Endre blokker
Changing a Block’s Type
Changing the Type of a Block is as simple as calling the Location#blockType(BlockType) method with the new BlockType. The following code turns the block at the given Location into a sponge:
import org.spongepowered.api.block.BlockTypes; import org.spongepowered.api.world.server.ServerLocation; import org.spongepowered.api.world.server.ServerWorld; public void setToSponge(ServerLocation blockLoc) { blockLoc.setBlockType(BlockTypes.SPONGE); }
It’s as simple as that. If you just want to ’delete’ a block (which is done by replacing it with air), you may just
use the Location#removeBlock() method provided by Location
.
Altering Block States
Similar to the above example, the Location
class provides a Location#setBlock(BlockState) method
accepting a new BlockState. To make use of it, you first must acquire a BlockState
you can modify. You
can do so either by getting the block’s current state via the Location#block() method or by using a
BlockType
’s default state. The latter is demonstrated below. The default state for a Sponge block is retrieved
and then modified to directly create a wet sponge block:
import org.spongepowered.api.Sponge; import org.spongepowered.api.block.BlockState; import org.spongepowered.api.data.Keys; public void setToWetSponge(ServerLocation blockLoc) { BlockState state = BlockTypes.SPONGE.get().getDefaultState(); BlockState newState = state.with(Keys.IS_WET, true).get(); blockLoc.setBlock(newState); }
Since a BlockState
is an DataHolder.Immutable, you may use the provided methods with()
and
without()
, both of which will return a new altered BlockState
or Optional.empty()
if the given
DataManipulator.Immutable is not applicable to the kind of block represented by the BlockState
.
The with()
method accepts an DataManipulator.Immutable
and will try to create a new BlockState
with the
given data set, overwriting existing values. The following example will change any stairs block to face east.
public void faceEast(ServerLocation blockLoc) { BlockState state = blockLoc.block(); Optional<BlockState> withEastState = state.with(Keys.DIRECTION, Direction.EAST); if (withEastState.isPresent()) { blockLoc.setBlock(dirtState); } }
The without()
method accepts a class reference and will create a new BlockState
without the data
represented by the given class. If the block state would not be valid without that data, a default value will be used.
So if the Keys.DIRECTION
from a block’s state is removed, it will fall back to Direction#NORTH,
the default value.
The following example will dry the block at a given Location
, if possible.
public void dry(ServerLocation blockLoc) { BlockState wetState = blockLoc.block(); Optional<BlockState> dryState = wetState.without(Keys.IS_WET); if (dryState.isPresent()) { blockLoc.setBlock(dryState.get()); } }
Since the Keys#IS_WET data manipulator represents boolean data, by removing it we set the wetness of the block
(if it has any) to false. The dryState.isPresent()
check will fail on block states that cannot be wet since
Keys.IS_WET
will be Optional.empty()
in that case.
Copying Blocks
If you want to copy all of a block’s data, the BlockSnapshot class is your best friend. While it doesn’t
expose all the data, it stores a BlockType
, its BlockState
and, if necessary, all additional Tile Entity Data
(for example chest inventories). Conveniently, the Location
class provides a Location#createSnapshot()
method to create a snapshot of the block at that point in time. That makes copying blocks from one location to another
very simple:
import org.spongepowered.api.block.BlockSnapshot; import org.spongepowered.api.world.BlockChangeFlags; public void copyBlock(ServerLocation from, ServerLocation to) { BlockSnapshot snapshot = from.createSnapshot(); to.restoreSnapshot(snapshot, false, BlockChangeFlags.ALL); }