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

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Java

package org.bukkit.entity;
import java.util.Collection;
import java.util.List;
import java.util.Set;
import java.util.UUID;
import org.bukkit.FluidCollisionMode;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.Sound;
import org.bukkit.World;
import org.bukkit.attribute.Attributable;
import org.bukkit.block.Block;
import org.bukkit.entity.memory.MemoryKey;
import org.bukkit.inventory.EntityEquipment;
import org.bukkit.inventory.ItemStack;
import org.bukkit.potion.PotionEffect;
import org.bukkit.potion.PotionEffectType;
import org.bukkit.projectiles.ProjectileSource;
import org.bukkit.scoreboard.Scoreboard;
import org.bukkit.scoreboard.Team;
import org.bukkit.util.RayTraceResult;
import org.bukkit.util.Vector;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Represents a living entity, such as a monster or player
*/
public interface LivingEntity extends Attributable, Damageable, ProjectileSource {
/**
* Gets the height of the living entity's eyes above its Location.
*
* @return height of the living entity's eyes above its location
*/
public double getEyeHeight();
/**
* Gets the height of the living entity's eyes above its Location.
*
* @param ignorePose if set to true, the effects of pose changes, eg
* sneaking and gliding will be ignored
* @return height of the living entity's eyes above its location
*/
public double getEyeHeight(boolean ignorePose);
/**
* Get a Location detailing the current eye position of the living entity.
*
* @return a location at the eyes of the living entity
*/
@NotNull
public Location getEyeLocation();
/**
* Gets all blocks along the living entity's line of sight.
* <p>
* This list contains all blocks from the living entity's eye position to
* target inclusive. This method considers all blocks as 1x1x1 in size.
*
* @param transparent Set containing all transparent block Materials (set to
* null for only air)
* @param maxDistance this is the maximum distance to scan (may be limited
* by server by at least 100 blocks, no less)
* @return list containing all blocks along the living entity's line of
* sight
*/
@NotNull
public List<Block> getLineOfSight(@Nullable Set<Material> transparent, int maxDistance);
/**
* Gets the block that the living entity has targeted.
* <p>
* This method considers all blocks as 1x1x1 in size. To take exact block
* collision shapes into account, see {@link #getTargetBlockExact(int,
* FluidCollisionMode)}.
*
* @param transparent Set containing all transparent block Materials (set to
* null for only air)
* @param maxDistance this is the maximum distance to scan (may be limited
* by server by at least 100 blocks, no less)
* @return block that the living entity has targeted
*/
@NotNull
public Block getTargetBlock(@Nullable Set<Material> transparent, int maxDistance);
/**
* Gets the last two blocks along the living entity's line of sight.
* <p>
* The target block will be the last block in the list. This method
* considers all blocks as 1x1x1 in size.
*
* @param transparent Set containing all transparent block Materials (set to
* null for only air)
* @param maxDistance this is the maximum distance to scan. This may be
* further limited by the server, but never to less than 100 blocks
* @return list containing the last 2 blocks along the living entity's
* line of sight
*/
@NotNull
public List<Block> getLastTwoTargetBlocks(@Nullable Set<Material> transparent, int maxDistance);
/**
* Gets the block that the living entity has targeted.
* <p>
* This takes the blocks' precise collision shapes into account. Fluids are
* ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param maxDistance the maximum distance to scan
* @return block that the living entity has targeted
* @see #getTargetBlockExact(int, org.bukkit.FluidCollisionMode)
*/
@Nullable
public Block getTargetBlockExact(int maxDistance);
/**
* Gets the block that the living entity has targeted.
* <p>
* This takes the blocks' precise collision shapes into account.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param maxDistance the maximum distance to scan
* @param fluidCollisionMode the fluid collision mode
* @return block that the living entity has targeted
* @see #rayTraceBlocks(double, FluidCollisionMode)
*/
@Nullable
public Block getTargetBlockExact(int maxDistance, @NotNull FluidCollisionMode fluidCollisionMode);
/**
* Performs a ray trace that provides information on the targeted block.
* <p>
* This takes the blocks' precise collision shapes into account. Fluids are
* ignored.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param maxDistance the maximum distance to scan
* @return information on the targeted block, or <code>null</code> if there
* is no targeted block in range
* @see #rayTraceBlocks(double, FluidCollisionMode)
*/
@Nullable
public RayTraceResult rayTraceBlocks(double maxDistance);
/**
* Performs a ray trace that provides information on the targeted block.
* <p>
* This takes the blocks' precise collision shapes into account.
* <p>
* This may cause loading of chunks! Some implementations may impose
* artificial restrictions on the maximum distance.
*
* @param maxDistance the maximum distance to scan
* @param fluidCollisionMode the fluid collision mode
* @return information on the targeted block, or <code>null</code> if there
* is no targeted block in range
* @see World#rayTraceBlocks(Location, Vector, double, FluidCollisionMode)
*/
@Nullable
public RayTraceResult rayTraceBlocks(double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode);
/**
* Returns the amount of air that the living entity has remaining, in
* ticks.
*
* @return amount of air remaining
*/
public int getRemainingAir();
/**
* Sets the amount of air that the living entity has remaining, in ticks.
*
* @param ticks amount of air remaining
*/
public void setRemainingAir(int ticks);
/**
* Returns the maximum amount of air the living entity can have, in ticks.
*
* @return maximum amount of air
*/
public int getMaximumAir();
/**
* Sets the maximum amount of air the living entity can have, in ticks.
*
* @param ticks maximum amount of air
*/
public void setMaximumAir(int ticks);
/**
* Gets the time in ticks until the next arrow leaves the entity's body.
*
* @return ticks until arrow leaves
*/
public int getArrowCooldown();
/**
* Sets the time in ticks until the next arrow leaves the entity's body.
*
* @param ticks time until arrow leaves
*/
public void setArrowCooldown(int ticks);
/**
* Gets the amount of arrows in an entity's body.
*
* @return amount of arrows in body
*/
public int getArrowsInBody();
/**
* Set the amount of arrows in the entity's body.
*
* @param count amount of arrows in entity's body
*/
public void setArrowsInBody(int count);
/**
* Returns the living entity's current maximum no damage ticks.
* <p>
* This is the maximum duration in which the living entity will not take
* damage.
*
* @return maximum no damage ticks
*/
public int getMaximumNoDamageTicks();
/**
* Sets the living entity's current maximum no damage ticks.
*
* @param ticks maximum amount of no damage ticks
*/
public void setMaximumNoDamageTicks(int ticks);
/**
* Returns the living entity's last damage taken in the current no damage
* ticks time.
* <p>
* Only damage higher than this amount will further damage the living
* entity.
*
* @return damage taken since the last no damage ticks time period
*/
public double getLastDamage();
/**
* Sets the damage dealt within the current no damage ticks time period.
*
* @param damage amount of damage
*/
public void setLastDamage(double damage);
/**
* Returns the living entity's current no damage ticks.
*
* @return amount of no damage ticks
*/
public int getNoDamageTicks();
/**
* Sets the living entity's current no damage ticks.
*
* @param ticks amount of no damage ticks
*/
public void setNoDamageTicks(int ticks);
/**
* Get the ticks that this entity has performed no action.
* <p>
* The details of what "no action ticks" entails varies from entity to entity
* and cannot be specifically defined. Some examples include squid using this
* value to determine when to swim, raiders for when they are to be expelled
* from raids, or creatures (such as withers) as a requirement to be despawned.
*
* @return amount of no action ticks
*/
public int getNoActionTicks();
/**
* Set the ticks that this entity has performed no action.
* <p>
* The details of what "no action ticks" entails varies from entity to entity
* and cannot be specifically defined. Some examples include squid using this
* value to determine when to swim, raiders for when they are to be expelled
* from raids, or creatures (such as withers) as a requirement to be despawned.
*
* @param ticks amount of no action ticks
*/
public void setNoActionTicks(int ticks);
/**
* Gets the player identified as the killer of the living entity.
* <p>
* May be null.
*
* @return killer player, or null if none found
*/
@Nullable
public Player getKiller();
/**
* Adds the given {@link PotionEffect} to the living entity.
*
* @param effect PotionEffect to be added
* @return whether the effect could be added
*/
public boolean addPotionEffect(@NotNull PotionEffect effect);
/**
* Adds the given {@link PotionEffect} to the living entity.
* <p>
* Only one potion effect can be present for a given {@link
* PotionEffectType}.
*
* @param effect PotionEffect to be added
* @param force whether conflicting effects should be removed
* @return whether the effect could be added
* @deprecated no need to force since multiple effects of the same type are
* now supported.
*/
@Deprecated
public boolean addPotionEffect(@NotNull PotionEffect effect, boolean force);
/**
* Attempts to add all of the given {@link PotionEffect} to the living
* entity.
*
* @param effects the effects to add
* @return whether all of the effects could be added
*/
public boolean addPotionEffects(@NotNull Collection<PotionEffect> effects);
/**
* Returns whether the living entity already has an existing effect of
* the given {@link PotionEffectType} applied to it.
*
* @param type the potion type to check
* @return whether the living entity has this potion effect active on them
*/
public boolean hasPotionEffect(@NotNull PotionEffectType type);
/**
* Returns the active {@link PotionEffect} of the specified type.
* <p>
* If the effect is not present on the entity then null will be returned.
*
* @param type the potion type to check
* @return the effect active on this entity, or null if not active.
*/
@Nullable
public PotionEffect getPotionEffect(@NotNull PotionEffectType type);
/**
* Removes any effects present of the given {@link PotionEffectType}.
*
* @param type the potion type to remove
*/
public void removePotionEffect(@NotNull PotionEffectType type);
/**
* Returns all currently active {@link PotionEffect}s on the living
* entity.
*
* @return a collection of {@link PotionEffect}s
*/
@NotNull
public Collection<PotionEffect> getActivePotionEffects();
/**
* Checks whether the living entity has block line of sight to another.
* <p>
* This uses the same algorithm that hostile mobs use to find the closest
* player.
*
* @param other the entity to determine line of sight to
* @return true if there is a line of sight, false if not
*/
public boolean hasLineOfSight(@NotNull Entity other);
/**
* Returns if the living entity despawns when away from players or not.
* <p>
* By default, animals are not removed while other mobs are.
*
* @return true if the living entity is removed when away from players
*/
public boolean getRemoveWhenFarAway();
/**
* Sets whether or not the living entity despawns when away from players
* or not.
*
* @param remove the removal status
*/
public void setRemoveWhenFarAway(boolean remove);
/**
* Gets the inventory with the equipment worn by the living entity.
*
* @return the living entity's inventory
*/
@Nullable
public EntityEquipment getEquipment();
/**
* Sets whether or not the living entity can pick up items.
*
* @param pickup whether or not the living entity can pick up items
*/
public void setCanPickupItems(boolean pickup);
/**
* Gets if the living entity can pick up items.
*
* @return whether or not the living entity can pick up items
*/
public boolean getCanPickupItems();
/**
* Returns whether the entity is currently leashed.
*
* @return whether the entity is leashed
*/
public boolean isLeashed();
/**
* Gets the entity that is currently leading this entity.
*
* @return the entity holding the leash
* @throws IllegalStateException if not currently leashed
*/
@NotNull
public Entity getLeashHolder() throws IllegalStateException;
/**
* Sets the leash on this entity to be held by the supplied entity.
* <p>
* This method has no effect on EnderDragons, Withers, Players, or Bats.
* Non-living entities excluding leashes will not persist as leash
* holders.
*
* @param holder the entity to leash this entity to, or null to unleash
* @return whether the operation was successful
*/
public boolean setLeashHolder(@Nullable Entity holder);
/**
* Checks to see if an entity is gliding, such as using an Elytra.
* @return True if this entity is gliding.
*/
public boolean isGliding();
/**
* Makes entity start or stop gliding. This will work even if an Elytra
* is not equipped, but will be reverted by the server immediately after
* unless an event-cancelling mechanism is put in place.
* @param gliding True if the entity is gliding.
*/
public void setGliding(boolean gliding);
/**
* Checks to see if an entity is swimming.
*
* @return True if this entity is swimming.
*/
public boolean isSwimming();
/**
* Makes entity start or stop swimming.
*
* This may have unexpected results if the entity is not in water.
*
* @param swimming True if the entity is swimming.
*/
public void setSwimming(boolean swimming);
/**
* Checks to see if an entity is currently using the Riptide enchantment.
*
* @return True if this entity is currently riptiding.
*/
public boolean isRiptiding();
/**
* Returns whether this entity is slumbering.
*
* @return slumber state
*/
public boolean isSleeping();
/**
* Gets if the entity is climbing.
*
* @return if the entity is climbing
*/
public boolean isClimbing();
/**
* Sets whether an entity will have AI.
*
* The entity will be completely unable to move if it has no AI.
*
* @param ai whether the mob will have AI or not.
*/
void setAI(boolean ai);
/**
* Checks whether an entity has AI.
*
* The entity will be completely unable to move if it has no AI.
*
* @return true if the entity has AI, otherwise false.
*/
boolean hasAI();
/**
* Makes this entity attack the given entity with a melee attack.
*
* Attack damage is calculated by the server from the attributes and
* equipment of this mob, and knockback is applied to {@code target} as
* appropriate.
*
* @param target entity to attack.
*/
public void attack(@NotNull Entity target);
/**
* Makes this entity swing their main hand.
*
* This method does nothing if this entity does not have an animation for
* swinging their main hand.
*/
public void swingMainHand();
/**
* Makes this entity swing their off hand.
*
* This method does nothing if this entity does not have an animation for
* swinging their off hand.
*/
public void swingOffHand();
/**
* Makes this entity flash red as if they were damaged.
*
* @param yaw The direction the damage is coming from in relation to the
* entity, where 0 is in front of the player, 90 is to the right, 180 is
* behind, and 270 is to the left
*/
public void playHurtAnimation(float yaw);
/**
* Set if this entity will be subject to collisions with other entities.
* <p>
* Exemptions to this rule can be managed with
* {@link #getCollidableExemptions()}
* <p>
* Note that the client may predict the collision between itself and another
* entity, resulting in this flag not working for player collisions. This
* method should therefore only be used to set the collision status of
* non-player entities.
* <p>
* To control player collisions, use {@link Team.Option#COLLISION_RULE} in
* combination with a {@link Scoreboard} and a {@link Team}.
*
* @param collidable collision status
*/
void setCollidable(boolean collidable);
/**
* Gets if this entity is subject to collisions with other entities.
* <p>
* Some entities might be exempted from the collidable rule of this entity.
* Use {@link #getCollidableExemptions()} to get these.
* <p>
* Please note that this method returns only the custom collidable state,
* not whether the entity is non-collidable for other reasons such as being
* dead.
* <p>
* Note that the client may predict the collision between itself and another
* entity, resulting in this flag not being accurate for player collisions.
* This method should therefore only be used to check the collision status
* of non-player entities.
* <p>
* To check the collision behavior for a player, use
* {@link Team.Option#COLLISION_RULE} in combination with a
* {@link Scoreboard} and a {@link Team}.
*
* @return collision status
*/
boolean isCollidable();
/**
* Gets a mutable set of UUIDs of the entities which are exempt from the
* entity's collidable rule and which's collision with this entity will
* behave the opposite of it.
* <p>
* This set can be modified to add or remove exemptions.
* <p>
* For example if collidable is true and an entity is in the exemptions set
* then it will not collide with it. Similarly if collidable is false and an
* entity is in this set then it will still collide with it.
* <p>
* Note these exemptions are not (currently) persistent.
* <p>
* Note that the client may predict the collision between itself and another
* entity, resulting in those exemptions not being accurate for player
* collisions. This method should therefore only be used to exempt
* non-player entities.
* <p>
* To exempt collisions for a player, use {@link Team.Option#COLLISION_RULE}
* in combination with a {@link Scoreboard} and a {@link Team}.
*
* @return the collidable exemption set
*/
@NotNull
Set<UUID> getCollidableExemptions();
/**
* Returns the value of the memory specified.
* <p>
* Note that the value is null when the specific entity does not have that
* value by default.
*
* @param memoryKey memory to access
* @param <T> the type of the return value
* @return a instance of the memory section value or null if not present
*/
@Nullable
<T> T getMemory(@NotNull MemoryKey<T> memoryKey);
/**
* Sets the value of the memory specified.
* <p>
* Note that the value will not be persisted when the specific entity does
* not have that value by default.
*
* @param memoryKey the memory to access
* @param memoryValue a typed memory value
* @param <T> the type of the passed value
*/
<T> void setMemory(@NotNull MemoryKey<T> memoryKey, @Nullable T memoryValue);
/**
* Get the {@link Sound} this entity will make when damaged.
*
* @return the hurt sound, or null if the entity does not make any sound
*/
@Nullable
public Sound getHurtSound();
/**
* Get the {@link Sound} this entity will make on death.
*
* @return the death sound, or null if the entity does not make any sound
*/
@Nullable
public Sound getDeathSound();
/**
* Get the {@link Sound} this entity will make when falling from the given
* height (in blocks). The sound will often differ between either a small
* or a big fall damage sound if the height exceeds 4 blocks.
*
* @param fallHeight the fall height in blocks
* @return the fall damage sound
* @see #getFallDamageSoundSmall()
* @see #getFallDamageSoundBig()
*/
@NotNull
public Sound getFallDamageSound(int fallHeight);
/**
* Get the {@link Sound} this entity will make when falling from a small
* height.
*
* @return the fall damage sound
*/
@NotNull
public Sound getFallDamageSoundSmall();
/**
* Get the {@link Sound} this entity will make when falling from a large
* height.
*
* @return the fall damage sound
*/
@NotNull
public Sound getFallDamageSoundBig();
/**
* Get the {@link Sound} this entity will make when drinking the given
* {@link ItemStack}.
*
* @param itemStack the item stack being drank
* @return the drinking sound
*/
@NotNull
public Sound getDrinkingSound(@NotNull ItemStack itemStack);
/**
* Get the {@link Sound} this entity will make when eating the given
* {@link ItemStack}.
*
* @param itemStack the item stack being eaten
* @return the eating sound
*/
@NotNull
public Sound getEatingSound(@NotNull ItemStack itemStack);
/**
* Returns true if this entity can breathe underwater and will not take
* suffocation damage when its air supply reaches zero.
*
* @return <code>true</code> if the entity can breathe underwater
*/
public boolean canBreatheUnderwater();
/**
* Get the category to which this entity belongs.
*
* Categories may subject this entity to additional effects, benefits or
* debuffs.
*
* @return the entity category
*/
@NotNull
public EntityCategory getCategory();
/**
* Sets whether the entity is invisible or not.
*
* @param invisible If the entity is invisible
*/
public void setInvisible(boolean invisible);
/**
* Gets whether the entity is invisible or not.
*
* @return Whether the entity is invisible
*/
public boolean isInvisible();
}