package org.bukkit.entity; import java.net.InetSocketAddress; import java.util.Collection; import java.util.Map; import org.bukkit.DyeColor; import org.bukkit.Effect; import org.bukkit.GameMode; import org.bukkit.Instrument; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.Note; import org.bukkit.OfflinePlayer; import org.bukkit.Particle; import org.bukkit.Server; import org.bukkit.Sound; import org.bukkit.SoundCategory; import org.bukkit.WeatherType; import org.bukkit.WorldBorder; import org.bukkit.advancement.Advancement; import org.bukkit.advancement.AdvancementProgress; import org.bukkit.block.Block; import org.bukkit.block.BlockState; import org.bukkit.block.Sign; import org.bukkit.block.TileState; import org.bukkit.block.data.BlockData; import org.bukkit.block.sign.Side; import org.bukkit.conversations.Conversable; import org.bukkit.event.block.BlockBreakEvent; import org.bukkit.event.block.BlockDropItemEvent; import org.bukkit.event.player.PlayerExpCooldownChangeEvent; import org.bukkit.event.player.PlayerResourcePackStatusEvent; import org.bukkit.inventory.EquipmentSlot; import org.bukkit.inventory.ItemStack; import org.bukkit.map.MapView; import org.bukkit.plugin.Plugin; import org.bukkit.plugin.messaging.PluginMessageRecipient; import org.bukkit.scoreboard.Scoreboard; import org.jetbrains.annotations.ApiStatus; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; /** * Represents a player, connected or not */ public interface Player extends HumanEntity, Conversable, OfflinePlayer, PluginMessageRecipient { /** * {@inheritDoc} */ @NotNull @Override public String getName(); /** * Gets the "friendly" name to display of this player. This may include * color. *

* Note that this name will not be displayed in game, only in chat and * places defined by plugins. * * @return the friendly name */ @NotNull public String getDisplayName(); /** * Sets the "friendly" name to display of this player. This may include * color. *

* Note that this name will not be displayed in game, only in chat and * places defined by plugins. * * @param name The new display name. */ public void setDisplayName(@Nullable String name); /** * Gets the name that is shown on the player list. * * @return the player list name */ @NotNull public String getPlayerListName(); /** * Sets the name that is shown on the in-game player list. *

* If the value is null, the name will be identical to {@link #getName()}. * * @param name new player list name */ public void setPlayerListName(@Nullable String name); /** * Gets the currently displayed player list header for this player. * * @return player list header or null */ @Nullable public String getPlayerListHeader(); /** * Gets the currently displayed player list footer for this player. * * @return player list header or null */ @Nullable public String getPlayerListFooter(); /** * Sets the currently displayed player list header for this player. * * @param header player list header, null for empty */ public void setPlayerListHeader(@Nullable String header); /** * Sets the currently displayed player list footer for this player. * * @param footer player list footer, null for empty */ public void setPlayerListFooter(@Nullable String footer); /** * Sets the currently displayed player list header and footer for this * player. * * @param header player list header, null for empty * @param footer player list footer, null for empty */ public void setPlayerListHeaderFooter(@Nullable String header, @Nullable String footer); /** * Set the target of the player's compass. * * @param loc Location to point to */ public void setCompassTarget(@NotNull Location loc); /** * Get the previously set compass target. * * @return location of the target */ @NotNull public Location getCompassTarget(); /** * Gets the socket address of this player * * @return the player's address */ @Nullable public InetSocketAddress getAddress(); /** * Sends this sender a message raw * * @param message Message to be displayed */ @Override public void sendRawMessage(@NotNull String message); /** * Kicks player with custom kick message. * * @param message kick message */ public void kickPlayer(@Nullable String message); /** * Says a message (or runs a command). * * @param msg message to print */ public void chat(@NotNull String msg); /** * Makes the player perform the given command * * @param command Command to perform * @return true if the command was successful, otherwise false */ public boolean performCommand(@NotNull String command); /** * Returns true if the entity is supported by a block. * * This value is a state updated by the client after each movement. * * @return True if entity is on ground. * @deprecated This value is controlled only by the client and is therefore * unreliable and vulnerable to spoofing and/or desync depending on the * context/time which it is accessed */ @Override @Deprecated public boolean isOnGround(); /** * Returns if the player is in sneak mode * * @return true if player is in sneak mode */ public boolean isSneaking(); /** * Sets the sneak mode the player * * @param sneak true if player should appear sneaking */ public void setSneaking(boolean sneak); /** * Gets whether the player is sprinting or not. * * @return true if player is sprinting. */ public boolean isSprinting(); /** * Sets whether the player is sprinting or not. * * @param sprinting true if the player should be sprinting */ public void setSprinting(boolean sprinting); /** * Saves the players current location, health, inventory, motion, and * other information into the username.dat file, in the world/player * folder */ public void saveData(); /** * Loads the players current location, health, inventory, motion, and * other information from the username.dat file, in the world/player * folder. *

* Note: This will overwrite the players current inventory, health, * motion, etc, with the state from the saved dat file. */ public void loadData(); /** * Sets whether the player is ignored as not sleeping. If everyone is * either sleeping or has this flag set, then time will advance to the * next day. If everyone has this flag set but no one is actually in bed, * then nothing will happen. * * @param isSleeping Whether to ignore. */ public void setSleepingIgnored(boolean isSleeping); /** * Returns whether the player is sleeping ignored. * * @return Whether player is ignoring sleep. */ public boolean isSleepingIgnored(); /** * Gets the Location where the player will spawn at their bed, null if * they have not slept in one or their current bed spawn is invalid. * * @return Bed Spawn Location if bed exists, otherwise null. */ @Nullable @Override public Location getBedSpawnLocation(); /** * Sets the Location where the player will spawn at their bed. * * @param location where to set the respawn location */ public void setBedSpawnLocation(@Nullable Location location); /** * Sets the Location where the player will spawn at their bed. * * @param location where to set the respawn location * @param force whether to forcefully set the respawn location even if a * valid bed is not present */ public void setBedSpawnLocation(@Nullable Location location, boolean force); /** * Play a note for a player at a location. This requires a note block * at the particular location (as far as the client is concerned). This * will not work without a note block. This will not work with cake. * * @param loc The location of a note block. * @param instrument The instrument ID. * @param note The note ID. * @deprecated Magic value */ @Deprecated public void playNote(@NotNull Location loc, byte instrument, byte note); /** * Play a note for a player at a location. This requires a note block * at the particular location (as far as the client is concerned). This * will not work without a note block. This will not work with cake. * * @param loc The location of a note block * @param instrument The instrument * @param note The note */ public void playNote(@NotNull Location loc, @NotNull Instrument instrument, @NotNull Note note); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. * * @param location The location to play the sound * @param sound The sound to play * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Location location, @NotNull Sound sound, float volume, float pitch); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. No * sound will be heard by the player if their client does not have the * respective sound for the value passed. * * @param location The location to play the sound * @param sound The internal sound name to play * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Location location, @NotNull String sound, float volume, float pitch); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. * * @param location The location to play the sound * @param sound The sound to play * @param category The category of the sound * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Location location, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch); /** * Play a sound for a player at the location. *

* This function will fail silently if Location or Sound are null. No sound * will be heard by the player if their client does not have the respective * sound for the value passed. * * @param location The location to play the sound * @param sound The internal sound name to play * @param category The category of the sound * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Location location, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch); /** * Play a sound for a player at the location of the entity. *

* This function will fail silently if Entity or Sound are null. * * @param entity The entity to play the sound * @param sound The sound to play * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Entity entity, @NotNull Sound sound, float volume, float pitch); /** * Play a sound for a player at the location of the entity. *

* This function will fail silently if Entity or Sound are null. * * @param entity The entity to play the sound * @param sound The sound to play * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Entity entity, @NotNull String sound, float volume, float pitch); /** * Play a sound for a player at the location of the entity. *

* This function will fail silently if Entity or Sound are null. * * @param entity The entity to play the sound * @param sound The sound to play * @param category The category of the sound * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Entity entity, @NotNull Sound sound, @NotNull SoundCategory category, float volume, float pitch); /** * Play a sound for a player at the location of the entity. *

* This function will fail silently if Entity or Sound are null. * * @param entity The entity to play the sound * @param sound The sound to play * @param category The category of the sound * @param volume The volume of the sound * @param pitch The pitch of the sound */ public void playSound(@NotNull Entity entity, @NotNull String sound, @NotNull SoundCategory category, float volume, float pitch); /** * Stop the specified sound from playing. * * @param sound the sound to stop */ public void stopSound(@NotNull Sound sound); /** * Stop the specified sound from playing. * * @param sound the sound to stop */ public void stopSound(@NotNull String sound); /** * Stop the specified sound from playing. * * @param sound the sound to stop * @param category the category of the sound */ public void stopSound(@NotNull Sound sound, @Nullable SoundCategory category); /** * Stop the specified sound from playing. * * @param sound the sound to stop * @param category the category of the sound */ public void stopSound(@NotNull String sound, @Nullable SoundCategory category); /** * Stop the specified sound category from playing. * * @param category the sound category to stop */ public void stopSound(@NotNull SoundCategory category); /** * Stop all sounds from playing. */ public void stopAllSounds(); /** * Plays an effect to just this player. * * @param loc the location to play the effect at * @param effect the {@link Effect} * @param data a data bit needed for some effects * @deprecated Magic value */ @Deprecated public void playEffect(@NotNull Location loc, @NotNull Effect effect, int data); /** * Plays an effect to just this player. * * @param the data based based on the type of the effect * @param loc the location to play the effect at * @param effect the {@link Effect} * @param data a data bit needed for some effects */ public void playEffect(@NotNull Location loc, @NotNull Effect effect, @Nullable T data); /** * Force this player to break a Block using the item in their main hand. * * This method will respect enchantments, handle item durability (if * applicable) and drop experience and the correct items according to the * tool/item in the player's hand. *

* Note that this method will call a {@link BlockBreakEvent}, meaning that * this method may not be successful in breaking the block if the event was * cancelled by a third party plugin. Care should be taken if running this * method in a BlockBreakEvent listener as recursion may be possible if it * is invoked on the same {@link Block} being broken in the event. *

* Additionally, a {@link BlockDropItemEvent} is called for the items * dropped by this method (if successful). *

* The block must be in the same world as the player. * * @param block the block to break * * @return true if the block was broken, false if the break failed */ public boolean breakBlock(@NotNull Block block); /** * Send a block change. This fakes a block change packet for a user at a * certain location. This will not actually change the world in any way. * * @param loc The location of the changed block * @param material The new block * @param data The block data * @deprecated Magic value */ @Deprecated public void sendBlockChange(@NotNull Location loc, @NotNull Material material, byte data); /** * Send a block change. This fakes a block change packet for a user at a * certain location. This will not actually change the world in any way. * * @param loc The location of the changed block * @param block The new block */ public void sendBlockChange(@NotNull Location loc, @NotNull BlockData block); /** * Send a multi-block change. This fakes a block change packet for a user * at multiple locations. This will not actually change the world in any * way. *

* This method may send multiple packets to the client depending on the * blocks in the collection. A packet must be sent for each chunk section * modified, meaning one packet for each 16x16x16 block area. Even if only * one block is changed in two different chunk sections, two packets will * be sent. *

* Additionally, this method cannot guarantee the functionality of changes * being sent to the player in chunks not loaded by the client. It is the * responsibility of the caller to ensure that the client is within range * of the changed blocks or to handle any side effects caused as a result. * * @param blocks the block states to send to the player */ public void sendBlockChanges(@NotNull Collection blocks); /** * Send a multi-block change. This fakes a block change packet for a user * at multiple locations. This will not actually change the world in any * way. *

* This method may send multiple packets to the client depending on the * blocks in the collection. A packet must be sent for each chunk section * modified, meaning one packet for each 16x16x16 block area. Even if only * one block is changed in two different chunk sections, two packets will * be sent. *

* Additionally, this method cannot guarantee the functionality of changes * being sent to the player in chunks not loaded by the client. It is the * responsibility of the caller to ensure that the client is within range * of the changed blocks or to handle any side effects caused as a result. * * @param blocks the block states to send to the player * @param suppressLightUpdates whether or not light updates should be * suppressed when updating the blocks on the client * @deprecated suppressLightUpdates is not functional in versions greater * than 1.19.4 */ @Deprecated public void sendBlockChanges(@NotNull Collection blocks, boolean suppressLightUpdates); /** * Send block damage. This fakes block break progress at a certain location * sourced by this player. This will not actually change the block's break * progress in any way. * * @param loc the location of the damaged block * @param progress the progress from 0.0 - 1.0 where 0 is no damage and * 1.0 is the most damaged */ public void sendBlockDamage(@NotNull Location loc, float progress); /** * Send block damage. This fakes block break progress at a certain location * sourced by the provided entity. This will not actually change the block's * break progress in any way. *

* At the same location for each unique damage source sent to the player, a * separate damage overlay will be displayed with the given progress. This allows * for block damage at different progress from multiple entities at once. * * @param loc the location of the damaged block * @param progress the progress from 0.0 - 1.0 where 0 is no damage and * 1.0 is the most damaged * @param source the entity to which the damage belongs */ public void sendBlockDamage(@NotNull Location loc, float progress, @NotNull Entity source); /** * Send block damage. This fakes block break progress at a certain location * sourced by the provided entity id. This will not actually change the block's * break progress in any way. *

* At the same location for each unique damage source sent to the player, a * separate damage overlay will be displayed with the given progress. This allows * for block damage at different progress from multiple entities at once. * * @param loc the location of the damaged block * @param progress the progress from 0.0 - 1.0 where 0 is no damage and * 1.0 is the most damaged * @param sourceId the entity id of the entity to which the damage belongs. * Can be an id that does not associate directly with an existing or loaded entity. */ public void sendBlockDamage(@NotNull Location loc, float progress, int sourceId); /** * Send an equipment change for the target entity. This will not * actually change the entity's equipment in any way. * * @param entity the entity whose equipment to change * @param slot the slot to change * @param item the item to which the slot should be changed, or null to set * it to air */ public void sendEquipmentChange(@NotNull LivingEntity entity, @NotNull EquipmentSlot slot, @Nullable ItemStack item); /** * Send multiple equipment changes for the target entity. This will not * actually change the entity's equipment in any way. * * @param entity the entity whose equipment to change * @param items the slots to change, where the values are the items to which * the slot should be changed. null values will set the slot to air */ public void sendEquipmentChange(@NotNull LivingEntity entity, @NotNull Map items); /** * Send a sign change. This fakes a sign change packet for a user at * a certain location. This will not actually change the world in any way. * This method will use a sign at the location's block or a faked sign * sent via * {@link #sendBlockChange(org.bukkit.Location, org.bukkit.Material, byte)}. *

* If the client does not have a sign at the given location it will * display an error message to the user. * * @param loc the location of the sign * @param lines the new text on the sign or null to clear it * @throws IllegalArgumentException if location is null * @throws IllegalArgumentException if lines is non-null and has a length less than 4 */ public void sendSignChange(@NotNull Location loc, @Nullable String[] lines) throws IllegalArgumentException; /** * Send a sign change. This fakes a sign change packet for a user at * a certain location. This will not actually change the world in any way. * This method will use a sign at the location's block or a faked sign * sent via * {@link #sendBlockChange(org.bukkit.Location, org.bukkit.Material, byte)}. *

* If the client does not have a sign at the given location it will * display an error message to the user. * * @param loc the location of the sign * @param lines the new text on the sign or null to clear it * @param dyeColor the color of the sign * @throws IllegalArgumentException if location is null * @throws IllegalArgumentException if dyeColor is null * @throws IllegalArgumentException if lines is non-null and has a length less than 4 */ public void sendSignChange(@NotNull Location loc, @Nullable String[] lines, @NotNull DyeColor dyeColor) throws IllegalArgumentException; /** * Send a sign change. This fakes a sign change packet for a user at * a certain location. This will not actually change the world in any way. * This method will use a sign at the location's block or a faked sign * sent via * {@link #sendBlockChange(org.bukkit.Location, org.bukkit.Material, byte)}. *

* If the client does not have a sign at the given location it will * display an error message to the user. * * @param loc the location of the sign * @param lines the new text on the sign or null to clear it * @param dyeColor the color of the sign * @param hasGlowingText if the sign's text should be glowing * @throws IllegalArgumentException if location is null * @throws IllegalArgumentException if dyeColor is null * @throws IllegalArgumentException if lines is non-null and has a length less than 4 */ public void sendSignChange(@NotNull Location loc, @Nullable String[] lines, @NotNull DyeColor dyeColor, boolean hasGlowingText) throws IllegalArgumentException; /** * Send a TileState change. This fakes a TileState change for a user at * the given location. This will not actually change the world in any way. * This method will use a TileState at the location's block or a faked TileState * sent via * {@link #sendBlockChange(org.bukkit.Location, org.bukkit.Material, byte)}. *

* If the client does not have an appropriate tile at the given location it * may display an error message to the user. *

* {@link BlockData#createBlockState()} can be used to create a {@link BlockState}. * * @param loc the location of the sign * @param tileState the tile state * @throws IllegalArgumentException if location is null * @throws IllegalArgumentException if tileState is null */ @ApiStatus.Experimental public void sendBlockUpdate(@NotNull Location loc, @NotNull TileState tileState) throws IllegalArgumentException; /** * Render a map and send it to the player in its entirety. This may be * used when streaming the map in the normal manner is not desirable. * * @param map The map to be sent */ public void sendMap(@NotNull MapView map); /** * Send a hurt animation. This fakes incoming damage towards the player from * the given yaw relative to the player's direction. * * @param yaw the yaw in degrees relative to the player's direction where 0 * is in front of the player, 90 is to the right, 180 is behind, and 270 is * to the left */ public void sendHurtAnimation(float yaw); /** * Add custom chat completion suggestions shown to the player while typing a * message. * * @param completions the completions to send */ public void addCustomChatCompletions(@NotNull Collection completions); /** * Remove custom chat completion suggestions shown to the player while * typing a message. * * Online player names cannot be removed with this method. This will affect * only custom completions added by {@link #addCustomChatCompletions(Collection)} * or {@link #setCustomChatCompletions(Collection)}. * * @param completions the completions to remove */ public void removeCustomChatCompletions(@NotNull Collection completions); /** * Set the list of chat completion suggestions shown to the player while * typing a message. *

* If completions were set previously, this method will remove them all and * replace them with the provided completions. * * @param completions the completions to set */ public void setCustomChatCompletions(@NotNull Collection completions); /** * Forces an update of the player's entire inventory. * * @apiNote It should not be necessary for plugins to use this method. If it * is required for some reason, it is probably a bug. */ @ApiStatus.Internal public void updateInventory(); /** * Gets this player's previous {@link GameMode} * * @return Previous game mode or null */ @Nullable public GameMode getPreviousGameMode(); /** * Sets the current time on the player's client. When relative is true the * player's time will be kept synchronized to its world time with the * specified offset. *

* When using non relative time the player's time will stay fixed at the * specified time parameter. It's up to the caller to continue updating * the player's time. To restore player time to normal use * resetPlayerTime(). * * @param time The current player's perceived time or the player's time * offset from the server time. * @param relative When true the player time is kept relative to its world * time. */ public void setPlayerTime(long time, boolean relative); /** * Returns the player's current timestamp. * * @return The player's time */ public long getPlayerTime(); /** * Returns the player's current time offset relative to server time, or * the current player's fixed time if the player's time is absolute. * * @return The player's time */ public long getPlayerTimeOffset(); /** * Returns true if the player's time is relative to the server time, * otherwise the player's time is absolute and will not change its current * time unless done so with setPlayerTime(). * * @return true if the player's time is relative to the server time. */ public boolean isPlayerTimeRelative(); /** * Restores the normal condition where the player's time is synchronized * with the server time. *

* Equivalent to calling setPlayerTime(0, true). */ public void resetPlayerTime(); /** * Sets the type of weather the player will see. When used, the weather * status of the player is locked until {@link #resetPlayerWeather()} is * used. * * @param type The WeatherType enum type the player should experience */ public void setPlayerWeather(@NotNull WeatherType type); /** * Returns the type of weather the player is currently experiencing. * * @return The WeatherType that the player is currently experiencing or * null if player is seeing server weather. */ @Nullable public WeatherType getPlayerWeather(); /** * Restores the normal condition where the player's weather is controlled * by server conditions. */ public void resetPlayerWeather(); /** * Gets the player's cooldown between picking up experience orbs. * * @return The cooldown in ticks */ public int getExpCooldown(); /** * Sets the player's cooldown between picking up experience orbs.. * * Note: Setting this to 0 allows the player to pick up * instantly, but setting this to a negative value will cause the player to * be unable to pick up xp-orbs. * * Calling this Method will result in {@link PlayerExpCooldownChangeEvent} * being called. * * @param ticks The cooldown in ticks */ public void setExpCooldown(int ticks); /** * Gives the player the amount of experience specified. * * @param amount Exp amount to give */ public void giveExp(int amount); /** * Gives the player the amount of experience levels specified. Levels can * be taken by specifying a negative amount. * * @param amount amount of experience levels to give or take */ public void giveExpLevels(int amount); /** * Gets the players current experience points towards the next level. *

* This is a percentage value. 0 is "no progress" and 1 is "next level". * * @return Current experience points */ public float getExp(); /** * Sets the players current experience points towards the next level *

* This is a percentage value. 0 is "no progress" and 1 is "next level". * * @param exp New experience points */ public void setExp(float exp); /** * Gets the players current experience level * * @return Current experience level */ public int getLevel(); /** * Sets the players current experience level * * @param level New experience level */ public void setLevel(int level); /** * Gets the players total experience points. *
* This refers to the total amount of experience the player has collected * over time and is not currently displayed to the client. * * @return Current total experience points */ public int getTotalExperience(); /** * Sets the players current experience points. *
* This refers to the total amount of experience the player has collected * over time and is not currently displayed to the client. * * @param exp New total experience points */ public void setTotalExperience(int exp); /** * Send an experience change. * * This fakes an experience change packet for a user. This will not actually * change the experience points in any way. * * @param progress Experience progress percentage (between 0.0 and 1.0) * @see #setExp(float) */ public void sendExperienceChange(float progress); /** * Send an experience change. * * This fakes an experience change packet for a user. This will not actually * change the experience points in any way. * * @param progress New experience progress percentage (between 0.0 and 1.0) * @param level New experience level * * @see #setExp(float) * @see #setLevel(int) */ public void sendExperienceChange(float progress, int level); /** * Determines if the Player is allowed to fly via jump key double-tap like * in creative mode. * * @return True if the player is allowed to fly. */ public boolean getAllowFlight(); /** * Sets if the Player is allowed to fly via jump key double-tap like in * creative mode. * * @param flight If flight should be allowed. */ public void setAllowFlight(boolean flight); /** * Hides a player from this player * * @param player Player to hide * @deprecated see {@link #hidePlayer(Plugin, Player)} */ @Deprecated public void hidePlayer(@NotNull Player player); /** * Hides a player from this player * * @param plugin Plugin that wants to hide the player * @param player Player to hide */ public void hidePlayer(@NotNull Plugin plugin, @NotNull Player player); /** * Allows this player to see a player that was previously hidden * * @param player Player to show * @deprecated see {@link #showPlayer(Plugin, Player)} */ @Deprecated public void showPlayer(@NotNull Player player); /** * Allows this player to see a player that was previously hidden. If * another another plugin had hidden the player too, then the player will * remain hidden until the other plugin calls this method too. * * @param plugin Plugin that wants to show the player * @param player Player to show */ public void showPlayer(@NotNull Plugin plugin, @NotNull Player player); /** * Checks to see if a player has been hidden from this player * * @param player Player to check * @return True if the provided player is not being hidden from this * player */ public boolean canSee(@NotNull Player player); /** * Visually hides an entity from this player. * * @param plugin Plugin that wants to hide the entity * @param entity Entity to hide * @apiNote draft API */ @ApiStatus.Experimental public void hideEntity(@NotNull Plugin plugin, @NotNull Entity entity); /** * Allows this player to see an entity that was previously hidden. If * another another plugin had hidden the entity too, then the entity will * remain hidden until the other plugin calls this method too. * * @param plugin Plugin that wants to show the entity * @param entity Entity to show * @apiNote draft API */ @ApiStatus.Experimental public void showEntity(@NotNull Plugin plugin, @NotNull Entity entity); /** * Checks to see if an entity has been visually hidden from this player. * * @param entity Entity to check * @return True if the provided entity is not being hidden from this * player * @apiNote draft API */ @ApiStatus.Experimental public boolean canSee(@NotNull Entity entity); /** * Checks to see if this player is currently flying or not. * * @return True if the player is flying, else false. */ public boolean isFlying(); /** * Makes this player start or stop flying. * * @param value True to fly. */ public void setFlying(boolean value); /** * Sets the speed at which a client will fly. Negative values indicate * reverse directions. * * @param value The new speed, from -1 to 1. * @throws IllegalArgumentException If new speed is less than -1 or * greater than 1 */ public void setFlySpeed(float value) throws IllegalArgumentException; /** * Sets the speed at which a client will walk. Negative values indicate * reverse directions. * * @param value The new speed, from -1 to 1. * @throws IllegalArgumentException If new speed is less than -1 or * greater than 1 */ public void setWalkSpeed(float value) throws IllegalArgumentException; /** * Gets the current allowed speed that a client can fly. * * @return The current allowed speed, from -1 to 1 */ public float getFlySpeed(); /** * Gets the current allowed speed that a client can walk. * * @return The current allowed speed, from -1 to 1 */ public float getWalkSpeed(); /** * Request that the player's client download and switch texture packs. *

* The player's client will download the new texture pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached the same * texture pack in the past, it will perform a file size check against * the response content to determine if the texture pack has changed and * needs to be downloaded again. When this request is sent for the very * first time from a given server, the client will first display a * confirmation GUI to the player before proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the texture * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. * @deprecated Minecraft no longer uses textures packs. Instead you * should use {@link #setResourcePack(String)}. */ @Deprecated public void setTexturePack(@NotNull String url); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached the same * resource pack in the past, it will perform a file size check against * the response content to determine if the resource pack has changed and * needs to be downloaded again. When this request is sent for the very * first time from a given server, the client will first display a * confirmation GUI to the player before proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. */ public void setResourcePack(@NotNull String url); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached a * resource pack with the same hash in the past it will not download but * directly apply the cached pack. If the hash is null and the client has * downloaded and cached the same resource pack in the past, it will * perform a file size check against the response content to determine if * the resource pack has changed and needs to be downloaded again. When * this request is sent for the very first time from a given server, the * client will first display a confirmation GUI to the player before * proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @param hash The sha1 hash sum of the resource pack file which is used * to apply a cached version of the pack directly without downloading * if it is available. Hast to be 20 bytes long! * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. * @throws IllegalArgumentException Thrown if the hash is not 20 bytes * long. */ public void setResourcePack(@NotNull String url, @Nullable byte[] hash); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached a * resource pack with the same hash in the past it will not download but * directly apply the cached pack. If the hash is null and the client has * downloaded and cached the same resource pack in the past, it will * perform a file size check against the response content to determine if * the resource pack has changed and needs to be downloaded again. When * this request is sent for the very first time from a given server, the * client will first display a confirmation GUI to the player before * proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @param hash The sha1 hash sum of the resource pack file which is used * to apply a cached version of the pack directly without downloading * if it is available. Hast to be 20 bytes long! * @param prompt The optional custom prompt message to be shown to client. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. * @throws IllegalArgumentException Thrown if the hash is not 20 bytes * long. */ public void setResourcePack(@NotNull String url, @Nullable byte[] hash, @Nullable String prompt); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached a * resource pack with the same hash in the past it will not download but * directly apply the cached pack. If the hash is null and the client has * downloaded and cached the same resource pack in the past, it will * perform a file size check against the response content to determine if * the resource pack has changed and needs to be downloaded again. When * this request is sent for the very first time from a given server, the * client will first display a confirmation GUI to the player before * proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @param hash The sha1 hash sum of the resource pack file which is used * to apply a cached version of the pack directly without downloading * if it is available. Hast to be 20 bytes long! * @param force If true, the client will be disconnected from the server * when it declines to use the resource pack. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. * @throws IllegalArgumentException Thrown if the hash is not 20 bytes * long. */ public void setResourcePack(@NotNull String url, @Nullable byte[] hash, boolean force); /** * Request that the player's client download and switch resource packs. *

* The player's client will download the new resource pack asynchronously * in the background, and will automatically switch to it once the * download is complete. If the client has downloaded and cached a * resource pack with the same hash in the past it will not download but * directly apply the cached pack. If the hash is null and the client has * downloaded and cached the same resource pack in the past, it will * perform a file size check against the response content to determine if * the resource pack has changed and needs to be downloaded again. When * this request is sent for the very first time from a given server, the * client will first display a confirmation GUI to the player before * proceeding with the download. *

* Notes: *

* * @param url The URL from which the client will download the resource * pack. The string must contain only US-ASCII characters and should * be encoded as per RFC 1738. * @param hash The sha1 hash sum of the resource pack file which is used * to apply a cached version of the pack directly without downloading * if it is available. Hast to be 20 bytes long! * @param prompt The optional custom prompt message to be shown to client. * @param force If true, the client will be disconnected from the server * when it declines to use the resource pack. * @throws IllegalArgumentException Thrown if the URL is null. * @throws IllegalArgumentException Thrown if the URL is too long. The * length restriction is an implementation specific arbitrary value. * @throws IllegalArgumentException Thrown if the hash is not 20 bytes * long. */ public void setResourcePack(@NotNull String url, @Nullable byte[] hash, @Nullable String prompt, boolean force); /** * Gets the Scoreboard displayed to this player * * @return The current scoreboard seen by this player */ @NotNull public Scoreboard getScoreboard(); /** * Sets the player's visible Scoreboard. * * @param scoreboard New Scoreboard for the player * @throws IllegalArgumentException if scoreboard is null * @throws IllegalArgumentException if scoreboard was not created by the * {@link org.bukkit.scoreboard.ScoreboardManager scoreboard manager} * @throws IllegalStateException if this is a player that is not logged * yet or has logged out */ public void setScoreboard(@NotNull Scoreboard scoreboard) throws IllegalArgumentException, IllegalStateException; /** * Gets the {@link WorldBorder} visible to this Player, or null if viewing * the world's world border. * * @return the player's world border */ @Nullable public WorldBorder getWorldBorder(); /** * Sets the {@link WorldBorder} visible to this Player. * * @param border the border to set, or null to set to the world border of * the player's current world * * @throws UnsupportedOperationException if setting the border to that of * a world in which the player is not currently present. * * @see Server#createWorldBorder() */ public void setWorldBorder(@Nullable WorldBorder border); /** * Gets if the client is displayed a 'scaled' health, that is, health on a * scale from 0-{@link #getHealthScale()}. * * @return if client health display is scaled * @see Player#setHealthScaled(boolean) */ public boolean isHealthScaled(); /** * Sets if the client is displayed a 'scaled' health, that is, health on a * scale from 0-{@link #getHealthScale()}. *

* Displayed health follows a simple formula displayedHealth = * getHealth() / getMaxHealth() * getHealthScale(). * * @param scale if the client health display is scaled */ public void setHealthScaled(boolean scale); /** * Sets the number to scale health to for the client; this will also * {@link #setHealthScaled(boolean) setHealthScaled(true)}. *

* Displayed health follows a simple formula displayedHealth = * getHealth() / getMaxHealth() * getHealthScale(). * * @param scale the number to scale health to * @throws IllegalArgumentException if scale is <0 * @throws IllegalArgumentException if scale is {@link Double#NaN} * @throws IllegalArgumentException if scale is too high */ public void setHealthScale(double scale) throws IllegalArgumentException; /** * Gets the number that health is scaled to for the client. * * @return the number that health would be scaled to for the client if * HealthScaling is set to true * @see Player#setHealthScale(double) * @see Player#setHealthScaled(boolean) */ public double getHealthScale(); /** * Gets the entity which is followed by the camera when in * {@link GameMode#SPECTATOR}. * * @return the followed entity, or null if not in spectator mode or not * following a specific entity. */ @Nullable public Entity getSpectatorTarget(); /** * Sets the entity which is followed by the camera when in * {@link GameMode#SPECTATOR}. * * @param entity the entity to follow or null to reset * @throws IllegalStateException if the player is not in * {@link GameMode#SPECTATOR} */ public void setSpectatorTarget(@Nullable Entity entity); /** * Sends a title and a subtitle message to the player. If either of these * values are null, they will not be sent and the display will remain * unchanged. If they are empty strings, the display will be updated as * such. If the strings contain a new line, only the first line will be * sent. The titles will be displayed with the client's default timings. * * @param title Title text * @param subtitle Subtitle text * @deprecated API behavior subject to change */ @Deprecated public void sendTitle(@Nullable String title, @Nullable String subtitle); /** * Sends a title and a subtitle message to the player. If either of these * values are null, they will not be sent and the display will remain * unchanged. If they are empty strings, the display will be updated as * such. If the strings contain a new line, only the first line will be * sent. All timings values may take a value of -1 to indicate that they * will use the last value sent (or the defaults if no title has been * displayed). * * @param title Title text * @param subtitle Subtitle text * @param fadeIn time in ticks for titles to fade in. Defaults to 10. * @param stay time in ticks for titles to stay. Defaults to 70. * @param fadeOut time in ticks for titles to fade out. Defaults to 20. */ public void sendTitle(@Nullable String title, @Nullable String subtitle, int fadeIn, int stay, int fadeOut); /** * Resets the title displayed to the player. This will clear the displayed * title / subtitle and reset timings to their default values. */ public void resetTitle(); /** * Spawns the particle (the number of times specified by count) * at the target location. * * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count); /** * Spawns the particle (the number of times specified by count) * at the target location. * * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count); /** * Spawns the particle (the number of times specified by count) * at the target location. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, @Nullable T data); /** * Spawns the particle (the number of times specified by count) * at the target location. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, @Nullable T data); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, @Nullable T data); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param extra the extra data for this particle, depends on the * particle used (normally speed) */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param extra the extra data for this particle, depends on the * particle used (normally speed) */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param location the location to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param extra the extra data for this particle, depends on the * particle used (normally speed) * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, @NotNull Location location, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data); /** * Spawns the particle (the number of times specified by count) * at the target location. The position of each particle will be * randomized positively and negatively by the offset parameters * on each axis. * * @param type of particle data (see {@link Particle#getDataType()} * @param particle the particle to spawn * @param x the position on the x axis to spawn at * @param y the position on the y axis to spawn at * @param z the position on the z axis to spawn at * @param count the number of particles * @param offsetX the maximum random offset on the X axis * @param offsetY the maximum random offset on the Y axis * @param offsetZ the maximum random offset on the Z axis * @param extra the extra data for this particle, depends on the * particle used (normally speed) * @param data the data to use for the particle or null, * the type of this depends on {@link Particle#getDataType()} */ public void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data); /** * Return the player's progression on the specified advancement. * * @param advancement advancement * @return object detailing the player's progress */ @NotNull public AdvancementProgress getAdvancementProgress(@NotNull Advancement advancement); /** * Get the player's current client side view distance. *
* Will default to the server view distance if the client has not yet * communicated this information, * * @return client view distance as above */ public int getClientViewDistance(); /** * Gets the player's estimated ping in milliseconds. * * In Vanilla this value represents a weighted average of the response time * to application layer ping packets sent. This value does not represent the * network round trip time and as such may have less granularity and be * impacted by other sources. For these reasons it should not be used * for anti-cheat purposes. Its recommended use is only as a * qualitative indicator of connection quality (Vanilla uses it for * this purpose in the tab list). * * @return player ping */ public int getPing(); /** * Gets the player's current locale. * * The value of the locale String is not defined properly. *
* The vanilla Minecraft client will use lowercase language / country pairs * separated by an underscore, but custom resource packs may use any format * they wish. * * @return the player's locale */ @NotNull public String getLocale(); /** * Update the list of commands sent to the client. *
* Generally useful to ensure the client has a complete list of commands * after permission changes are done. */ public void updateCommands(); /** * Open a {@link Material#WRITTEN_BOOK} for a Player * * @param book The book to open for this player */ public void openBook(@NotNull ItemStack book); /** * Open a Sign for editing by the Player. * * The Sign must be placed in the same world as the player. * * @param sign The sign to edit */ public void openSign(@NotNull Sign sign); /** * Open a Sign for editing by the Player. * * The Sign must be placed in the same world as the player. * * @param sign The sign to edit * @param side The side to edit */ public void openSign(@NotNull Sign sign, @NotNull Side side); /** * Shows the demo screen to the player, this screen is normally only seen in * the demo version of the game. *
* Servers can modify the text on this screen using a resource pack. */ public void showDemoScreen(); /** * Gets whether the player has the "Allow Server Listings" setting enabled. * * @return whether the player allows server listings */ public boolean isAllowingServerListings(); }