Pulling all pending Bukkit-JavaDoc changes

By: Edmond Poon <sagaciouszzzz@gmail.com>
This commit is contained in:
Bukkit/Spigot
2013-04-02 00:11:22 -04:00
parent 745a0d7683
commit 761a84cb1b
93 changed files with 539 additions and 505 deletions

View File

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