package org.bukkit.entity; import java.util.Collection; import java.util.HashSet; import java.util.List; import org.bukkit.Location; import org.bukkit.block.Block; import org.bukkit.potion.PotionEffect; import org.bukkit.potion.PotionEffectType; /** * Represents a living entity, such as a monster or player */ public interface LivingEntity extends Entity { /** * Gets the entity's health from 0 to {@link #getMaxHealth()}, where 0 is dead * * @return Health represented from 0 to max */ public int getHealth(); /** * Sets the entity's health from 0 to {@link #getMaxHealth()}, where 0 is dead * * @param health New health represented from 0 to max * @throws IllegalArgumentException Thrown if the health is < 0 or > max */ public void setHealth(int health); /** * Gets the maximum health this entity may have * * @return Maximum health */ public int getMaxHealth(); /** * Gets the height of the entity's head above its Location * * @return Height of the entity's eyes above its Location */ public double getEyeHeight(); /** * Gets the height of the entity's head above its Location * * @param ignoreSneaking If set to true, the effects of sneaking will be ignored * @return Height of the entity's eyes above its Location */ public double getEyeHeight(boolean ignoreSneaking); /** * Get a Location detailing the current eye position of the LivingEntity. * * @return a Location at the eyes of the LivingEntity. */ public Location getEyeLocation(); /** * Gets all blocks along the player's line of sight * List iterates from player's position to target inclusive * * @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent. * @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 all blocks along the player's line of sight */ public List getLineOfSight(HashSet transparent, int maxDistance); /** * Gets the block that the player has targeted * * @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent. * @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 Block that the player has targeted */ public Block getTargetBlock(HashSet transparent, int maxDistance); /** * Gets the last two blocks along the player's line of sight. * The target block will be the last block in the list. * * @param transparent HashSet containing all transparent block IDs. If set to null only air is considered transparent. * @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 player's line of sight */ public List getLastTwoTargetBlocks(HashSet transparent, int maxDistance); /** * Throws an egg from the entity. * * @return The egg thrown. */ public Egg throwEgg(); /** * Throws a snowball from the entity. * * @return The snowball thrown. */ public Snowball throwSnowball(); /** * Shoots an arrow from the entity. * * @return The arrow shot. */ public Arrow shootArrow(); /** * 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 player is inside. If there is no vehicle, * null will be returned. * * @return The current vehicle. */ public Vehicle getVehicle(); /** * Returns the amount of air that this entity has remaining, in ticks * * @return Amount of air remaining */ public int getRemainingAir(); /** * Sets the amount of air that this entity has remaining, in ticks * * @param ticks Amount of air remaining */ public void setRemainingAir(int ticks); /** * Returns the maximum amount of air this entity can have, in ticks * * @return Maximum amount of air */ public int getMaximumAir(); /** * Sets the maximum amount of air this entity can have, in ticks * * @param ticks Maximum amount of air */ public void setMaximumAir(int ticks); /** * Deals the given amount of damage to this entity * * @param amount Amount of damage to deal */ public void damage(int amount); /** * Deals the given amount of damage to this entity, from a specified entity * * @param amount Amount of damage to deal * @param source Entity which to attribute this damage from */ public void damage(int amount, Entity source); /** * Returns the entities current maximum noDamageTicks * This is the time in ticks the entity will become unable to take * equal or less damage than the lastDamage * * @return noDamageTicks */ public int getMaximumNoDamageTicks(); /** * Sets the entities current maximum noDamageTicks * * @param ticks maximumNoDamageTicks */ public void setMaximumNoDamageTicks(int ticks); /** * Returns the entities lastDamage taken in the current noDamageTicks time. * Only damage higher than this amount will further damage the entity. * * @return lastDamage */ public int getLastDamage(); /** * Sets the entities current maximum noDamageTicks * * @param damage last damage */ public void setLastDamage(int damage); /** * Returns the entities current noDamageTicks * * @return noDamageTicks */ public int getNoDamageTicks(); /** * Sets the entities current noDamageTicks * * @param ticks NoDamageTicks */ public void setNoDamageTicks(int ticks); /** * Gets the player identified as the killer of this entity. *

* May be null. * * @return Killer player, or null if none found. */ public Player getKiller(); /** * Adds the given {@link PotionEffect} to this entity. * Only one potion effect can be present for a given {@link PotionEffectType}. * * @param effect PotionEffect to be added * @return Whether the effect could be added */ public boolean addPotionEffect(PotionEffect effect); /** * Adds the given {@link PotionEffect} to this entity. * 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 */ public boolean addPotionEffect(PotionEffect effect, boolean force); /** * Attempts to add all of the given {@link PotionEffect} to this entity. * * @param effects The effects to add * @return Whether all of the effects could be added */ public boolean addPotionEffects(Collection effects); /** * Returns whether the entity already has an existing * effect of the given {@link PotionEffectType} applied to it. * * @param type The potion type to check */ public boolean hasPotionEffect(PotionEffectType type); /** * Removes any effects present of the given {@link PotionEffectType}. * * @param type The potion type to remove */ public void removePotionEffect(PotionEffectType type); /** * Returns all currently active {@link PotionEffect}s on this entity. * * @return A collection of {@link PotionEffect}s */ public Collection getActivePotionEffects(); }