package org.bukkit.entity; import java.util.List; import java.util.Set; import java.util.UUID; import io.papermc.paper.entity.LookAnchor; import org.bukkit.Chunk; // Paper import org.bukkit.EntityEffect; import org.bukkit.Location; import org.bukkit.Nameable; import org.bukkit.Server; import org.bukkit.Sound; import org.bukkit.World; import org.bukkit.block.BlockFace; import org.bukkit.block.PistonMoveReaction; import org.bukkit.command.CommandSender; import org.bukkit.event.entity.EntityDamageEvent; import org.bukkit.event.player.PlayerTeleportEvent.TeleportCause; import org.bukkit.material.Directional; import org.bukkit.metadata.Metadatable; import org.bukkit.persistence.PersistentDataHolder; import org.bukkit.util.BoundingBox; import org.bukkit.util.Vector; import org.jetbrains.annotations.ApiStatus; import org.jetbrains.annotations.Contract; import org.jetbrains.annotations.NotNull; import org.jetbrains.annotations.Nullable; /** * Represents a base entity in the world *
* Not all methods are guaranteed to work/may have side effects when
* {@link #isInWorld()} is false.
*/
public interface Entity extends Metadatable, CommandSender, Nameable, PersistentDataHolder, net.kyori.adventure.text.event.HoverEventSource
* If the provided Location is null this method does nothing and returns
* null.
*
* @param loc the location to copy into
* @return The Location object provided or null
*/
@Contract("null -> null; !null -> !null")
@Nullable
public Location getLocation(@Nullable Location loc);
/**
* Sets this entity's velocity in meters per tick
*
* @param velocity New velocity to travel with
*/
public void setVelocity(@NotNull Vector velocity);
/**
* Gets this entity's current velocity
*
* @return Current traveling velocity of this entity
*/
@NotNull
public Vector getVelocity();
/**
* Gets the entity's height
*
* @return height of entity
*/
public double getHeight();
/**
* Gets the entity's width
*
* @return width of entity
*/
public double getWidth();
/**
* Gets the entity's current bounding box.
*
* The returned bounding box reflects the entity's current location and
* size.
*
* @return the entity's current bounding box
*/
@NotNull
public BoundingBox getBoundingBox();
/**
* Returns true if the entity is supported by a block. This value is a
* state updated by the server and is not recalculated unless the entity
* moves.
*
* @return True if entity is on ground.
* @see Player#isOnGround()
*/
public boolean isOnGround();
/**
* Returns true if the entity is in water.
*
* @return
* Note that if the entity is affected by AI, it may override this rotation.
*
* @param yaw the yaw
* @param pitch the pitch
*/
public void setRotation(float yaw, float pitch);
// Paper start - Teleport API
/**
* Teleports this entity to the given location.
*
* @param location New location to teleport this entity to
* @param teleportFlags Flags to be used in this teleportation
* @return
* This setting is undefined for non-living entities like boats or paintings.
* Non-living entities that are marked as invisible through this method may e.g. only hide their shadow.
* To hide such entities from players completely, see {@link Player#hideEntity(org.bukkit.plugin.Plugin, Entity)}.
*
* @param invisible If the entity is invisible
*/
void setInvisible(boolean invisible); // Paper - moved up from LivingEntity
/**
* Gets whether the entity is invisible or not.
*
* @return Whether the entity is invisible
*/
boolean isInvisible(); // Paper - moved up from LivingEntity
/**
* Sets this entities no physics status.
*
* @param noPhysics boolean indicating if the entity should not have physics.
*/
void setNoPhysics(boolean noPhysics);
/**
* Gets if this entity has no physics.
*
* @return true if the entity does not have physics.
*/
boolean hasNoPhysics();
// Paper end - missing entity api
// Paper start - Freeze Tick Lock API
/**
* Gets if the entity currently has its freeze ticks locked
* to a set amount.
*
* This is only set by plugins
*
* @return locked or not
*/
boolean isFreezeTickingLocked();
/**
* Sets if the entity currently has its freeze ticks locked,
* preventing default vanilla freeze tick modification.
*
* @param locked prevent vanilla modification or not
*/
void lockFreezeTicks(boolean locked);
// Paper end - Freeze Tick Lock API
/**
* Mark the entity's removal.
*
* @throws UnsupportedOperationException if you try to remove a {@link Player} use {@link Player#kickPlayer(String)} in this case instead
*/
public void remove();
/**
* Returns true if this entity has been marked for removal.
*
* @return True if it is dead.
*/
public boolean isDead();
/**
* Returns false if the entity has died, been despawned for some other
* reason, or has not been added to the world.
*
* @return True if valid.
*/
public boolean isValid();
/**
* Gets the {@link Server} that contains this Entity
*
* @return Server instance running this Entity
*/
@Override
@NotNull
public Server getServer();
/**
* Returns true if the entity gets persisted.
*
* By default all entities are persistent. An entity will also not get
* persisted, if it is riding an entity that is not persistent.
*
* The persistent flag on players controls whether or not to save their
* playerdata file when they quit. If a player is directly or indirectly
* riding a non-persistent entity, the vehicle at the root and all its
* passengers won't get persisted.
*
* This should not be confused with
* {@link LivingEntity#setRemoveWhenFarAway(boolean)} which controls
* despawning of living entities.
*
* @return true if this entity is persistent
*/
public boolean isPersistent();
/**
* Sets whether or not the entity gets persisted.
*
* @param persistent the persistence status
* @see #isPersistent()
*/
public void setPersistent(boolean persistent);
/**
* Gets the primary passenger of a vehicle. For vehicles that could have
* multiple passengers, this will only return the primary passenger.
*
* @return an entity
* @deprecated entities may have multiple passengers, use
* {@link #getPassengers()}
*/
@Deprecated(since = "1.11.2")
@Nullable
public Entity getPassenger();
/**
* Set the passenger of a vehicle.
*
* @param passenger The new passenger.
* @return false if it could not be done for whatever reason
* @deprecated entities may have multiple passengers, use
* {@link #addPassenger(org.bukkit.entity.Entity)}
*/
@Deprecated(since = "1.11.2")
public boolean setPassenger(@NotNull Entity passenger);
/**
* Gets a list of passengers of this vehicle.
*
* The returned list will not be directly linked to the entity's current
* passengers, and no guarantees are made as to its mutability.
*
* @return list of entities corresponding to current passengers.
*/
@NotNull
public List
* This is the equivalent to "age" in entities.
*
* @return Age of entity
*/
public int getTicksLived();
/**
* Sets the amount of ticks this entity has lived for.
*
* This is the equivalent to "age" in entities. May not be less than one
* tick.
*
* @param value Age of entity
*/
public void setTicksLived(int value);
/**
* Performs the specified {@link EntityEffect} for this entity.
*
* This will be viewable to all players near the entity.
*
* If the effect is not applicable to this class of entity, it will not play.
*
* @param type Effect to play.
*/
public void playEffect(@NotNull EntityEffect type);
/**
* Get the type of the entity.
*
* @return The entity type.
*/
@NotNull
public EntityType getType();
/**
* Get the {@link Sound} this entity makes while swimming.
*
* @return the swimming sound
*/
@NotNull
public Sound getSwimSound();
/**
* Get the {@link Sound} this entity makes when splashing in water. For most
* entities, this is just {@link Sound#ENTITY_GENERIC_SPLASH}.
*
* @return the splash sound
*/
@NotNull
public Sound getSwimSplashSound();
/**
* Get the {@link Sound} this entity makes when splashing in water at high
* speeds. For most entities, this is just {@link Sound#ENTITY_GENERIC_SPLASH}.
*
* @return the splash sound
*/
@NotNull
public Sound getSwimHighSpeedSplashSound();
/**
* Returns whether this entity is inside a vehicle.
*
* @return True if the entity is in a vehicle.
*/
public boolean isInsideVehicle();
/**
* Leave the current vehicle. If the entity is currently in a vehicle (and
* is removed from it), true will be returned, otherwise false will be
* returned.
*
* @return True if the entity was in a vehicle.
*/
public boolean leaveVehicle();
/**
* Get the vehicle that this entity is inside. If there is no vehicle,
* null will be returned.
*
* @return The current vehicle.
*/
@Nullable
public Entity getVehicle();
/**
* Sets whether or not to display the mob's custom name client side. The
* name will be displayed above the mob similarly to a player.
*
* This value has no effect on players, they will always display their
* name.
*
* @param flag custom name or not
*/
public void setCustomNameVisible(boolean flag);
/**
* Gets whether or not the mob's custom name is displayed client side.
*
* This value has no effect on players, they will always display their
* name.
*
* @return if the custom name is displayed
*/
public boolean isCustomNameVisible();
/**
* Sets whether or not this entity is visible by default.
*
* If this entity is not visible by default, then
* {@link Player#showEntity(org.bukkit.plugin.Plugin, org.bukkit.entity.Entity)}
* will need to be called before the entity is visible to a given player.
*
* @param visible default visibility status
*/
public void setVisibleByDefault(boolean visible);
/**
* Gets whether or not this entity is visible by default.
*
* If this entity is not visible by default, then
* {@link Player#showEntity(org.bukkit.plugin.Plugin, org.bukkit.entity.Entity)}
* will need to be called before the entity is visible to a given player.
*
* @return default visibility status
*/
public boolean isVisibleByDefault();
/**
* Get all players that are currently tracking this entity.
*
* 'Tracking' means that this entity has been sent to the player and that
* they are receiving updates on its state. Note that the client's {@code
* 'Entity Distance'} setting does not affect the range at which entities
* are tracked.
*
* @return the players tracking this entity, or an empty set if none
*/
@NotNull
Set
* When an entity is invulnerable it can only be damaged by players in
* creative mode.
*
* @param flag if the entity is invulnerable
*/
public void setInvulnerable(boolean flag);
/**
* Gets whether the entity is invulnerable or not.
*
* @return whether the entity is
*/
public boolean isInvulnerable();
/**
* Gets whether the entity is silent or not.
*
* @return whether the entity is silent.
*/
public boolean isSilent();
/**
* Sets whether the entity is silent or not.
*
* When an entity is silent it will not produce any sound.
*
* @param flag if the entity is silent
*/
public void setSilent(boolean flag);
/**
* Returns whether gravity applies to this entity.
*
* @return whether gravity applies
*/
boolean hasGravity();
/**
* Sets whether gravity applies to this entity.
*
* @param gravity whether gravity should apply
*/
void setGravity(boolean gravity);
/**
* Gets the period of time (in ticks) before this entity can use a portal.
*
* @return portal cooldown ticks
*/
int getPortalCooldown();
/**
* Sets the period of time (in ticks) before this entity can use a portal.
*
* @param cooldown portal cooldown ticks
*/
void setPortalCooldown(int cooldown);
/**
* Returns a set of tags for this entity.
*
* Note: For most Entities this does not update Entity's pose
* and just makes its name tag less visible.
*
* @param sneak true if the entity should be sneaking
*/
void setSneaking(boolean sneak);
/**
* Sets the entity's current {@link Pose}.
*
* Note: While poses affect some things like hitboxes, they do not change the entity's state
* (e.g. having {@link Pose#SNEAKING} does not guarantee {@link #isSneaking()} being {@code true}).
*
* If applied to the {@link Player}, they might see a different pose client-side.
*
* @param pose a new {@link Pose}
* @see #setPose(Pose, boolean)
*/
default void setPose(@NotNull Pose pose) {
setPose(pose, false);
}
/**
* Sets the entity's current {@link Pose}.
*
* Note: While poses affect some things like hitboxes, they do not change the entity's state
* (e.g. having {@link Pose#SNEAKING} does not guarantee {@link #isSneaking()} being {@code true}).
*
* If applied to the {@link Player}, they might see a different pose client-side.
*
* @param pose a new {@link Pose}
* @param fixed whether the new {@link Pose} should stay until manually changed
*/
void setPose(@NotNull Pose pose, boolean fixed);
/**
* Checks whether the entity has a fixed {@link Pose}
*
* @see #setPose(Pose, boolean)
* @return whether the entity has a fixed {@link Pose}
*/
boolean hasFixedPose();
// Paper end
/**
* Get the category of spawn to which this entity belongs.
*
* @return the entity´s category spawn
*/
@NotNull
SpawnCategory getSpawnCategory();
/**
* Checks if this entity has been spawned in a world.
* This string should not be relied upon as a serializable value.
*
* @return the NBT string or null if one cannot be made
*/
@Nullable
@ApiStatus.Experimental
String getAsString();
/**
* Crates an {@link EntitySnapshot} representing the current state of this entity.
*
* @return a snapshot representing this entity or null if one cannot be made
*/
@Nullable
@ApiStatus.Experimental
EntitySnapshot createSnapshot();
/**
* Creates a copy of this entity and all its data. Does not spawn the copy in
* the world.
* This value can be null if the entity hasn't yet been added to the world.
*
* @return Location where entity originates or null if not yet added
*/
@Nullable
Location getOrigin();
/**
* Returns whether this entity was spawned from a mob spawner.
*
* @return True if entity spawned from a mob spawner
*/
boolean fromMobSpawner();
/**
* Gets the latest chunk an entity is currently or was in.
*
* @return The current, or most recent chunk if the entity is invalid (which may load the chunk)
*/
@NotNull
default Chunk getChunk() {
// TODO remove impl here
return getLocation().getChunk();
}
/**
* @return The {@link org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason} that initially spawned this entity.
*/
@NotNull
org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason getEntitySpawnReason();
/**
* Check if entity is underwater
*/
boolean isUnderWater();
/**
* Check if entity is in rain
*/
boolean isInRain();
/**
* Check if entity is in bubble column
*/
boolean isInBubbleColumn();
/**
* Check if entity is in water or rain
*/
boolean isInWaterOrRain();
/**
* Check if entity is in water or bubble column
*/
boolean isInWaterOrBubbleColumn();
/**
* Check if entity is in water or rain or bubble column
*/
boolean isInWaterOrRainOrBubbleColumn();
/**
* Check if entity is in lava
*/
boolean isInLava();
/**
* Check if entity is inside a ticking chunk
*/
boolean isTicking();
/**
* Returns a set of {@link Player Players} within this entity's tracking range (players that can "see" this entity).
*
* @return players in tracking range
* @deprecated slightly misleading name, use {@link #getTrackedBy()}
*/
@Deprecated
@NotNull Set
* This will not spawn the entity if the entity is already spawned or has previously been despawned.
*
* Also, this method will fire the same events as a normal entity spawn.
*
* @param location The location to spawn the entity at.
* @return Whether the entity was successfully spawned.
*/
public default boolean spawnAt(@NotNull Location location) {
return spawnAt(location, org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason.DEFAULT);
}
/**
* Spawns the entity in the world at the given {@link Location} with the reason given.
*
* This will not spawn the entity if the entity is already spawned or has previously been despawned.
*
* Also, this method will fire the same events as a normal entity spawn.
*
* @param location The location to spawn the entity at.
* @param reason The reason for the entity being spawned.
* @return Whether the entity was successfully spawned.
*/
public boolean spawnAt(@NotNull Location location, @NotNull org.bukkit.event.entity.CreatureSpawnEvent.SpawnReason reason);
/**
* Check if entity is inside powdered snow.
*
* @return true if in powdered snow.
*/
boolean isInPowderedSnow();
/**
* Gets the x-coordinate of this entity
*
* @return x-coordinate
*/
double getX();
/**
* Gets the y-coordinate of this entity
*
* @return y-coordinate
*/
double getY();
/**
* Gets the z-coordinate of this entity
*
* @return z-coordinate
*/
double getZ();
/**
* Gets this entity's pitch
*
* @see Location#getPitch()
* @return the entity's pitch
*/
float getPitch();
/**
* Gets this entity's yaw
*
* @see Location#getYaw()
* @return the entity's yaw
*/
float getYaw();
// Paper end
// Paper start - Collision API
/**
* Checks for any collisions with the entity's bounding box at the provided location.
* This will check for any colliding entities (boats, shulkers) / worldborder / blocks.
* Does not load chunks that are within the bounding box at the specified location.
*
* @param location the location to check collisions in
* @return collides or not
*/
boolean collidesAt(@NotNull Location location);
/**
* This checks using the given boundingbox as the entity's boundingbox if the entity would collide with anything.
* This will check for any colliding entities (boats, shulkers) / worldborder / blocks.
* Does not load chunks that are within the bounding box.
*
* @param boundingBox the box to check collisions in
* @return collides or not
*/
boolean wouldCollideUsing(@NotNull BoundingBox boundingBox);
// Paper end - Collision API
// Paper start - Folia schedulers
/**
* Returns the task scheduler for this entity. The entity scheduler can be used to schedule tasks
* that are guaranteed to always execute on the tick thread that owns the entity.
* If you do not need/want to make your plugin run on Folia, use {@link org.bukkit.Server#getScheduler()} instead.
* The target players cannot include {@code this} player. For self-damage, use
* {@link Player#sendHurtAnimation(float)}.
*
* @param players the players to broadcast to (cannot include {@code this}
* @throws IllegalArgumentException if {@code this} is contained in {@code players}
*/
void broadcastHurtAnimation(@NotNull java.util.Collectiontrue if the entity is in water.
*/
public boolean isInWater();
/**
* Gets the current world this entity resides in
*
* @return World
*/
@NotNull
public World getWorld();
/**
* Sets the entity's rotation.
* true if the teleport was successful
*/
default boolean teleport(@NotNull Location location, @NotNull io.papermc.paper.entity.TeleportFlag @NotNull... teleportFlags) {
return this.teleport(location, TeleportCause.PLUGIN, teleportFlags);
}
/**
* Teleports this entity to the given location.
*
* @param location New location to teleport this entity to
* @param cause The cause of this teleportation
* @param teleportFlags Flags to be used in this teleportation
* @return true if the teleport was successful
*/
boolean teleport(@NotNull Location location, @NotNull TeleportCause cause, @NotNull io.papermc.paper.entity.TeleportFlag @NotNull... teleportFlags);
/**
* Causes the entity to look towards the given position.
*
* @param x x coordinate
* @param y y coordinate
* @param z z coordinate
* @param entityAnchor What part of the entity should face the given position
*/
void lookAt(double x, double y, double z, @NotNull LookAnchor entityAnchor);
/**
* Causes the entity to look towards the given position.
*
* @param position Position to look at in the player's current world
* @param entityAnchor What part of the entity should face the given position
*/
default void lookAt(@NotNull io.papermc.paper.math.Position position, @NotNull LookAnchor entityAnchor) {
this.lookAt(position.x(), position.y(), position.z(), entityAnchor);
}
// Paper end - Teleport API
/**
* Teleports this entity to the given location. If this entity is riding a
* vehicle, it will be dismounted prior to teleportation.
*
* @param location New location to teleport this entity to
* @return true if the teleport was successful
*/
public boolean teleport(@NotNull Location location);
/**
* Teleports this entity to the given location. If this entity is riding a
* vehicle, it will be dismounted prior to teleportation.
*
* @param location New location to teleport this entity to
* @param cause The cause of this teleportation
* @return true if the teleport was successful
*/
public boolean teleport(@NotNull Location location, @NotNull TeleportCause cause);
/**
* Teleports this entity to the target Entity. If this entity is riding a
* vehicle, it will be dismounted prior to teleportation.
*
* @param destination Entity to teleport this entity to
* @return true if the teleport was successful
*/
public boolean teleport(@NotNull Entity destination);
/**
* Teleports this entity to the target Entity. If this entity is riding a
* vehicle, it will be dismounted prior to teleportation.
*
* @param destination Entity to teleport this entity to
* @param cause The cause of this teleportation
* @return true if the teleport was successful
*/
public boolean teleport(@NotNull Entity destination, @NotNull TeleportCause cause);
// Paper start
/**
* Loads/Generates(in 1.13+) the Chunk asynchronously, and then teleports the entity when the chunk is ready.
* @param loc Location to teleport to
* @return A future that will be completed with the result of the teleport
*/
default java.util.concurrent.@NotNull CompletableFuture
* Entities can have no more than 1024 tags.
*
* @return a set of tags for this entity
*/
@NotNull
Set
* Entities can have no more than 1024 tags.
*
* @param tag the tag to add
* @return true if the tag was successfully added
*/
boolean addScoreboardTag(@NotNull String tag);
/**
* Removes a given tag from this entity.
*
* @param tag the tag to remove
* @return true if the tag was successfully removed
*/
boolean removeScoreboardTag(@NotNull String tag);
/**
* Returns the reaction of the entity when moved by a piston.
*
* @return reaction
*/
@NotNull
PistonMoveReaction getPistonMoveReaction();
/**
* Get the closest cardinal {@link BlockFace} direction an entity is
* currently facing.
*
* This will not return any non-cardinal directions such as
* {@link BlockFace#UP} or {@link BlockFace#DOWN}.
*
* {@link Hanging} entities will override this call and thus their behavior
* may be different.
*
* @return the entity's current cardinal facing.
* @see Hanging
* @see Directional#getFacing()
*/
@NotNull
BlockFace getFacing();
/**
* Gets the entity's current pose.
*
* Note that the pose is only updated at the end of a tick, so may be
* inconsistent with other methods. eg {@link Player#isSneaking()} being
* true does not imply the current pose will be {@link Pose#SNEAKING}
*
* @return current pose
*/
@NotNull
Pose getPose();
// Paper start
/**
* Returns if the entity is in sneak mode
*
* @return true if the entity is in sneak mode
*/
boolean isSneaking();
/**
* Sets the sneak mode the entity.
*
* Entities not spawned in a world will not tick, be sent to players, or be
* saved to the server files.
*
* @return whether the entity has been spawned in a world
*/
boolean isInWorld();
/**
* Get this entity as an NBT string.
*
* Note: Players cannot be copied.
*
* @return a copy of this entity.
*/
@NotNull
@ApiStatus.Experimental
Entity copy();
/**
* Creates a copy of this entity and all its data. Spawns the copy at the given location.
* Note: Players cannot be copied.
* @param to the location to copy to
* @return a copy of this entity.
*/
@NotNull
@ApiStatus.Experimental
Entity copy(@NotNull Location to);
// Spigot start
public class Spigot extends CommandSender.Spigot {
}
@NotNull
@Override
Spigot spigot();
// Spigot end
// Paper start
/**
* Gets the entity's display name formatted with their team prefix/suffix and
* the entity's default hover/click events.
*
* @return the team display name
*/
net.kyori.adventure.text.@NotNull Component teamDisplayName();
@NotNull
@Override
default net.kyori.adventure.text.event.HoverEvent