More Teleport API
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package io.papermc.paper.entity;
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import io.papermc.paper.math.Position;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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/**
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* Represents what part of the entity should be used when determining where to face a position/entity.
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*
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* @see org.bukkit.entity.Player#lookAt(Position, LookAnchor)
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* @see org.bukkit.entity.Player#lookAt(Entity, LookAnchor, LookAnchor)
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*/
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public enum LookAnchor {
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/**
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* Represents the entity's feet.
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* @see LivingEntity#getLocation()
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*/
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FEET,
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/**
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* Represents the entity's eyes.
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* @see LivingEntity#getEyeLocation()
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*/
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EYES;
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}
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package io.papermc.paper.entity;
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import org.bukkit.Location;
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import org.bukkit.event.player.PlayerTeleportEvent;
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/**
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* Represents a flag that can be set on teleportation that may
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* slightly modify the behavior.
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*
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* @see EntityState
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* @see Relative
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*/
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public sealed interface TeleportFlag permits TeleportFlag.EntityState, TeleportFlag.Relative {
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/**
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* Note: These flags only work on {@link org.bukkit.entity.Player} entities.
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* <p>
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* Relative flags enable a player to not lose their velocity in the flag-specific axis/context when teleporting.
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*
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* @apiNote The relative flags exposed in the API do *not* mirror all flags known to vanilla, as relative flags concerning
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* the position are non-applicable given teleports always expect an absolute location.
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* @see org.bukkit.entity.Player#teleport(Location, PlayerTeleportEvent.TeleportCause, TeleportFlag...)
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*/
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enum Relative implements TeleportFlag {
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/**
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* Configures the player to not lose velocity in their x axis during the teleport.
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*/
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VELOCITY_X,
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/**
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* Configures the player to not lose velocity in their y axis during the teleport.
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*/
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VELOCITY_Y,
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/**
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* Configures the player to not lose velocity in their z axis during the teleport.
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*/
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VELOCITY_Z,
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/**
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* Configures the player to not lose velocity in their current rotation during the teleport.
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*/
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VELOCITY_ROTATION;
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/**
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* Configures the player to not loose velocity in their x axis during the teleport.
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* @deprecated Since 1.21.3, vanilla split up the relative teleport flags into velocity and position related
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* ones. As the API does not deal with position relative flags, this name is no longer applicable.
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* Use {@link #VELOCITY_X} instead.
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*/
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@Deprecated(since = "1.21.3", forRemoval = true)
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public static final Relative X = VELOCITY_X;
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/**
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* Configures the player to not loose velocity in their y axis during the teleport.
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* @deprecated Since 1.21.3, vanilla split up the relative teleport flags into velocity and position related
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* ones. As the API does not deal with position relative flags, this name is no longer applicable.
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* Use {@link #VELOCITY_Y} instead.
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*/
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@Deprecated(since = "1.21.3", forRemoval = true)
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public static final Relative Y = VELOCITY_Y;
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/**
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* Configures the player to not loose velocity in their z axis during the teleport.
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* @deprecated Since 1.21.3, vanilla split up the relative teleport flags into velocity and position related
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* ones. As the API does not deal with position relative flags, this name is no longer applicable.
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* Use {@link #VELOCITY_Z} instead.
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*/
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@Deprecated(since = "1.21.3", forRemoval = true)
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public static final Relative Z = VELOCITY_Z;
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/**
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* Represents the player's yaw
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*
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* @deprecated relative velocity flags now allow for the whole rotation to be relative, instead of the yaw and
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* pitch having individual options. Use {@link #VELOCITY_ROTATION} instead.
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*/
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@Deprecated(since = "1.21.3", forRemoval = true)
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public static final Relative YAW = VELOCITY_ROTATION;
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/**
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* Represents the player's pitch
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*
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* @deprecated relative velocity flags now allow for the whole rotation to be relative, instead of the yaw and
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* pitch having individual options. Use {@link #VELOCITY_ROTATION} instead.
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*/
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@Deprecated(since = "1.21.3", forRemoval = true)
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public static final Relative PITCH = VELOCITY_ROTATION;
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}
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/**
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* Represents flags that effect the entity's state on
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* teleportation.
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*/
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enum EntityState implements TeleportFlag {
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/**
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* If all passengers should not be required to be removed prior to teleportation.
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* <p>
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* Note:
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* Teleporting to a different world with this flag present while the entity has entities riding it
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* will cause this teleportation to return false and not occur.
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*/
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RETAIN_PASSENGERS,
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/**
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* If the entity should not be dismounted if they are riding another entity.
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* <p>
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* Note:
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* Teleporting to a different world with this flag present while this entity is riding another entity will
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* cause this teleportation to return false and not occur.
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*/
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RETAIN_VEHICLE,
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/**
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* Indicates that a player should not have their current open inventory closed when teleporting.
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* <p>
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* Note:
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* This option will be ignored when teleported to a different world.
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*/
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RETAIN_OPEN_INVENTORY;
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}
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}
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