Pulling all pending Bukkit-JavaDoc changes
By: Edmond Poon <sagaciouszzzz@gmail.com>
This commit is contained in:
@@ -15,278 +15,309 @@ import org.bukkit.potion.PotionEffectType;
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*/
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public interface LivingEntity extends Entity, Damageable {
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/**
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* Gets the height of the entity's head above its Location
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* Gets the height of the living entity's eyes above its Location.
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*
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* @return Height of the entity's eyes above its Location
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* @return height of the living entity's eyes above its location
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*/
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public double getEyeHeight();
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/**
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* Gets the height of the entity's head above its Location
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* Gets the height of the living entity's eyes above its Location.
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*
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* @param ignoreSneaking If set to true, the effects of sneaking will be ignored
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* @return Height of the entity's eyes above its Location
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* @param ignoreSneaking if set to true, the effects of sneaking
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* will be ignored
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* @return height of the living entity's eyes above its location
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*/
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public double getEyeHeight(boolean ignoreSneaking);
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/**
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* Get a Location detailing the current eye position of the LivingEntity.
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* Get a Location detailing the current eye position of the living
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* entity.
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*
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* @return a Location at the eyes of the LivingEntity.
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* @return a location at the eyes of the living entity
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*/
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public Location getEyeLocation();
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/**
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* Gets all blocks along the player's line of sight
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* List iterates from player's position to target inclusive
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* Gets all blocks along the living entity's line of sight.
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* <p>
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* This list contains all blocks from the living entity's eye position
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* to target inclusive.
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*
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* @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent.
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* @param maxDistance This is the maximum distance to scan. This may be further limited by the server, but never to less than 100 blocks.
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* @return List containing all blocks along the player's line of sight
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* @param transparent HashSet containing all transparent block IDs
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* (set to null for only air)
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* @param maxDistance this is the maximum distance to scan (may be
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* limited by server by at least 100 blocks, no less)
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* @return list containing all blocks along the living entity's line
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* of sight
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*/
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public List<Block> getLineOfSight(HashSet<Byte> transparent, int maxDistance);
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/**
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* Gets the block that the player has targeted
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* Gets the block that the living entity has targeted.
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*
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* @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent.
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* @param maxDistance This is the maximum distance to scan. This may be further limited by the server, but never to less than 100 blocks.
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* @return Block that the player has targeted
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* @param transparent HashSet containing all transparent block IDs
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* (set to null for only air)
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* @param maxDistance this is the maximum distance to scan
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* (may be limited by server by at least 100 blocks, no less)
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* @return block that the living entity has targeted
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*/
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public Block getTargetBlock(HashSet<Byte> transparent, int maxDistance);
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/**
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* Gets the last two blocks along the player's line of sight.
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* Gets the last two blocks along the living entity's line of sight.
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* <p>
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* The target block will be the last block in the list.
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*
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* @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent.
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* @param maxDistance This is the maximum distance to scan. This may be further limited by the server, but never to less than 100 blocks
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* @return List containing the last 2 blocks along the player's line of sight
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* @param transparent HashSet containing all transparent block IDs
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* (set to null for only air)
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* @param maxDistance this is the maximum distance to scan. This may be
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* further limited by the server, but never to less than 100 blocks
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* @return list containing the last 2 blocks along the living entity's
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* line of sight
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*/
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public List<Block> getLastTwoTargetBlocks(HashSet<Byte> transparent, int maxDistance);
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/**
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* Throws an egg from the entity.
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* Throws an egg from the living entity.
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*
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* @deprecated Use launchProjectile(Egg.class) instead
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* @return The egg thrown.
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* @deprecated use launchProjectile(Egg.class) instead
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* @return the egg thrown
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*/
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@Deprecated
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public Egg throwEgg();
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/**
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* Throws a snowball from the entity.
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* Throws a snowball from the living entity.
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*
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* @deprecated Use launchProjectile(Snowball.class) instead
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* @return The snowball thrown.
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* @deprecated use launchProjectile(Snowball.class) instead
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* @return the snowball thrown
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*/
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@Deprecated
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public Snowball throwSnowball();
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/**
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* Shoots an arrow from the entity.
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* Shoots an arrow from the living entity.
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*
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* @deprecated Use launchProjectile(Arrow.class) instead
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* @return The arrow shot.
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* @deprecated use launchProjectile(Arrow.class) instead
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* @return the arrow shot
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*/
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@Deprecated
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public Arrow shootArrow();
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/**
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* Launches a {@link Projectile} from the entity.
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* Launches a {@link Projectile} from the living entity.
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*
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* @param projectile Class of the projectile to launch
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*
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* @return The launched projectile.
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* @param projectile class of the projectile to launch
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* @return the launched projectile
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*/
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public <T extends Projectile> T launchProjectile(Class<? extends T> projectile);
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/**
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* Returns the amount of air that this entity has remaining, in ticks
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* Returns the amount of air that the living entity has remaining, in
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* ticks.
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*
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* @return Amount of air remaining
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* @return amount of air remaining
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*/
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public int getRemainingAir();
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/**
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* Sets the amount of air that this entity has remaining, in ticks
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* Sets the amount of air that the living entity has remaining, in
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* ticks.
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*
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* @param ticks Amount of air remaining
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* @param ticks amount of air remaining
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*/
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public void setRemainingAir(int ticks);
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/**
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* Returns the maximum amount of air this entity can have, in ticks
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* Returns the maximum amount of air the living entity can
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* have, in ticks.
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*
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* @return Maximum amount of air
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* @return maximum amount of air
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*/
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public int getMaximumAir();
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/**
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* Sets the maximum amount of air this entity can have, in ticks
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* Sets the maximum amount of air the living entity can have, in ticks.
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*
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* @param ticks Maximum amount of air
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* @param ticks maximum amount of air
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*/
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public void setMaximumAir(int ticks);
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/**
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* Returns the entities current maximum noDamageTicks
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* This is the time in ticks the entity will become unable to take
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* equal or less damage than the lastDamage
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* Returns the living entity's current maximum no damage ticks.
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* <p>
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* This is the maximum duration in which the living entity will not
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* take damage.
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*
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* @return noDamageTicks
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* @return maximum no damage ticks
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*/
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public int getMaximumNoDamageTicks();
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/**
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* Sets the entities current maximum noDamageTicks
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* Sets the living entity's current maximum no damage ticks.
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*
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* @param ticks maximumNoDamageTicks
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* @param ticks maximum amount of no damage ticks
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*/
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public void setMaximumNoDamageTicks(int ticks);
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/**
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* Returns the entities lastDamage taken in the current noDamageTicks time.
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* Only damage higher than this amount will further damage the entity.
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* Returns the living entity's last damage taken in the current no
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* damage ticks time.
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* <p>
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* Only damage higher than this amount will further damage the living
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* entity.
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*
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* @return lastDamage
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* @return damage taken since the last no damage ticks time period
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*/
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public int getLastDamage();
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/**
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* Sets the entities current maximum noDamageTicks
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* Sets the damage dealt within the current no damage ticks time period.
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*
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* @param damage last damage
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* @param damage amount of damage
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*/
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public void setLastDamage(int damage);
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/**
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* Returns the entities current noDamageTicks
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* Returns the living entity's current no damage ticks.
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*
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* @return noDamageTicks
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* @return amount of no damage ticks
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*/
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public int getNoDamageTicks();
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/**
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* Sets the entities current noDamageTicks
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* Sets the living entity's current no damage ticks.
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*
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* @param ticks NoDamageTicks
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* @param ticks amount of no damage ticks
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*/
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public void setNoDamageTicks(int ticks);
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/**
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* Gets the player identified as the killer of this entity.
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* <p />
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* Gets the player identified as the killer of the living entity.
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* <p>
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* May be null.
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*
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* @return Killer player, or null if none found.
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* @return killer player, or null if none found
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*/
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public Player getKiller();
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/**
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* Adds the given {@link PotionEffect} to this entity.
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* Only one potion effect can be present for a given {@link PotionEffectType}.
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* Adds the given {@link PotionEffect} to the living entity.
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* <p>
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* Only one potion effect can be present for a given
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* {@link PotionEffectType}.
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*
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* @param effect PotionEffect to be added
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* @return Whether the effect could be added
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* @return whether the effect could be added
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*/
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public boolean addPotionEffect(PotionEffect effect);
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/**
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* Adds the given {@link PotionEffect} to this entity.
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* Only one potion effect can be present for a given {@link PotionEffectType}.
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* Adds the given {@link PotionEffect} to the living entity.
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* <p>
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* Only one potion effect can be present for a given
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* {@link PotionEffectType}.
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*
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* @param effect PotionEffect to be added
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* @param force Whether conflicting effects should be removed
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* @return Whether the effect could be added
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* @param force whether conflicting effects should be removed
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* @return whether the effect could be added
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*/
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public boolean addPotionEffect(PotionEffect effect, boolean force);
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/**
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* Attempts to add all of the given {@link PotionEffect} to this entity.
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* Attempts to add all of the given {@link PotionEffect} to the living
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* entity.
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*
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* @param effects The effects to add
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* @return Whether all of the effects could be added
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* @param effects the effects to add
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* @return whether all of the effects could be added
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*/
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public boolean addPotionEffects(Collection<PotionEffect> effects);
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/**
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* Returns whether the entity already has an existing
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* effect of the given {@link PotionEffectType} applied to it.
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* Returns whether the living entity already has an existing effect of
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* the given {@link PotionEffectType} applied to it.
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*
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* @param type The potion type to check
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* @return Whether the player has this potion effect active on them.
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* @param type the potion type to check
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* @return whether the living entity has this potion effect active
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* on them
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*/
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public boolean hasPotionEffect(PotionEffectType type);
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/**
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* Removes any effects present of the given {@link PotionEffectType}.
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*
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* @param type The potion type to remove
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* @param type the potion type to remove
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*/
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public void removePotionEffect(PotionEffectType type);
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/**
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* Returns all currently active {@link PotionEffect}s on this entity.
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* Returns all currently active {@link PotionEffect}s on the
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* living entity.
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*
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* @return A collection of {@link PotionEffect}s
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* @return a collection of {@link PotionEffect}s
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*/
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public Collection<PotionEffect> getActivePotionEffects();
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/**
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* Checks whether the entity has block line of sight to another.<br />
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* This uses the same algorithm that hostile mobs use to find the closest player.
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* Checks whether the living entity has block line of sight to another.
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* <p>
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* This uses the same algorithm that hostile mobs use to find the
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* closest player.
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*
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* @param other The entity to determine line of sight to.
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* @return true if there is a line of sight, false if not.
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* @param other the entity to determine line of sight to
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* @return true if there is a line of sight, false if not
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*/
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public boolean hasLineOfSight(Entity other);
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/**
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* Returns if the entity despawns when away from players or not.<br />
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* By default animals are not removed while other mobs are.
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* Returns if the living entity despawns when away from players or not.
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* <p>
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* By default, animals are not removed while other mobs are.
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*
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* @return true if the entity is removed when away from players
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* @return true if the living entity is removed when away from players
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*/
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public boolean getRemoveWhenFarAway();
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/**
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* Sets whether or not the entity despawns when away from players or not.
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* Sets whether or not the living entity despawns when away from
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* players or not.
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*
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* @param remove The remove status
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* @param remove the removal status
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*/
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public void setRemoveWhenFarAway(boolean remove);
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/**
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* Gets the inventory with the equipment worn by this entity.
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* Gets the inventory with the equipment worn by the living entity.
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*
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* @return the entities inventory.
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* @return the living entity's inventory
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*/
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public EntityEquipment getEquipment();
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/**
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* Sets whether or not the entity can pick up items
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* Sets whether or not the living entity can pick up items.
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*
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* @param pickup Whether or not the entity can pick up items
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* @param pickup whether or not the living entity can pick up items
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*/
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public void setCanPickupItems(boolean pickup);
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/**
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* Gets if the entity can pick up items
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* Gets if the living entity can pick up items.
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*
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* @return whether or not the entity can pick up items
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* @return whether or not the living entity can pick up items
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*/
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public boolean getCanPickupItems();
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/**
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* Sets a custom name on a mob. This name will be used in death messages
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* and can be sent to the client as a nameplate over the mob.
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* Sets a custom name on a mob. This name will be used in death
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* messages and can be sent to the client as a nameplate over the mob.
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* <p>
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* Setting the name to null or an empty string will clear it.
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* <p>
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* This value has no effect on players, they will always use their real
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* name.
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* @param name name to set
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*
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* @param name the name to set
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*/
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public void setCustomName(String name);
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@@ -296,6 +327,7 @@ public interface LivingEntity extends Entity, Damageable {
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* <p>
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* This value has no effect on players, they will always use their real
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* name.
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*
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* @return name of the mob or null
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*/
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public String getCustomName();
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@@ -306,7 +338,8 @@ public interface LivingEntity extends Entity, Damageable {
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* <p>
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* This value has no effect on players, they will always display their
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* name.
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* @param flag show custom name
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*
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* @param flag custom name or not
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*/
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public void setCustomNameVisible(boolean flag);
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@@ -315,6 +348,7 @@ public interface LivingEntity extends Entity, Damageable {
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* <p>
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* This value has no effect on players, they will always display their
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* name.
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*
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* @return if the custom name is displayed
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*/
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public boolean isCustomNameVisible();
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