Files
Paper/paper-api/src/main/java/org/bukkit/entity/HumanEntity.java

986 lines
35 KiB
Java

package org.bukkit.entity;
import java.util.Collection;
import java.util.Set;
import java.util.function.Consumer;
import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.NamespacedKey;
import org.bukkit.inventory.EquipmentSlot;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.InventoryView;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.MainHand;
import org.bukkit.inventory.MenuType;
import org.bukkit.inventory.Merchant;
import org.bukkit.inventory.PlayerInventory;
import org.bukkit.inventory.meta.FireworkMeta;
import org.jetbrains.annotations.ApiStatus;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a human entity, such as an NPC or a player
*/
public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder {
// Paper start
@Override
org.bukkit.inventory.@NotNull EntityEquipment getEquipment();
// Paper end
/**
* Returns the name of this player
*
* @return Player name
*/
@NotNull
@Override
public String getName();
/**
* Get the player's inventory.
*
* @return The inventory of the player, this also contains the armor
* slots.
*/
@NotNull
@Override
public PlayerInventory getInventory();
/**
* Get the player's EnderChest inventory
*
* @return The EnderChest of the player
*/
@NotNull
public Inventory getEnderChest();
/**
* Gets the player's selected main hand
*
* @return the players main hand
*/
@NotNull
public MainHand getMainHand();
/**
* If the player currently has an inventory window open, this method will
* set a property of that window, such as the state of a progress bar.
*
* @param prop The property.
* @param value The value to set the property to.
* @return True if the property was successfully set.
* @deprecated use {@link InventoryView} and its children.
*/
@Deprecated(forRemoval = true, since = "1.21")
public boolean setWindowProperty(@NotNull InventoryView.Property prop, int value);
/**
* Gets the player's current enchantment seed.
*
* The Seed is used to generate enchantment options in the enchanting table
* for the player.
*
* @return the player's enchantment seed
*/
public int getEnchantmentSeed();
/**
* Sets the player's enchantment seed.
*
* The Seed is used to generate enchantment options in the enchanting table
* for the player.
*
* @param seed the player's new enchantment seed
*/
public void setEnchantmentSeed(int seed);
/**
* Gets the inventory view the player is currently viewing. If they do not
* have an inventory window open, it returns their internal crafting view.
*
* @return The inventory view.
*/
@NotNull
public InventoryView getOpenInventory();
/**
* Opens an inventory window with the specified inventory on the top and
* the player's inventory on the bottom.
*
* @param inventory The inventory to open
* @return The newly opened inventory view
*/
@Nullable
public InventoryView openInventory(@NotNull Inventory inventory);
/**
* Opens an empty workbench inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no workbench block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#CRAFTING}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openWorkbench(@Nullable Location location, boolean force);
/**
* Opens an empty enchanting inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no enchanting table at the
* location, no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#ENCHANTMENT}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openEnchanting(@Nullable Location location, boolean force);
/**
* Opens an inventory window to the specified inventory view.
* <p>
* The player associated with the InventoryView must be the same as this
* instance of HumanEntity.
* <p>
* The player of the InventoryView can be checked using
* {@link InventoryView#getPlayer()}.
*
* @param inventory The view to open
*/
public void openInventory(@NotNull InventoryView inventory);
/**
* Starts a trade between the player and the villager.
*
* Note that only one player may trade with a villager at once. You must use
* the force parameter for this.
*
* @param trader The merchant to trade with. Cannot be null.
* @param force whether to force the trade even if another player is trading
* @return The newly opened inventory view, or null if it could not be
* @deprecated This method can be replaced by using {@link MenuType#MERCHANT}
* in conjunction with {@link #openInventory(InventoryView)}.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openMerchant(@NotNull Villager trader, boolean force);
/**
* Starts a trade between the player and the merchant.
*
* Note that only one player may trade with a merchant at once. You must use
* the force parameter for this.
*
* @param merchant The merchant to trade with. Cannot be null.
* @param force whether to force the trade even if another player is trading
* @return The newly opened inventory view, or null if it could not be
* @deprecated This method can be replaced by using {@link MenuType#MERCHANT}
* in conjunction with {@link #openInventory(InventoryView)}.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openMerchant(@NotNull Merchant merchant, boolean force);
// Paper start - Add additional containers
/**
* Opens an empty anvil inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no anvil block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#ANVIL}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openAnvil(@Nullable Location location, boolean force);
/**
* Opens an empty cartography table inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no cartography table block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#CARTOGRAPHY_TABLE}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openCartographyTable(@Nullable Location location, boolean force);
/**
* Opens an empty grindstone inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no grindstone block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#GRINDSTONE}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openGrindstone(@Nullable Location location, boolean force);
/**
* Opens an empty loom inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no loom block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#LOOM}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openLoom(@Nullable Location location, boolean force);
/**
* Opens an empty smithing table inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no smithing table block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#SMITHING}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openSmithingTable(@Nullable Location location, boolean force);
/**
* Opens an empty stonecutter inventory window with the player's inventory
* on the bottom.
*
* @param location The location to attach it to. If null, the player's
* location is used.
* @param force If false, and there is no stonecutter block at the location,
* no inventory will be opened and null will be returned.
* @return The newly opened inventory view, or null if it could not be
* opened.
* @deprecated This method should be replaced by {@link MenuType#STONECUTTER}
* see {@link MenuType.Typed#builder()} and its options for more information.
*/
@Deprecated(since = "1.21.4")
@Nullable
public InventoryView openStonecutter(@Nullable Location location, boolean force);
// Paper end
/**
* Force-closes the currently open inventory view for this player, if any.
*/
public void closeInventory();
// Paper start
/**
* Force-closes the currently open inventory view for this player, if any.
*
* @param reason why the inventory is closing
*/
public void closeInventory(@NotNull org.bukkit.event.inventory.InventoryCloseEvent.Reason reason);
// Paper end
/**
* Returns the ItemStack currently in your hand, can be empty.
*
* @return The ItemStack of the item you are currently holding.
* @deprecated Humans may now dual wield in their off hand, use explicit
* methods in {@link PlayerInventory}.
*/
@Deprecated(since = "1.9")
@NotNull
public ItemStack getItemInHand();
/**
* Sets the item to the given ItemStack, this will replace whatever the
* user was holding.
*
* @param item The ItemStack which will end up in the hand
* @deprecated Humans may now dual wield in their off hand, use explicit
* methods in {@link PlayerInventory}.
*/
@Deprecated(since = "1.9")
public void setItemInHand(@Nullable ItemStack item);
/**
* Returns the ItemStack currently on your cursor, can be empty. Will
* always be empty if the player currently has no open window.
*
* @return The ItemStack of the item you are currently moving around.
*/
@NotNull
public ItemStack getItemOnCursor();
/**
* Sets the item to the given ItemStack, this will replace whatever the
* user was moving. Will always be empty if the player currently has no
* open window.
*
* @param item The ItemStack which will end up in the hand
*/
public void setItemOnCursor(@Nullable ItemStack item);
/**
* Check whether a cooldown is active on the specified material.
*
* @param material the material to check
* @return if a cooldown is active on the material
* @throws IllegalArgumentException if the material is not an item
*/
public boolean hasCooldown(@NotNull Material material);
/**
* Get the cooldown time in ticks remaining for the specified material.
*
* @param material the material to check
* @return the remaining cooldown time in ticks
* @throws IllegalArgumentException if the material is not an item
*/
public int getCooldown(@NotNull Material material);
/**
* Set a cooldown on the specified material for a certain amount of ticks.
* ticks. 0 ticks will result in the removal of the cooldown.
* <p>
* Cooldowns are used by the server for items such as ender pearls and
* shields to prevent them from being used repeatedly.
* <p>
* Note that cooldowns will not by themselves stop an item from being used
* for attacking.
*
* @param material the material to set the cooldown for
* @param ticks the amount of ticks to set or 0 to remove
* @throws IllegalArgumentException if the material is not an item
*/
public void setCooldown(@NotNull Material material, int ticks);
// Paper start
/**
* Sets player hurt direction
*
* @param hurtDirection hurt direction
*/
@Override
void setHurtDirection(float hurtDirection);
// Paper end
// Paper start
/**
* If the player has slept enough to count towards passing the night.
*
* @return true if the player has slept enough
*/
public boolean isDeeplySleeping();
// Paper end
/**
* Check whether a cooldown is active on the specified item.
*
* @param item the item to check
* @return if a cooldown is active on the item
*/
public boolean hasCooldown(@NotNull ItemStack item);
/**
* Get the cooldown time in ticks remaining for the specified item.
*
* @param item the item to check
* @return the remaining cooldown time in ticks
*/
public int getCooldown(@NotNull ItemStack item);
/**
* Set a cooldown on the specified item for a certain amount of ticks.
* ticks. 0 ticks will result in the removal of the cooldown.
* <p>
* Cooldowns are used by the server for items such as ender pearls and
* shields to prevent them from being used repeatedly.
* <p>
* Note that cooldowns will not by themselves stop an item from being used
* for attacking.
*
* @param item the item to set the cooldown for
* @param ticks the amount of ticks to set or 0 to remove
*/
public void setCooldown(@NotNull ItemStack item, int ticks);
/**
* Get the sleep ticks of the player. This value may be capped.
*
* @return slumber ticks
*/
public int getSleepTicks();
// Paper start - Potential bed api
/**
* Gets the Location of the player's bed, null if they have not slept
* in one. This method will not attempt to validate if the current bed
* is still valid.
*
* @return Bed Location if has slept in one, otherwise null.
*/
@Nullable
public Location getPotentialBedLocation();
// Paper end
// Paper start
/**
* @return the player's fishing hook if they are fishing
*/
@Nullable
FishHook getFishHook();
// Paper end
/**
* Attempts to make the entity sleep at the given location.
* <br>
* The location must be in the current world and have a bed placed at the
* location. The game may also enforce other requirements such as proximity
* to bed, monsters, and dimension type if force is not set.
*
* @param location the location of the bed
* @param force whether to try and sleep at the location even if not
* normally possible
* @return whether the sleep was successful
*/
public boolean sleep(@NotNull Location location, boolean force);
/**
* Causes the player to wakeup if they are currently sleeping.
*
* @param setSpawnLocation whether to set their spawn location to the bed
* they are currently sleeping in
* @throws IllegalStateException if not sleeping
*/
public void wakeup(boolean setSpawnLocation);
/**
* Make the player start a riptide spin attack.
*
* @param duration spin attack duration in ticks.
* @param attackStrength damage value inflicted upon entities hit by spin attack.
* @param attackItem item used to attack.
*/
public void startRiptideAttack(int duration, float attackStrength, @Nullable ItemStack attackItem);
/**
* Gets the location of the bed the player is currently sleeping in
*
* @return location
* @throws IllegalStateException if not sleeping
*/
@NotNull
public Location getBedLocation();
/**
* Gets this human's current {@link GameMode}
*
* @return Current game mode
*/
@NotNull
public GameMode getGameMode();
/**
* Sets this human's current {@link GameMode}
*
* @param mode New game mode
*/
public void setGameMode(@NotNull GameMode mode);
/**
* Check if the player is currently blocking (ie with a shield).
*
* @return Whether they are blocking.
*/
public boolean isBlocking();
/**
* Check if the player currently has their hand raised (ie about to begin
* blocking).
*
* @return Whether their hand is raised
* @see LivingEntity#hasActiveItem()
*/
@org.jetbrains.annotations.ApiStatus.Obsolete(since = "1.20.4") // Paper - active item API
public boolean isHandRaised();
/**
* Get the total amount of experience required for the player to level
*
* @return Experience required to level up
*/
public int getExpToLevel();
// Paper start
/**
* If there is an Entity on this entities left shoulder, it will be released to the world and returned.
* If no Entity is released, null will be returned.
*
* @return The released entity, or null
*/
@Nullable
public Entity releaseLeftShoulderEntity();
/**
* If there is an Entity on this entities left shoulder, it will be released to the world and returned.
* If no Entity is released, null will be returned.
*
* @return The released entity, or null
*/
@Nullable
public Entity releaseRightShoulderEntity();
// Paper end
/**
* Gets the current cooldown for a player's attack.
*
* This is used to calculate damage, with 1.0 representing a fully charged
* attack and 0.0 representing a non-charged attack
*
* @return A float between 0.0-1.0 representing the progress of the charge
*/
public float getAttackCooldown();
/**
* Discover a recipe for this player such that it has not already been
* discovered. This method will add the key's associated recipe to the
* player's recipe book.
*
* @param recipe the key of the recipe to discover
*
* @return whether or not the recipe was newly discovered
*/
public boolean discoverRecipe(@NotNull NamespacedKey recipe);
/**
* Discover a collection of recipes for this player such that they have not
* already been discovered. This method will add the keys' associated
* recipes to the player's recipe book. If a recipe in the provided
* collection has already been discovered, it will be silently ignored.
*
* @param recipes the keys of the recipes to discover
*
* @return the amount of newly discovered recipes where 0 indicates that
* none were newly discovered and a number equal to {@code recipes.size()}
* indicates that all were new
*/
public int discoverRecipes(@NotNull Collection<NamespacedKey> recipes);
/**
* Undiscover a recipe for this player such that it has already been
* discovered. This method will remove the key's associated recipe from the
* player's recipe book.
*
* @param recipe the key of the recipe to undiscover
*
* @return whether or not the recipe was successfully undiscovered (i.e. it
* was previously discovered)
*/
public boolean undiscoverRecipe(@NotNull NamespacedKey recipe);
/**
* Undiscover a collection of recipes for this player such that they have
* already been discovered. This method will remove the keys' associated
* recipes from the player's recipe book. If a recipe in the provided
* collection has not yet been discovered, it will be silently ignored.
*
* @param recipes the keys of the recipes to undiscover
*
* @return the amount of undiscovered recipes where 0 indicates that none
* were undiscovered and a number equal to {@code recipes.size()} indicates
* that all were undiscovered
*/
public int undiscoverRecipes(@NotNull Collection<NamespacedKey> recipes);
/**
* Check whether or not this entity has discovered the specified recipe.
*
* @param recipe the key of the recipe to check
*
* @return true if discovered, false otherwise
*/
public boolean hasDiscoveredRecipe(@NotNull NamespacedKey recipe);
/**
* Get an immutable set of recipes this entity has discovered.
*
* @return all discovered recipes
*/
@NotNull
public Set<NamespacedKey> getDiscoveredRecipes();
/**
* Gets the entity currently perched on the left shoulder or null if no
* entity.
* <br>
* The returned entity will not be spawned within the world, so most
* operations are invalid unless the entity is first spawned in.
*
* @return left shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated(since = "1.12")
@Nullable
public Entity getShoulderEntityLeft();
/**
* Sets the entity currently perched on the left shoulder, or null to
* remove. This method will remove the entity from the world.
* <br>
* Note that only a copy of the entity will be set to display on the
* shoulder.
* <br>
* Also note that the client will currently only render {@link Parrot}
* entities.
*
* @param entity left shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated(since = "1.12")
public void setShoulderEntityLeft(@Nullable Entity entity);
/**
* Gets the entity currently perched on the right shoulder or null if no
* entity.
* <br>
* The returned entity will not be spawned within the world, so most
* operations are invalid unless the entity is first spawned in.
*
* @return right shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated(since = "1.12")
@Nullable
public Entity getShoulderEntityRight();
/**
* Sets the entity currently perched on the right shoulder, or null to
* remove. This method will remove the entity from the world.
* <br>
* Note that only a copy of the entity will be set to display on the
* shoulder.
* <br>
* Also note that the client will currently only render {@link Parrot}
* entities.
*
* @param entity right shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated(since = "1.12")
public void setShoulderEntityRight(@Nullable Entity entity);
// Paper start - Add method to open already placed sign
/**
* Opens an editor window for the specified sign
*
* @param sign The sign to open
* @deprecated use {@link #openSign(org.bukkit.block.Sign, org.bukkit.block.sign.Side)}
*/
@Deprecated
default void openSign(@NotNull org.bukkit.block.Sign sign) {
this.openSign(sign, org.bukkit.block.sign.Side.FRONT);
}
/**
* Opens an editor window for the specified sign
*
* @param sign The sign to open
* @param side The side of the sign to open
*/
void openSign(org.bukkit.block.@NotNull Sign sign, org.bukkit.block.sign.@NotNull Side side);
// Paper end
/**
* Make the entity drop the item in their hand.
* <br>
* This will force the entity to drop the item they are holding with
* an option to drop the entire {@link ItemStack} or just 1 of the items.
*
* @param dropAll True to drop entire stack, false to drop 1 of the stack
* @return True if item was dropped successfully
* @apiNote You should instead use {@link #dropItem(EquipmentSlot, int)} or {@link #dropItem(EquipmentSlot)} with a {@link EquipmentSlot#HAND} parameter.
*/
@ApiStatus.Obsolete(since = "1.21.4")
boolean dropItem(boolean dropAll);
/**
* Makes the player drop all items from their inventory based on the inventory slot.
*
* @param slot the equipment slot to drop
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
default Item dropItem(final int slot) {
return this.dropItem(slot, Integer.MAX_VALUE);
}
/**
* Makes the player drop an item from their inventory based on the inventory slot.
*
* @param slot the slot to drop
* @param amount the number of items to drop from this slot. Values below one always return null
* @return the dropped item entity, or null if the action was unsuccessful
* @throws IllegalArgumentException if the slot is negative or bigger than the player's inventory
*/
@Nullable
default Item dropItem(final int slot, final int amount) {
return this.dropItem(slot, amount, false, null);
}
/**
* Makes the player drop an item from their inventory based on the inventory slot.
*
* @param slot the slot to drop
* @param amount the number of items to drop from this slot. Values below one always return null
* @param throwRandomly controls the randomness of the dropped items velocity, where {@code true} mimics dropped
* items during a player's death, while {@code false} acts like a normal item drop.
* @param entityOperation the function to be run before adding the entity into the world
* @return the dropped item entity, or null if the action was unsuccessful
* @throws IllegalArgumentException if the slot is negative or bigger than the player's inventory
*/
@Nullable
Item dropItem(int slot, int amount, boolean throwRandomly, @Nullable Consumer<Item> entityOperation);
/**
* Makes the player drop all items from their inventory based on the equipment slot.
*
* @param slot the equipment slot to drop
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
default Item dropItem(final @NotNull EquipmentSlot slot) {
return this.dropItem(slot, Integer.MAX_VALUE);
}
/**
* Makes the player drop an item from their inventory based on the equipment slot.
*
* @param slot the equipment slot to drop
* @param amount the amount of items to drop from this equipment slot. Values below one always return null
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
default Item dropItem(final @NotNull EquipmentSlot slot, final int amount) {
return this.dropItem(slot, amount, false, null);
}
/**
* Makes the player drop an item from their inventory based on the equipment slot.
*
* @param slot the equipment slot to drop
* @param amount The amount of items to drop from this equipment slot. Values below one always return null
* @param throwRandomly controls the randomness of the dropped items velocity, where {@code true} mimics dropped
* items during a player's death, while {@code false} acts like a normal item drop.
* @param entityOperation the function to be run before adding the entity into the world
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
Item dropItem(@NotNull EquipmentSlot slot, int amount, boolean throwRandomly, @Nullable Consumer<Item> entityOperation);
/**
* Makes the player drop any arbitrary {@link ItemStack}, independently of whether the player actually
* has that item in their inventory.
* <p>
* This method modifies neither the item nor the player's inventory.
* Item removal has to be handled by the method caller.
*
* @param itemStack the itemstack to drop
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
default Item dropItem(final @NotNull ItemStack itemStack) {
return this.dropItem(itemStack, false, null);
}
/**
* Makes the player drop any arbitrary {@link ItemStack}, independently of whether the player actually
* has that item in their inventory.
* <p>
* This method modifies neither the item nor the player's inventory.
* Item removal has to be handled by the method caller.
*
* @param itemStack the itemstack to drop
* @param throwRandomly controls the randomness of the dropped items velocity, where {@code true} mimics dropped
* items during a player's death, while {@code false} acts like a normal item drop.
* @param entityOperation the function to be run before adding the entity into the world
* @return the dropped item entity, or null if the action was unsuccessful
*/
@Nullable
Item dropItem(final @NotNull ItemStack itemStack, boolean throwRandomly, @Nullable Consumer<Item> entityOperation);
/**
* Gets the players current exhaustion level.
* <p>
* Exhaustion controls how fast the food level drops. While you have a
* certain amount of exhaustion, your saturation will drop to zero, and
* then your food will drop to zero.
*
* @return Exhaustion level
*/
public float getExhaustion();
/**
* Sets the players current exhaustion level
*
* @param value Exhaustion level
*/
public void setExhaustion(float value);
/**
* Gets the players current saturation level.
* <p>
* Saturation is a buffer for food level. Your food level will not drop if
* you are saturated {@literal >} 0.
*
* @return Saturation level
*/
public float getSaturation();
/**
* Sets the players current saturation level
*
* @param value Saturation level
*/
public void setSaturation(float value);
/**
* Gets the players current food level
*
* @return Food level
*/
public int getFoodLevel();
/**
* Sets the players current food level
*
* @param value New food level
*/
public void setFoodLevel(int value);
/**
* Get the regeneration rate (1 health per x ticks) of
* the HumanEntity when they have saturation and
* their food level is {@literal >=} 20. Default is 10.
*
* @return the regeneration rate
*/
public int getSaturatedRegenRate();
/**
* Set the regeneration rate (1 health per x ticks) of
* the HumanEntity when they have saturation and
* their food level is {@literal >=} 20. Default is 10.
* Not affected if the world's difficulty is peaceful.
*
* @param ticks the amount of ticks to gain 1 health.
*/
public void setSaturatedRegenRate(int ticks);
/**
* Get the regeneration rate (1 health per x ticks) of
* the HumanEntity when they have no saturation and
* their food level is {@literal >=} 18. Default is 80.
*
* @return the regeneration rate
*/
public int getUnsaturatedRegenRate();
/**
* Get the regeneration rate (1 health per x ticks) of
* the HumanEntity when they have no saturation and
* their food level is {@literal >=} 18. Default is 80.
* Not affected if the world's difficulty is peaceful.
*
* @param ticks the amount of ticks to gain 1 health.
*/
public void setUnsaturatedRegenRate(int ticks);
/**
* Get the starvation rate (1 health per x ticks) of
* the HumanEntity. Default is 80.
*
* @return the starvation rate
*/
public int getStarvationRate();
/**
* Get the starvation rate (1 health per x ticks) of
* the HumanEntity. Default is 80.
*
* @param ticks the amount of ticks to lose 1 health
*/
public void setStarvationRate(int ticks);
/**
* Gets the player's last death location.
*
* @return the last death location if it exists, otherwise null.
*/
@Nullable
public Location getLastDeathLocation();
/**
* Sets the player's last death location.
* <br>
* <b>Note:</b> This data is updated in the player's client only when the
* player respawns.
*
* @param location where to set the last death player location
*/
public void setLastDeathLocation(@Nullable Location location);
/**
* Perform a firework boost.
* <p>
* This method will only work such that {@link #isGliding()} is true and
* the entity is actively gliding with an elytra. Additionally, the supplied
* {@code fireworkItemStack} must be a firework rocket. The power of the boost
* will directly correlate to {@link FireworkMeta#getPower()}.
*
* @param fireworkItemStack the firework item stack to use to glide
* @return the attached {@link Firework}, or null if the entity could not
* be boosted
* @throws IllegalArgumentException if the fireworkItemStack is not a firework
*/
@Nullable
public Firework fireworkBoost(@NotNull ItemStack fireworkItemStack);
}