package org.bukkit.entity;
import org.bukkit.block.Block;
import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.ApiStatus;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents an arrow.
*/
public interface AbstractArrow extends Projectile {
/**
* Gets the knockback strength for an arrow, which is the
* {@link org.bukkit.enchantments.Enchantment#KNOCKBACK KnockBack} level
* of the bow that shot it.
*
* @return the knockback strength value
*/
public int getKnockbackStrength();
/**
* Sets the knockback strength for an arrow.
*
* @param knockbackStrength the knockback strength value
*/
public void setKnockbackStrength(int knockbackStrength);
/**
* Gets the base amount of damage this arrow will do.
*
* Defaults to 2.0 for a normal arrow with
* 0.5 * (1 + power level) added for arrows fired from
* enchanted bows.
*
* @return base damage amount
*/
public double getDamage();
/**
* Sets the base amount of damage this arrow will do.
*
* @param damage new damage amount
*/
public void setDamage(double damage);
/**
* Gets the number of times this arrow can pierce through an entity.
*
* @return pierce level
*/
public int getPierceLevel();
/**
* Sets the number of times this arrow can pierce through an entity.
*
* Must be between 0 and 127 times.
*
* @param pierceLevel new pierce level
*/
public void setPierceLevel(int pierceLevel);
/**
* Gets whether this arrow is critical.
*
* Critical arrows have increased damage and cause particle effects. *
* Critical arrows generally occur when a player fully draws a bow before * firing. * * @return true if it is critical */ public boolean isCritical(); /** * Sets whether or not this arrow should be critical. * * @param critical whether or not it should be critical */ public void setCritical(boolean critical); /** * Gets whether this arrow is in a block or not. *
* Arrows in a block are motionless and may be picked up by players. * * @return true if in a block */ public boolean isInBlock(); /** * Gets the block to which this arrow is attached. * * @return the attached block or null if not attached */ @Nullable public Block getAttachedBlock(); /** * Gets the current pickup status of this arrow. * * @return the pickup status of this arrow. */ @NotNull public PickupStatus getPickupStatus(); /** * Sets the current pickup status of this arrow. * * @param status new pickup status of this arrow. */ public void setPickupStatus(@NotNull PickupStatus status); /** * Gets if this arrow was shot from a crossbow. * * @return if shot from a crossbow */ public boolean isShotFromCrossbow(); /** * Sets if this arrow was shot from a crossbow. * * @param shotFromCrossbow if shot from a crossbow */ public void setShotFromCrossbow(boolean shotFromCrossbow); /** * Gets the ItemStack which will be picked up from this arrow. * * @return The picked up ItemStack */ @NotNull @ApiStatus.Experimental public ItemStack getItem(); /** * Sets the ItemStack which will be picked up from this arrow. * * @param item ItemStack set to be picked up */ @ApiStatus.Experimental public void setItem(@NotNull ItemStack item); /** * Represents the pickup status of this arrow. */ public enum PickupStatus { /** * The arrow cannot be picked up. */ DISALLOWED, /** * The arrow can be picked up. */ ALLOWED, /** * The arrow can only be picked up by players in creative mode. */ CREATIVE_ONLY } }