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