Uses of Package
nl.pim16aap2.lightkeeper.framework
Packages that use nl.pim16aap2.lightkeeper.framework
Package
Description
Public JUnit framework API for creating worlds and synthetic players and asserting game state.
AssertJ assertions for live server/plugin, world/block, entity-query, player, menu, event-capture and error state,
plus frozen inventory/item, event/value, result, entity/geometry and semantic chat snapshots.
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Classes in nl.pim16aap2.lightkeeper.framework used by nl.pim16aap2.lightkeeper.frameworkClassDescriptionInteger block coordinates in a world.LIVE address of a block in a world: it stores where, never what.A block specification: a material plus the state properties a test cares about.Frozen snapshot of a block's full state at the moment it was read.Snapshot of a captured Bukkit event.Frozen native chat-component JSON with shared literal-text and effective-click interpretation.Frozen literal text and its associated effective action.Result of executing a command through the framework.Condition callback used by
ILightkeeperFramework.waitUntil(Condition, java.time.Duration).LIVE, composable entity query for one world: filters build new immutable queries, terminals re-query the server per call.Frozen snapshot of one entity's state, read in the same main-thread burst as its query siblings — every snapshot from oneEntityQuery.snapshot()call shares one tick and is internally consistent.A rotation quaternion.A display entity's transformation: display entities move via transform, not position.Handle for a dynamic event capture session.Bots facet of the framework: join synthetic players into a world, or configure one through a builder.Events facet of the framework: capture Bukkit events for later inspection.Internal gateway contract used by framework handle implementations.LightKeeper end-to-end test framework entrypoint.Outcome of a synthetic player interaction that fires a real, cancellable Bukkit event.Snapshot of a player's inventory.Fluent builder for synthetic players.Server-control facet of the framework: command execution, console output, platform, filesystem access, process lifecycle, tick counter, and captured server errors.Fluent builder for worlds.Worlds facet of the framework: create worlds from defaults, specs, or provisioned templates, or configure one through a builder.Handle for an open player menu.Menu item snapshot.Open-menu snapshot for a player.Handle for mutating and querying a synthetic player's permissions.Supported Minecraft server platforms.Handle for a synthetic player.Machine-readable synthetic-player availability failures.Handle for the always-on server-error capture.Snapshot of a single captured server error or warning.Severity bucket of a captured entry.Double-precision 3D position in a world.Handle to a world in the running test server.World creation specification. -
Classes in nl.pim16aap2.lightkeeper.framework used by nl.pim16aap2.lightkeeper.framework.assertionsClassDescriptionInteger block coordinates in a world.LIVE address of a block in a world: it stores where, never what.A block specification: a material plus the state properties a test cares about.Frozen snapshot of a block's full state at the moment it was read.Snapshot of a captured Bukkit event.Frozen native chat-component JSON with shared literal-text and effective-click interpretation.Result of executing a command through the framework.LIVE, composable entity query for one world: filters build new immutable queries, terminals re-query the server per call.Frozen snapshot of one entity's state, read in the same main-thread burst as its query siblings — every snapshot from one
EntityQuery.snapshot()call shares one tick and is internally consistent.A rotation quaternion.A display entity's transformation: display entities move via transform, not position.Handle for a dynamic event capture session.LightKeeper end-to-end test framework entrypoint.Outcome of a synthetic player interaction that fires a real, cancellable Bukkit event.Snapshot of a player's inventory.Handle for an open player menu.Menu item snapshot.Open-menu snapshot for a player.Handle for a synthetic player.Handle for the always-on server-error capture.Snapshot of a single captured server error or warning.Double-precision 3D position in a world.Handle to a world in the running test server.