/*******************************************************************************
* Copyright (C) 2014 Travis Ralston (turt2live)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
package com.turt2live.antishare.bukkit.abstraction;
import com.turt2live.antishare.ASGameMode;
import com.turt2live.antishare.object.ABlock;
import com.turt2live.antishare.object.attribute.ObjectType;
import org.bukkit.GameMode;
import org.bukkit.Material;
import org.bukkit.OfflinePlayer;
import org.bukkit.block.Block;
import org.bukkit.entity.Entity;
import org.bukkit.entity.Player;
import org.bukkit.event.Listener;
import java.util.List;
import java.util.UUID;
/**
* Minecraft version abstraction layer representation
*
* @author turt2live
*/
public interface MinecraftVersion extends Listener {
/**
* Optional method for running (re)initialization logic
*/
public void initialize();
/**
* Finds a player from an attacking entity recursively. This can be
* used to find the true player behind an attack without the need for
* complex analysis of events and possibilities.<br/>
* If a player can be found from the passed entity then it is returned.
* If no valid player is found, then a null object is returned. This
* will explore all possible cases (including tamed pets, arrow, etc)
* to find the player who is responsible for the action.
*
* @param damager the damager to analyze, such as an arrow. Passing null simply returns null.
*
* @return the player behind the attacking (passed) entity, or null if not found
*/
public Player getPlayerAttacker(Entity damager);
/**
* Gets a list of materials that are considered containers.
*
* @return a list of materials
*/
public List<Material> getContainerTypes();
/**
* Gets a list of materials that will break if the block under
* them goes missing.
*
* @return a list of materials
*/
public List<Material> getBrokenOnTop();
/**
* Gets a list of materials that simply vanish when the last
* block of a piston chain crosses over them.
*
* @return a list of materials
*/
public List<Material> getPistonVanish();
/**
* Gets a list of materials that will be broken when a piston
* (chain or not) steps into their space.
*
* @return a list of materials
*/
public List<Material> getPistonBreak();
/**
* Gets the applicable chest type for a specified block
*
* @param block the block, cannot be null
*
* @return the applicable chest type, never null
*/
public ABlock.ChestType getChestType(Block block);
/**
* Gets the UUID for the specified name
*
* @param name the player name to lookup, cannot be null
*
* @return the player's UUID, or null if not found
*/
public UUID getUUID(String name);
/**
* Gets the UUID for the specified player
*
* @param player the player to lookup, cannot be null
*
* @return the player's UUID, or null if not found
*/
public UUID getUUID(OfflinePlayer player);
/**
* Gets the player name for the specified UUID
*
* @param uuid the UUID to lookup, cannot be null
*
* @return the player's name, or null if not found
*/
public String getName(UUID uuid);
/**
* Gets the player name for the specified player
*
* @param player the player to lookup, cannot be null
*
* @return the player's name, or null if not found
*/
public String getName(OfflinePlayer player);
/**
* Converts a Bukkit Game Mode to an AntiShare Game Mode
*
* @param gamemode the gamemode to convert
*
* @return the AntiShare gamemode. If the passed gamemode was null, this will be null
*/
public ASGameMode toGameMode(GameMode gamemode);
/**
* Converts an AntiShare Game Mode to a Bukkit Game Mode
*
* @param gamemode the gamemode to convert
*
* @return the Bukkit gamemode. If the passed gamemode was null, this will be null
*/
public GameMode toGamemode(ASGameMode gamemode);
/**
* Converts a Bukkit Game Mode to an AntiShare Block Type
*
* @param gamemode the gamemode to convert
*
* @return the block type
*/
public ObjectType toBlockType(GameMode gamemode);
}