More Teleport API

This commit is contained in:
Owen1212055
2021-09-05 00:36:05 -04:00
parent b780ff7251
commit 4eafd09fd9
5 changed files with 238 additions and 1 deletions

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package io.papermc.paper.entity;
import io.papermc.paper.math.Position;
import org.bukkit.entity.Entity;
import org.bukkit.entity.LivingEntity;
/**
* Represents what part of the entity should be used when determining where to face a position/entity.
*
* @see org.bukkit.entity.Player#lookAt(Position, LookAnchor)
* @see org.bukkit.entity.Player#lookAt(Entity, LookAnchor, LookAnchor)
*/
public enum LookAnchor {
/**
* Represents the entity's feet.
* @see LivingEntity#getLocation()
*/
FEET,
/**
* Represents the entity's eyes.
* @see LivingEntity#getEyeLocation()
*/
EYES;
}

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 As the API does not deal with position relative flags, this name is no longer applicable.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