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figura-ts

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Lua Types for the Minecraft Mod Figura

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/// <reference path="map.d.ts" /> /** @noSelf */ declare interface FiguraWorld { getBiome(pos: FiguraVec3): FiguraBiome getBiome(x: number,y: number,z: number): FiguraBiome getBlockState(pos: FiguraVec3): FiguraBlockState getBlockState(x: number,y: number,z: number): FiguraBlockState isChunkLoaded(pos: FiguraVec3): boolean isChunkLoaded(x: number,y: number,z: number): boolean getBlocks(min: FiguraVec3,max: FiguraVec3): LuaTable<number,FiguraBlockState> getBlocks(minX: number,minY: number,minZ: number,max: FiguraVec3): LuaTable<number,FiguraBlockState> getBlocks(min: FiguraVec3,maxX: number,maxY: number,maxZ: number): LuaTable<number,FiguraBlockState> getBlocks(minX: number,minY: number,minZ: number,maxX: number,maxY: number,maxZ: number): LuaTable<number,FiguraBlockState> getMapData(id: string): LuaMap<string,FiguraMapData> getRedstonePower(pos: FiguraVec3): number getRedstonePower(x: number,y: number,z: number): number getStrongRedstonePower(pos: FiguraVec3): number getStrongRedstonePower(x: number,y: number,z: number): number getTime(): number getTime(delta: number): number getTimeOfDay(): number getTimeOfDay(delta: number): number getDayTime(): number getDayTime(delta: number): number getDay(): number getDay(delta: number): number getMoonPhase(): number getRainGradient(): number getRainGradient(delta: number): number isThundering(): boolean getLightLevel(pos: FiguraVec3): number getLightLevel(x: number,y: number,z: number): number getSkyLightLevel(pos: FiguraVec3): number getSkyLightLevel(x: number,y: number,z: number): number getBlockLightLevel(pos: FiguraVec3): number getBlockLightLevel(x: number,y: number,z: number): number getHeight(pos: FiguraVec2,heightmap: string): number getHeight(x: number,y: number,heightmap: string): number isOpenSky(pos: FiguraVec3): boolean isOpenSky(x: number,y: number,z: number): boolean getDimension(): string getPlayers(): LuaMap<string,FiguraEntity> getEntities(pos1: FiguraVec3,pos2: FiguraVec3): LuaTable<number,FiguraEntity> getEntities(x1: number,y1: number,z1: number,x2: number,y2: number,z2: number): LuaTable<number,FiguraEntity> getEntity(uuid: string): FiguraEntity avatarVars(): LuaTable<string,LuaTable<string,any | undefined>> newBlock(block: string): FiguraBlockState newBlock(block: string,pos: FiguraVec3): FiguraBlockState newBlock(block: string,x: number,y: number,z: number): FiguraBlockState newItem(item: string): FiguraItemStack newItem(item: string,count: number): FiguraItemStack newItem(item: string,count: number,damage: number): FiguraItemStack exists(): boolean getBuildHeight(): LuaMultiReturn<[number,number]> getSpawnPoint(): FiguraVec3 } declare const world: FiguraWorld declare interface FiguraBiome { readonly id: string getPos(): FiguraVec3 setPos(pos: FiguraVec3): this setPos(x: number,y: number,z: number): this pos(pos: FiguraVec3): this pos(x: number,y: number,z: number): this getTags(): LuaTable<number,string> getTemperature(): number getPrecipitation(): Precipitation getSkyColor(): FiguraVec3 getFoliageColor(): FiguraVec3 getGrassColor(): FiguraVec3 getFogColor(): FiguraVec3 getWaterColor(): FiguraVec3 getWaterFogColor(): FiguraVec3 getDownfall(): number isHot(): boolean isCold(): boolean } declare interface FiguraBlockState { readonly id: string readonly properties: LuaTable getID(): string getProperties(): LuaTable getPos(): FiguraVec3 setPos(pos: FiguraVec3): this setPos(x: number,y: number,z: number): this pos(pos: FiguraVec3): this pos(x: number,y: number,z: number): this isTranslucent(): boolean getOpacity(): number getMapColor(): FiguraVec3 isSolidBlock(): boolean isFullCube(): boolean hasEmissiveLighting(): boolean getHardness(): number getComparatorOutput(): number hasBlockEntity(): boolean isOpaque(): boolean emitsRedstoneSignal(): boolean getLuminance(): number getFriction(): number getVelocityMultiplier(): number getJumpVelocityMultiplier(): number getBlastResistance(): number asItem(): FiguraItemStack getTags(): LuaTable<number,string> hasCollision(): boolean getCollisionShape(): LuaTable<number,LuaTable<number,FiguraVec3>> getOutlineShape(): LuaTable<number,LuaTable<number,FiguraVec3>> getSounds(): LuaTable getFluidTags(): LuaTable<number,string> getEntityData(): LuaTable | undefined toStateString(): string getTextures(): LuaMap<string,LuaSet<string>> isAir(): boolean } declare interface FiguraItemStack { readonly id: string readonly tag: LuaTable getID(): string getTag(): FiguraItemStack["tag"] getCount(): number getDamage(): number getPopTime(): number hasGlint(): boolean getTags(): LuaTable<number,string> isBlockItem(): boolean isFood(): boolean getUseAction(): string getName(): string getMaxCount(): number getRarity(): ItemStackRarity isEnchantable(): boolean getMaxDamage(): number isDamageable(): boolean isStackable(): boolean getRepairCost(): number getUseDuration(): number toStackString(): string isArmor(): boolean isTool(): boolean getEquipmentSlot(): string copy(): this getBlockstate(): FiguraBlockState }