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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open fun getMenuProvider(level: Level, pos: BlockPos): @Nullable 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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open fun <T : BlockEntity> getTicker(level: Level, blockEntityType: BlockEntityType<T>): @Nullable 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, orientation: @Nullable 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, context: @Nullable 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