public class GameRules extends Object
| Modifier and Type | Class and Description |
|---|---|
(package private) static interface |
GameRules.Acceptor<T extends GameRules.Rule<T>> |
static class |
GameRules.BooleanRule |
static class |
GameRules.Category |
static class |
GameRules.IntRule |
static class |
GameRules.Key<T extends GameRules.Rule<T>> |
static class |
GameRules.Rule<T extends GameRules.Rule<T>> |
static class |
GameRules.Type<T extends GameRules.Rule<T>> |
static interface |
GameRules.TypeConsumer |
| Modifier | Constructor and Description |
|---|---|
|
GameRules() |
|
GameRules(com.mojang.serialization.DynamicLike<?> dynamicLike) |
private |
GameRules(Map<GameRules.Key<?>,GameRules.Rule<?>> rules) |
| Modifier and Type | Method and Description |
|---|---|
private static <T extends GameRules.Rule<T>> |
accept(GameRules.TypeConsumer consumer,
GameRules.Key<?> key,
GameRules.Type<?> type) |
GameRules |
copy() |
static void |
forEachType(GameRules.TypeConsumer action) |
<T extends GameRules.Rule<T>> |
get(GameRules.Key<T> key) |
boolean |
getBoolean(GameRules.Key<GameRules.BooleanRule> rule) |
int |
getInt(GameRules.Key<GameRules.IntRule> rule) |
private void |
load(com.mojang.serialization.DynamicLike<?> dynamicLike) |
private static <T extends GameRules.Rule<T>> |
register(String name,
GameRules.Category category,
GameRules.Type<T> type) |
void |
setAllValues(GameRules rules,
MinecraftServer server) |
private <T extends GameRules.Rule<T>> |
setValue(GameRules.Key<T> key,
GameRules rules,
MinecraftServer server) |
CompoundTag |
toNbt() |
private static final Logger LOGGER
private static final Map<GameRules.Key<?>,GameRules.Type<?>> RULE_TYPES
public static final GameRules.Key<GameRules.BooleanRule> DO_FIRE_TICK
public static final GameRules.Key<GameRules.BooleanRule> DO_MOB_GRIEFING
Generally one is expected to test this rule before an entity modifies the world.
In vanilla, this includes:
public static final GameRules.Key<GameRules.BooleanRule> KEEP_INVENTORY
public static final GameRules.Key<GameRules.BooleanRule> DO_MOB_SPAWNING
public static final GameRules.Key<GameRules.BooleanRule> DO_MOB_LOOT
public static final GameRules.Key<GameRules.BooleanRule> DO_TILE_DROPS
public static final GameRules.Key<GameRules.BooleanRule> DO_ENTITY_DROPS
public static final GameRules.Key<GameRules.BooleanRule> COMMAND_BLOCK_OUTPUT
public static final GameRules.Key<GameRules.BooleanRule> NATURAL_REGENERATION
public static final GameRules.Key<GameRules.BooleanRule> DO_DAYLIGHT_CYCLE
public static final GameRules.Key<GameRules.BooleanRule> LOG_ADMIN_COMMANDS
public static final GameRules.Key<GameRules.BooleanRule> SHOW_DEATH_MESSAGES
public static final GameRules.Key<GameRules.IntRule> RANDOM_TICK_SPEED
public static final GameRules.Key<GameRules.BooleanRule> SEND_COMMAND_FEEDBACK
public static final GameRules.Key<GameRules.BooleanRule> REDUCED_DEBUG_INFO
When the value of this rule is changed, all connected clients will be notified to update their display. In vanilla, this includes the visibility of coordinates on the clients' debug HUDs.
public static final GameRules.Key<GameRules.BooleanRule> SPECTATORS_GENERATE_CHUNKS
public static final GameRules.Key<GameRules.IntRule> SPAWN_RADIUS
public static final GameRules.Key<GameRules.BooleanRule> DISABLE_ELYTRA_MOVEMENT_CHECK
public static final GameRules.Key<GameRules.IntRule> MAX_ENTITY_CRAMMING
public static final GameRules.Key<GameRules.BooleanRule> DO_WEATHER_CYCLE
public static final GameRules.Key<GameRules.BooleanRule> DO_LIMITED_CRAFTING
public static final GameRules.Key<GameRules.IntRule> MAX_COMMAND_CHAIN_LENGTH
public static final GameRules.Key<GameRules.BooleanRule> ANNOUNCE_ADVANCEMENTS
public static final GameRules.Key<GameRules.BooleanRule> DISABLE_RAIDS
If this rule is set to true while raids are occurring, the raids will be stopped.
public static final GameRules.Key<GameRules.BooleanRule> DO_INSOMNIA
public static final GameRules.Key<GameRules.BooleanRule> DO_IMMEDIATE_RESPAWN
public static final GameRules.Key<GameRules.BooleanRule> DROWNING_DAMAGE
public static final GameRules.Key<GameRules.BooleanRule> FALL_DAMAGE
public static final GameRules.Key<GameRules.BooleanRule> FIRE_DAMAGE
public static final GameRules.Key<GameRules.BooleanRule> DO_PATROL_SPAWNING
public static final GameRules.Key<GameRules.BooleanRule> DO_TRADER_SPAWNING
public static final GameRules.Key<GameRules.BooleanRule> FORGIVE_DEAD_PLAYERS
public static final GameRules.Key<GameRules.BooleanRule> UNIVERSAL_ANGER
private final Map<GameRules.Key<?>,GameRules.Rule<?>> rules
public GameRules(com.mojang.serialization.DynamicLike<?> dynamicLike)
public GameRules()
private GameRules(Map<GameRules.Key<?>,GameRules.Rule<?>> rules)
private static <T extends GameRules.Rule<T>> GameRules.Key<T> register(String name, GameRules.Category category, GameRules.Type<T> type)
public <T extends GameRules.Rule<T>> T get(GameRules.Key<T> key)
public CompoundTag toNbt()
private void load(com.mojang.serialization.DynamicLike<?> dynamicLike)
public GameRules copy()
public static void forEachType(GameRules.TypeConsumer action)
private static <T extends GameRules.Rule<T>> void accept(GameRules.TypeConsumer consumer, GameRules.Key<?> key, GameRules.Type<?> type)
@Environment(value=CLIENT) public void setAllValues(GameRules rules, @Nullable MinecraftServer server)
@Environment(value=CLIENT) private <T extends GameRules.Rule<T>> void setValue(GameRules.Key<T> key, GameRules rules, @Nullable MinecraftServer server)
public boolean getBoolean(GameRules.Key<GameRules.BooleanRule> rule)
public int getInt(GameRules.Key<GameRules.IntRule> rule)