public interface ImmutableMobSpawnerData extends ImmutableDataManipulator<ImmutableMobSpawnerData,MobSpawnerData>
ImmutableDataManipulator
for all information surrounding a
MobSpawner
and MobSpawnerMinecart
. The data defined will
provide new Entity
spawns with varying types and data.Modifier and Type | Method and Description |
---|---|
ImmutableBoundedValue<Short> |
maximumNearbyEntities()
Gets the
ImmutableBoundedValue for the limitation on the number
of nearby Entity instances can exist near the owning spawner. |
ImmutableBoundedValue<Short> |
maximumSpawnDelay()
Gets the
ImmutableBoundedValue for the maximum spawn delay
required between attempts to spawn an Entity . |
ImmutableBoundedValue<Short> |
minimumSpawnDelay()
Gets the
ImmutableBoundedValue for the minimum spawn delay
required between attempts to spawn an Entity . |
ImmutableValue<WeightedSerializableObject<EntityArchetype>> |
nextEntityToSpawn()
Gets the
ImmutableValue for the overridden
WeightedSerializableObject <EntityArchetype> to spawn next. |
ImmutableWeightedCollectionValue<EntityArchetype> |
possibleEntitiesToSpawn()
Gets the
ImmutableWeightedCollectionValue of all possible
Entity instances that can be spawned by the spawner. |
ImmutableBoundedValue<Short> |
remainingDelay()
Gets the
ImmutableBoundedValue for the remaining delay before
a new attempt at spawning an Entity is made. |
ImmutableBoundedValue<Short> |
requiredPlayerRange()
Gets the
ImmutableBoundedValue for the minimum range a
Player must remain in proximity of the spawner, such that if a
Player is NOT within the provided range, no attempts to spawn an
Entity is made. |
ImmutableBoundedValue<Short> |
spawnCount()
Gets the
ImmutableBoundedValue for the count of successful
spawns of all Entity instances from the owning spawner. |
ImmutableBoundedValue<Short> |
spawnRange()
Gets the
ImmutableBoundedValue for the maximum range that an
Entity can be spawned from the spawner. |
asMutable, copy, with, with
getContentVersion, toContainer
ImmutableBoundedValue<Short> remainingDelay()
ImmutableBoundedValue
for the remaining delay before
a new attempt at spawning an Entity
is made.ImmutableBoundedValue<Short> minimumSpawnDelay()
ImmutableBoundedValue
for the minimum spawn delay
required between attempts to spawn an Entity
.ImmutableBoundedValue<Short> maximumSpawnDelay()
ImmutableBoundedValue
for the maximum spawn delay
required between attempts to spawn an Entity
.ImmutableBoundedValue<Short> spawnCount()
ImmutableBoundedValue
for the count of successful
spawns of all Entity
instances from the owning spawner. This
count is simply a total count, there is no limitation on how many
attempts are made to spawn an Entity
.ImmutableBoundedValue<Short> maximumNearbyEntities()
ImmutableBoundedValue
for the limitation on the number
of nearby Entity
instances can exist near the owning spawner. The
limitation is that if there are more Entity
instances than the
provided value, no attempts to spawn a new Entity
will be made.ImmutableBoundedValue<Short> requiredPlayerRange()
ImmutableBoundedValue
for the minimum range a
Player
must remain in proximity of the spawner, such that if a
Player
is NOT within the provided range, no attempts to spawn an
Entity
is made.ImmutableBoundedValue<Short> spawnRange()
ImmutableBoundedValue
for the maximum range that an
Entity
can be spawned from the spawner.ImmutableValue<WeightedSerializableObject<EntityArchetype>> nextEntityToSpawn()
ImmutableValue
for the overridden
WeightedSerializableObject
<EntityArchetype>
to spawn next. If possible, the next entity to
spawn may be chosen from the already provided
possibleEntitiesToSpawn()
.ImmutableWeightedCollectionValue<EntityArchetype> possibleEntitiesToSpawn()
ImmutableWeightedCollectionValue
of all possible
Entity
instances that can be spawned by the spawner. As they
are all WeightedSerializableObject
instances, their weight is
defined as a Random
to determine the next Entity
that
will be spawned, unless overriden by nextEntityToSpawn()
.