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//! The handle Rust mods use to act on the running server — the Rust → Minecraft
//! path.
use crate::BlockPos;
/// Low-level capabilities the Yog runtime exposes to mods (the engine contract).
///
/// The runtime provides the concrete implementation, backed by JNI calls into
/// the Java host; this crate stays JVM-free. Higher-level, ergonomic wrappers
/// live in the domain crates (e.g. `yog-world`'s `World`).
///
/// Dimensions are identified by their registry id string, e.g.
/// `"minecraft:overworld"`.
pub trait Server {
/// Broadcast a chat message to all players on the server.
fn broadcast(&self, message: &str);
/// Registry id of the block at `pos` in `dimension`
/// (e.g. `"minecraft:stone"`), or `None` if the dimension/position is
/// unavailable. Call from the server thread (e.g. an event handler).
fn get_block(&self, dimension: &str, pos: BlockPos) -> Option<String>;
/// Set the block at `pos` in `dimension` to `block_id`. Returns whether the
/// change was applied. Call from the server thread.
fn set_block(&self, dimension: &str, pos: BlockPos, block_id: &str) -> bool;
/// Give `count` of `item_id` to the named player. Returns whether it worked
/// (player online, item valid). Call from the server thread.
fn give_item(&self, player: &str, item_id: &str, count: u32) -> bool;
/// Teleport the named player to `(x, y, z)` in their current world. Returns
/// whether it worked. Call from the server thread.
fn teleport(&self, player: &str, x: f64, y: f64, z: f64) -> bool;
/// Send a raw-byte packet to the named player on `channel` (server → client).
/// Returns whether the player was online. Payload is opaque bytes — no NBT.
fn send_to_player(&self, player: &str, channel: &str, payload: &[u8]) -> bool;
/// Send a raw-byte packet to the server on `channel` (client → server).
/// Only works in a client context; returns whether it was sent.
fn send_to_server(&self, channel: &str, payload: &[u8]) -> bool;
// ── entity (universal, by UUID) ─────────────────────────────────────────
/// Teleport any entity (by UUID) within its current world.
fn entity_teleport(&self, uuid: &str, x: f64, y: f64, z: f64) -> bool;
/// Position of an entity, or `None` if not loaded.
fn entity_position(&self, uuid: &str) -> Option<(f64, f64, f64)>;
/// Health of a living entity, or `None`.
fn entity_health(&self, uuid: &str) -> Option<f32>;
/// Set a living entity's health; returns whether it applied.
fn entity_set_health(&self, uuid: &str, health: f32) -> bool;
/// Remove/kill an entity.
fn entity_kill(&self, uuid: &str) -> bool;
/// Spawn an entity of `entity_type` (e.g. `minecraft:pig`) at a position;
/// returns its UUID, or `None` on failure.
fn spawn_entity(
&self,
entity_type: &str,
dimension: &str,
x: f64,
y: f64,
z: f64,
) -> Option<String>;
// ── status effects ──────────────────────────────────────────────────────
/// Apply a status effect to a living entity. `effect_id` is a registry id
/// such as `"minecraft:speed"` or `"minecraft:regeneration"`. `amplifier` is
/// 0-based (0 = level I). Returns `false` if the entity or effect is unknown.
fn entity_add_effect(
&self,
uuid: &str,
effect_id: &str,
duration_ticks: i32,
amplifier: u8,
show_particles: bool,
) -> bool;
/// Remove a single status effect from a living entity.
fn entity_remove_effect(&self, uuid: &str, effect_id: &str) -> bool;
/// Clear all active status effects from a living entity.
fn entity_clear_effects(&self, uuid: &str) -> bool;
// ── loot tables ─────────────────────────────────────────────────────────
/// Roll a loot table and spawn the resulting item entities in the world.
/// `table_id` is the namespaced id, e.g. `"minecraft:entities/zombie"`.
fn drop_loot(&self, table_id: &str, dimension: &str, x: f64, y: f64, z: f64) -> bool;
// ── tag queries ─────────────────────────────────────────────────────────
/// Returns whether `item_id` (e.g. `"minecraft:stone"`) belongs to `tag_id`
/// (e.g. `"minecraft:planks"`).
fn has_item_tag(&self, item_id: &str, tag_id: &str) -> bool;
/// Returns whether `block_id` belongs to `tag_id`.
fn has_block_tag(&self, block_id: &str, tag_id: &str) -> bool;
// ── world state ─────────────────────────────────────────────────────────
/// Game time in ticks since world creation (never wraps, keeps counting).
fn world_time(&self, dimension: &str) -> Option<i64>;
/// Set the time-of-day (0 = dawn, 6000 = noon, 12000 = dusk, 18000 = midnight).
/// Only changes the visual time, not the absolute world age.
fn world_set_time(&self, dimension: &str, time: i64) -> bool;
/// Whether it is currently raining in the given dimension.
fn world_is_raining(&self, dimension: &str) -> bool;
/// Start or stop rain. `duration_ticks` controls how long the weather lasts
/// (use 0 for a server-chosen default duration).
fn world_set_weather(&self, dimension: &str, raining: bool, duration_ticks: i32) -> bool;
// ── entity velocity ─────────────────────────────────────────────────────
/// Current velocity `(vx, vy, vz)` of any entity, or `None` if not loaded.
fn entity_velocity(&self, uuid: &str) -> Option<(f64, f64, f64)>;
/// Set the velocity of any entity. Returns `false` if not loaded.
fn entity_set_velocity(&self, uuid: &str, vx: f64, vy: f64, vz: f64) -> bool;
/// Add a velocity impulse (cumulative with existing velocity).
fn entity_add_velocity(&self, uuid: &str, vx: f64, vy: f64, vz: f64) -> bool;
// ── scoreboard ──────────────────────────────────────────────────────────
/// Score of `player` on `objective`, or `None` if the objective doesn't exist.
fn scoreboard_get(&self, objective: &str, player: &str) -> Option<i32>;
/// Set the score; returns `false` if the objective doesn't exist.
fn scoreboard_set(&self, objective: &str, player: &str, score: i32) -> bool;
/// Add `delta` to the score (negative = subtract). Returns the new score,
/// or `None` if the objective doesn't exist.
fn scoreboard_add(&self, objective: &str, player: &str, delta: i32) -> Option<i32>;
// ── sound ───────────────────────────────────────────────────────────────
/// Play a sound at `(x, y, z)` in `dimension`. `sound_id` is a registry id
/// (e.g. `"minecraft:entity.player.levelup"`). All players within range hear
/// it. Returns `false` if the dimension is unknown.
fn play_sound(
&self,
dimension: &str,
x: f64,
y: f64,
z: f64,
sound_id: &str,
volume: f32,
pitch: f32,
) -> bool;
/// Play a sound at the named player's current position. All players nearby
/// (including the target) hear it. Returns `false` if the player is offline.
fn play_sound_to_player(
&self,
player: &str,
sound_id: &str,
volume: f32,
pitch: f32,
) -> bool;
// ── title / actionbar ───────────────────────────────────────────────────
/// Send a title+subtitle screen to a player. Pass empty strings to omit
/// either line. Timings are in ticks (20 ticks = 1 second).
fn send_title(
&self,
player: &str,
title: &str,
subtitle: &str,
fadein: i32,
stay: i32,
fadeout: i32,
) -> bool;
/// Send a short message to the action-bar (the line just above the hotbar).
fn send_actionbar(&self, player: &str, message: &str) -> bool;
// ── player management ───────────────────────────────────────────────────
/// Disconnect `player` with the given `reason` message.
fn kick_player(&self, player: &str, reason: &str) -> bool;
/// Change a player's game mode. `gamemode` is one of `"survival"`,
/// `"creative"`, `"adventure"`, `"spectator"` (or the abbreviations
/// `"s"`, `"c"`, `"a"`, `"sp"`). Returns `false` if the player is offline
/// or `gamemode` is unrecognised.
fn set_gamemode(&self, player: &str, gamemode: &str) -> bool;
// ── boss bar ────────────────────────────────────────────────────────────
/// Create a new boss bar identified by `id` (a namespaced id such as
/// `"mymod:progress"`). `color`: `"pink"` / `"blue"` / `"red"` / `"green"` /
/// `"yellow"` / `"purple"` / `"white"`. `style`: `"progress"` /
/// `"notched_6"` / `"notched_10"` / `"notched_12"` / `"notched_20"`.
/// Returns `false` if a bar with that id already exists.
fn bossbar_create(&self, id: &str, title: &str, color: &str, style: &str) -> bool;
/// Remove a boss bar (also removes it from all players). Returns `false` if
/// the bar doesn't exist.
fn bossbar_remove(&self, id: &str) -> bool;
/// Update the displayed title of a boss bar.
fn bossbar_set_title(&self, id: &str, title: &str) -> bool;
/// Set the fill level of a boss bar (0.0 = empty, 1.0 = full).
fn bossbar_set_progress(&self, id: &str, progress: f32) -> bool;
/// Change the color of a boss bar (same color names as [`bossbar_create`]).
fn bossbar_set_color(&self, id: &str, color: &str) -> bool;
/// Add an online player to the boss bar's audience.
fn bossbar_add_player(&self, id: &str, player: &str) -> bool;
/// Remove a player from the boss bar's audience.
fn bossbar_remove_player(&self, id: &str, player: &str) -> bool;
/// Show or hide a boss bar for all its current audience members.
fn bossbar_set_visible(&self, id: &str, visible: bool) -> bool;
// ── misc ────────────────────────────────────────────────────────────────
/// Absolute path of the game / server root directory.
fn game_dir(&self) -> String;
/// Names of all currently connected players.
fn online_players(&self) -> Vec<String>;
// ── block entity ─────────────────────────────────────────────────────────
/// SNBT string of the block entity at `pos` (e.g. chest contents, furnace
/// state, sign text). Returns `None` if there is no block entity there.
fn get_block_nbt(&self, dimension: &str, pos: BlockPos) -> Option<String>;
/// Write `snbt` data into the block entity at `pos` and mark it dirty.
/// Returns `false` if there is no block entity at that position.
fn set_block_nbt(&self, dimension: &str, pos: BlockPos, snbt: &str) -> bool;
// ── inventory ────────────────────────────────────────────────────────────
/// All occupied inventory slots of an online player.
/// Returns one entry per occupied slot: `(slot_index, item_id, count)`.
fn player_inventory(&self, player: &str) -> Vec<(u32, String, u32)>;
/// Set (or clear when `count == 0`) one inventory slot of an online player.
fn player_set_slot(&self, player: &str, slot: u32, item_id: &str, count: u32) -> bool;
// ── cross-dimension teleport ─────────────────────────────────────────────
/// Teleport a player to `(x, y, z)` in a different (or same) dimension.
fn teleport_to_dim(&self, player: &str, dimension: &str, x: f64, y: f64, z: f64) -> bool;
/// Teleport any entity (by UUID) to `(x, y, z)` in `dimension`.
fn entity_teleport_to_dim(&self, uuid: &str, dimension: &str, x: f64, y: f64, z: f64) -> bool;
// ── entity query ─────────────────────────────────────────────────────────
/// Number of loaded entities of `entity_type` (e.g. `"minecraft:zombie"`)
/// in `dimension`. Returns `-1` if the dimension or entity type is unknown.
fn world_entity_count(&self, dimension: &str, entity_type: &str) -> i32;
// ── entity NBT ───────────────────────────────────────────────────────────
/// SNBT string of the entity's persistent NBT, or `None` if not found.
fn entity_get_nbt(&self, uuid: &str) -> Option<String>;
/// Merge SNBT data into the entity's persistent NBT. Returns `false` if not found.
fn entity_set_nbt(&self, uuid: &str, snbt: &str) -> bool;
// ── particles ────────────────────────────────────────────────────────────
/// Spawn `count` particles at `(x, y, z)` in `dimension`.
/// `dx/dy/dz` control the spatial spread; `speed` controls particle velocity.
fn spawn_particles(
&self,
dimension: &str,
x: f64, y: f64, z: f64,
particle_type: &str,
count: i32,
dx: f64, dy: f64, dz: f64,
speed: f64,
) -> bool;
// ── attributes ───────────────────────────────────────────────────────────
/// Get the base value of an attribute on a living entity.
/// `attribute_id` e.g. `"minecraft:generic.max_health"`.
/// Returns `None` if the entity or attribute is not found.
fn entity_attribute_get(&self, uuid: &str, attribute_id: &str) -> Option<f64>;
/// Set the base value of an attribute. Returns false if not found.
fn entity_attribute_set(&self, uuid: &str, attribute_id: &str, value: f64) -> bool;
// ── held item NBT (ABI minor 11) ─────────────────────────────────────────
/// SNBT string of the item currently held in the player's main hand.
/// Returns `None` if the player is offline or holding air.
fn get_held_item_nbt(&self, player: &str) -> Option<String>;
/// Merge `snbt` data into the NBT of the item in the player's main hand.
/// Returns `false` if the player is offline or holding air.
fn set_held_item_nbt(&self, player: &str, snbt: &str) -> bool;
// ── item stack query (ABI minor 12) ──────────────────────────────────────
/// SNBT of the item in the player's off hand.
/// Returns `None` if offline or holding air.
fn get_offhand_item_nbt(&self, player: &str) -> Option<String>;
/// Merge `snbt` into the NBT of the player's off-hand item.
/// Returns `false` if offline or holding air.
fn set_offhand_item_nbt(&self, player: &str, snbt: &str) -> bool;
/// Full item stack at inventory `slot`: `(item_id, count, nbt_snbt)`.
/// `nbt_snbt` is `"{}"` when the item has no NBT.
/// Returns `None` if the player is offline or the slot is empty.
fn get_slot_item(&self, player: &str, slot: u32) -> Option<(String, u32, String)>;
/// Replace inventory `slot`. Pass `count == 0` to clear the slot.
/// `snbt` is merged into the new item's NBT (pass `""` for no NBT).
fn set_slot_item(&self, player: &str, slot: u32, item_id: &str, count: u32, snbt: &str) -> bool;
}