       Location location,
                       int count,
                       double offsetX,
                       double offsetY,
                       double offsetZ,
                       double extra,
                       @Nullable
                       T data,
                       boolean force)
T - type of particle data (see Particle.getDataType()T - Particle data typeparticle - the particle to spawnlocation - the location to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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<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)
T - type of particle data (see Particle.getDataType()T - Particle data typeparticle - the particle to spawnx - the position on the x axis to spawn aty - the position on the y axis to spawn atz - the position on the z axis to spawn atcount - the number of particlesoffsetX - the maximum random offset on the X axisoffsetY - the maximum random offset on the Y axisoffsetZ - the maximum random offset on the Z axisextra - 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@Nullable Location locateNearestStructure(@NotNull Location origin, @NotNull StructureType structureType, int radius, boolean findUnexplored)
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.
origin - where to start looking for a structurestructureType - the type of structure to findradius - the radius, in chunks, around which to searchfindUnexplored - true to only find unexplored structuresLocation, or null if no structure of the
 specified type exists.int getViewDistance()
@NotNull World.Spigot spigot()
@Nullable Raid locateNearestRaid(@NotNull Location location, int radius)
location - the origin locationradius - the radiusRaid, or null if no raids were foundCopyright © 2020. All rights reserved.