WrapperBlockState

class WrapperBlockState(val novaState: NovaBlockState) : BlockState

Constructors

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constructor(novaState: NovaBlockState)

Properties

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open val block: Block?
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open val blockHolder: Holder<Block?>?
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val BlockState.bukkitBlockData: BlockData
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val bukkitMaterial: Material?
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val fluidState: FluidState?
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val BlockState.id: Int
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open val isSolid: Boolean
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open val lightBlock: Int
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open val occlusionShape: VoxelShape?
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open val pistonPushReaction: PushReaction?
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open override val properties: Collection<Property<*>?>?
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open val renderShape: RenderShape?
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open val soundType: SoundType?
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open val tags: Stream<TagKey<Block?>?>?
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open override val values: Map<Property<*>?, Comparable<*>?>?

Functions

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open fun affectNeighborsAfterRemoval(level: ServerLevel?, pos: BlockPos?, movedByPiston: Boolean)
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open fun attack(level: Level?, pos: BlockPos?, player: Player?)
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open fun blocksMotion(): Boolean
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open fun canBeReplaced(useContext: BlockPlaceContext?): Boolean
open fun canBeReplaced(fluid: Fluid?): Boolean
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open fun canSurvive(level: LevelReader?, pos: BlockPos?): Boolean
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open fun createCraftBlockData(): CraftBlockData?
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open fun <T : Comparable<T?>?> cycle(property: Property<T?>?): BlockState?
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open fun emissiveRendering(level: BlockGetter?, pos: BlockPos?): Boolean
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fun entityCanStandOn(level: BlockGetter?, pos: BlockPos?, entity: Entity?): Boolean
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fun entityCanStandOnFace(level: BlockGetter?, pos: BlockPos?, entity: Entity?, face: Direction?): Boolean
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open fun entityInside(level: Level?, pos: BlockPos?, entity: Entity?, effectApplier: InsideBlockEffectApplier?, pastEdges: Boolean)
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open fun getAnalogOutputSignal(level: Level?, pos: BlockPos?, direction: Direction?): Int
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open fun getBlockSupportShape(level: BlockGetter?, pos: BlockPos?): VoxelShape?
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open fun getCloneItemStack(level: LevelReader?, pos: BlockPos?, includeData: Boolean): ItemStack?
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open fun getCollisionShape(level: BlockGetter?, pos: BlockPos?): VoxelShape?
open fun getCollisionShape(level: BlockGetter?, pos: BlockPos?, context: CollisionContext?): VoxelShape?
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open fun getDestroyProgress(player: Player?, level: BlockGetter?, pos: BlockPos?): Float
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open fun getDestroySpeed(level: BlockGetter?, pos: BlockPos?): Float
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open fun getDirectSignal(level: BlockGetter?, pos: BlockPos?, direction: Direction?): Int
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open fun getDrops(lootParams: LootParams.Builder?): List<ItemStack?>?
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open fun getEntityInsideCollisionShape(level: BlockGetter?, pos: BlockPos?, entity: Entity?): VoxelShape?
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open fun getFaceOcclusionShape(face: Direction?): VoxelShape?
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open fun getInteractionShape(level: BlockGetter?, pos: BlockPos?): VoxelShape?
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open fun getMapColor(level: BlockGetter?, pos: BlockPos?): MapColor?
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@Nullable
open fun getMenuProvider(level: Level?, pos: BlockPos?): MenuProvider?
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open fun getOffset(pos: BlockPos?): Vec3?
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open fun <T : Comparable<T?>?> getOptionalValue(property: Property<T?>?): Optional<T?>?
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open fun getSeed(pos: BlockPos?): Long
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open fun getShadeBrightness(level: BlockGetter?, pos: BlockPos?): Float
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open fun getShape(level: BlockGetter?, pos: BlockPos?): VoxelShape?
open fun getShape(level: BlockGetter?, pos: BlockPos?, context: CollisionContext?): VoxelShape?
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open fun getSignal(level: BlockGetter?, pos: BlockPos?, direction: Direction?): Int
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@Nullable
open fun <T : BlockEntity?> getTicker(level: Level?, blockEntityType: BlockEntityType<T?>?): BlockEntityTicker<T?>?
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open fun <T : Comparable<T?>?> getValue(property: Property<T?>?): T?
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open fun <T : Comparable<T?>?> getValueOrElse(property: Property<T?>?, defaultValue: T?): T?
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open fun getVisualShape(level: BlockGetter?, pos: BlockPos?, context: CollisionContext?): VoxelShape?
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open fun handleNeighborChanged(level: Level?, pos: BlockPos?, neighborBlock: Block?, @Nullable orientation: Orientation?, movedByPiston: Boolean)
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open fun hasPostProcess(level: BlockGetter?, pos: BlockPos?): Boolean
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open fun hasProperty(property: Property<*>?): Boolean
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fun <T : Comparable<T>> BlockState.hasProperty(property: Property<T>, value: T): Boolean
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open fun initCache()
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open fun instrument(): NoteBlockInstrument?
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open fun is(holder: HolderSet<Block?>?): Boolean
open fun is(block: Holder<Block?>?): Boolean
open fun is(block: ResourceKey<Block?>?): Boolean
open fun is(tag: TagKey<Block?>?): Boolean
open fun is(block: Block?): Boolean
open fun is(tag: TagKey<Block?>?, predicate: Predicate<BlockBehaviour.BlockStateBase?>?): Boolean
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open fun isCollisionShapeFullBlock(level: BlockGetter?, pos: BlockPos?): Boolean
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open fun isFaceSturdy(level: BlockGetter?, pos: BlockPos?, direction: Direction?): Boolean
open fun isFaceSturdy(level: BlockGetter?, pos: BlockPos?, face: Direction?, supportType: SupportType?): Boolean
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open fun isPathfindable(type: PathComputationType?): Boolean
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open fun isRedstoneConductor(level: BlockGetter?, pos: BlockPos?): Boolean
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open fun isSuffocating(level: BlockGetter?, pos: BlockPos?): Boolean
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open fun isValidSpawn(level: BlockGetter?, pos: BlockPos?, entityType: EntityType<*>?): Boolean
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open fun isViewBlocking(level: BlockGetter?, pos: BlockPos?): Boolean
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open fun liquid(): Boolean
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open fun mirror(mirror: Mirror?): BlockState?
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open fun onExplosionHit(level: ServerLevel?, pos: BlockPos?, explosion: Explosion?, dropConsumer: BiConsumer<ItemStack?, BlockPos?>?)
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open fun onPlace(level: Level?, pos: BlockPos?, oldState: BlockState?, movedByPiston: Boolean)
open fun onPlace(level: Level?, pos: BlockPos?, oldState: BlockState?, movedByPiston: Boolean, @Nullable context: UseOnContext?)
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open fun onProjectileHit(level: Level?, state: BlockState?, hit: BlockHitResult?, projectile: Projectile?)
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open fun populateNeighbours(possibleStateMap: Map<Map<Property<*>?, Comparable<*>?>?, BlockState?>?)
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open fun randomTick(level: ServerLevel?, pos: BlockPos?, random: RandomSource?)
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open fun rotate(rotation: Rotation?): BlockState?
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open fun <T : Comparable<T?>?, V : T?> setValue(property: Property<T?>?, value: V?): BlockState?
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open fun shouldChangedStateKeepBlockEntity(state: BlockState?): Boolean
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open fun skipRendering(state: BlockState?, face: Direction?): Boolean
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open fun spawnAfterBreak(level: ServerLevel?, pos: BlockPos?, stack: ItemStack?, dropExperience: Boolean)
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open fun tick(level: ServerLevel?, pos: BlockPos?, random: RandomSource?)
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open fun triggerEvent(level: Level?, pos: BlockPos?, id: Int, param: Int): Boolean
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open fun <T : Comparable<T?>?, V : T?> trySetValue(property: Property<T?>?, value: V?): BlockState?
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fun updateIndirectNeighbourShapes(level: LevelAccessor?, pos: BlockPos?, flags: Int)
open fun updateIndirectNeighbourShapes(level: LevelAccessor?, pos: BlockPos?, flags: Int, recursionLeft: Int)
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fun updateNeighbourShapes(level: LevelAccessor?, pos: BlockPos?, flags: Int)
fun updateNeighbourShapes(level: LevelAccessor?, pos: BlockPos?, flags: Int, recursionLeft: Int)
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open fun updateShape(level: LevelReader?, scheduledTickAccess: ScheduledTickAccess?, pos: BlockPos?, direction: Direction?, neighborPos: BlockPos?, neighborState: BlockState?, random: RandomSource?): BlockState?
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open fun useItemOn(stack: ItemStack?, level: Level?, player: Player?, hand: InteractionHand?, hitResult: BlockHitResult?): InteractionResult?
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open fun useWithoutItem(level: Level?, player: Player?, hitResult: BlockHitResult?): InteractionResult?