434 lines
13 KiB
Java
434 lines
13 KiB
Java
package org.bukkit.entity;
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import java.net.InetSocketAddress;
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import org.bukkit.Achievement;
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import org.bukkit.Effect;
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import org.bukkit.Instrument;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Note;
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import org.bukkit.OfflinePlayer;
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import org.bukkit.Statistic;
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import org.bukkit.command.CommandSender;
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import org.bukkit.map.MapView;
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/**
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* Represents a player, connected or not
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*
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*/
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public interface Player extends HumanEntity, CommandSender, OfflinePlayer {
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/**
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* Gets the "friendly" name to display of this player. This may include color.
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*
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* Note that this name will not be displayed in game, only in chat and places
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* defined by plugins
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*
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* @return the friendly name
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*/
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public String getDisplayName();
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/**
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* Sets the "friendly" name to display of this player. This may include color.
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*
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* Note that this name will not be displayed in game, only in chat and places
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* defined by plugins
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*
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* @param name The new display name.
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*/
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public void setDisplayName(String name);
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/**
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* Gets the name that is shown on the player list.
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*
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* @return the player list name
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*/
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public String getListName();
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/**
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* Sets the name that is shown on the player list. The name cannot
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* be longer than 16 characters, but color is supported. If the same
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* name is passed (with no change), then nothing will happen.
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* Case-sensitivity matters -- two names with different casing will
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* appear as two different people. If a player joins afterwards with
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* a name that conflicts with a player's custom list name, the
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* joining player's player list name will have a random number appended to it
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* (1-2 characters long in the default implementation). If the joining
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* player's name is 15 or 16 characters long, part of the name will
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* be truncated at the end to allow the addition of the two digits.
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*
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* @param name new player list name
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* @throws IllegalArgumentException if the name is already used by someone else
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* @throws IllegalArgumentException if the length of the name is too long
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*/
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public void setListName(String name);
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/**
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* Set the target of the player's compass.
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*
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* @param loc Location to point to
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*/
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public void setCompassTarget(Location loc);
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/**
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* Get the previously set compass target.
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*
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* @return location of the target
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*/
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public Location getCompassTarget();
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/**
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* Gets the socket address of this player
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* @return the player's address
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*/
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public InetSocketAddress getAddress();
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/**
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* Sends this sender a message raw
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*
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* @param message Message to be displayed
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*/
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public void sendRawMessage(String message);
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/**
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* Kicks player with custom kick message.
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*
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* @param message kick message
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*/
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public void kickPlayer(String message);
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/**
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* Says a message (or runs a command).
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*
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* @param msg message to print
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*/
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public void chat(String msg);
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/**
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* Makes the player perform the given command
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*
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* @param command Command to perform
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* @return true if the command was successful, otherwise false
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*/
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public boolean performCommand(String command);
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/**
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* Returns if the player is in sneak mode
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* @return true if player is in sneak mode
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*/
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public boolean isSneaking();
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/**
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* Sets the sneak mode the player
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* @param sneak true if player should appear sneaking
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*/
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public void setSneaking(boolean sneak);
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/**
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* Gets whether the player is sprinting or not.
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*
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* @return true if player is sprinting.
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*/
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public boolean isSprinting();
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/**
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* Sets whether the player is sprinting or not.
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*
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* @param sprinting true if the player should be sprinting
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*/
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public void setSprinting(boolean sprinting);
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/**
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* Saves the players current location, health, inventory, motion, and other information into the username.dat file, in the world/player folder
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*/
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public void saveData();
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/**
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* Loads the players current location, health, inventory, motion, and other information from the username.dat file, in the world/player folder
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*
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* Note: This will overwrite the players current inventory, health, motion, etc, with the state from the saved dat file.
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*/
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public void loadData();
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/**
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* Sets whether the player is ignored as not sleeping. If everyone is
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* either sleeping or has this flag set, then time will advance to the
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* next day. If everyone has this flag set but no one is actually in bed,
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* then nothing will happen.
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*
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* @param isSleeping Whether to ignore.
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*/
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public void setSleepingIgnored(boolean isSleeping);
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/**
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* Returns whether the player is sleeping ignored.
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*
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* @return Whether player is ignoring sleep.
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*/
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public boolean isSleepingIgnored();
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/**
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* Play a note for a player at a location. This requires a note block
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* at the particular location (as far as the client is concerned). This
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* will not work without a note block. This will not work with cake.
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*
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* @param loc The location of a note block.
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* @param instrument The instrument ID.
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* @param note The note ID.
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*/
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public void playNote(Location loc, byte instrument, byte note);
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/**
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* Play a note for a player at a location. This requires a note block
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* at the particular location (as far as the client is concerned). This
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* will not work without a note block. This will not work with cake.
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*
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* @param loc The location of a note block
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* @param instrument The instrument
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* @param note The note
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*/
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public void playNote(Location loc, Instrument instrument, Note note);
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/**
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* Plays an effect to just this player.
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*
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* @param loc the location to play the effect at
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* @param effect the {@link Effect}
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* @param data a data bit needed for the RECORD_PLAY, SMOKE, and STEP_SOUND sounds
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*/
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public void playEffect(Location loc, Effect effect, int data);
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/**
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* Send a block change. This fakes a block change packet for a user at
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* a certain location. This will not actually change the world in any way.
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*
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* @param loc The location of the changed block
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* @param material The new block
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* @param data The block data
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*/
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public void sendBlockChange(Location loc, Material material, byte data);
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/**
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* Send a chunk change. This fakes a chunk change packet for a user at
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* a certain location. The updated cuboid must be entirely within a single
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* chunk. This will not actually change the world in any way.
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*
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* At least one of the dimensions of the cuboid must be even. The size of the
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* data buffer must be 2.5*sx*sy*sz and formatted in accordance with the Packet51
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* format.
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*
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* @param loc The location of the cuboid
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* @param sx The x size of the cuboid
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* @param sy The y size of the cuboid
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* @param sz The z size of the cuboid
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* @param data The data to be sent
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*
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* @return true if the chunk change packet was sent
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*/
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public boolean sendChunkChange(Location loc, int sx, int sy, int sz, byte[] data);
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/**
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* Send a block change. This fakes a block change packet for a user at
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* a certain location. This will not actually change the world in any way.
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*
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* @param loc The location of the changed block
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* @param material The new block ID
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* @param data The block data
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*/
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public void sendBlockChange(Location loc, int material, byte data);
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/**
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* Render a map and send it to the player in its entirety. This may be used
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* when streaming the map in the normal manner is not desirbale.
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*
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* @param map The map to be sent
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*/
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public void sendMap(MapView map);
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/**
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* Forces an update of the player's entire inventory.
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*
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* @deprecated This method should not be relied upon as it is a temporary work-around for a larger, more complicated issue.
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*/
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@Deprecated
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public void updateInventory();
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/**
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* Awards this player the given achievement
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*
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* @param achievement Achievement to award
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*/
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public void awardAchievement(Achievement achievement);
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/**
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* Increments the given statistic for this player
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*
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* @param statistic Statistic to increment
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*/
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public void incrementStatistic(Statistic statistic);
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/**
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* Increments the given statistic for this player
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*
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* @param statistic Statistic to increment
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* @param amount Amount to increment this statistic by
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*/
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public void incrementStatistic(Statistic statistic, int amount);
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/**
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* Increments the given statistic for this player for the given material
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*
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* @param statistic Statistic to increment
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* @param material Material to offset the statistic with
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*/
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public void incrementStatistic(Statistic statistic, Material material);
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/**
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* Increments the given statistic for this player for the given material
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*
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* @param statistic Statistic to increment
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* @param material Material to offset the statistic with
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* @param amount Amount to increment this statistic by
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*/
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public void incrementStatistic(Statistic statistic, Material material, int amount);
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/**
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* Sets the current time on the player's client. When relative is true the player's time
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* will be kept synchronized to its world time with the specified offset.
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*
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* When using non relative time the player's time will stay fixed at the specified time parameter. It's up to
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* the caller to continue updating the player's time. To restore player time to normal use resetPlayerTime().
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*
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* @param time The current player's perceived time or the player's time offset from the server time.
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* @param relative When true the player time is kept relative to its world time.
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*/
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public void setPlayerTime(long time, boolean relative);
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/**
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* Returns the player's current timestamp.
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*
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* @return The player's time
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*/
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public long getPlayerTime();
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/**
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* Returns the player's current time offset relative to server time, or the current player's fixed time
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* if the player's time is absolute.
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*
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* @return The player's time
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*/
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public long getPlayerTimeOffset();
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/**
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* Returns true if the player's time is relative to the server time, otherwise the player's time is absolute and
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* will not change its current time unless done so with setPlayerTime().
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*
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* @return true if the player's time is relative to the server time.
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*/
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public boolean isPlayerTimeRelative();
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/**
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* Restores the normal condition where the player's time is synchronized with the server time.
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* Equivalent to calling setPlayerTime(0, true).
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*/
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public void resetPlayerTime();
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/**
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* Gets the players current experience points towards the next level
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*
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* @return Current experience points
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*/
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public int getExperience();
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/**
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* Sets the players current experience points
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*
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* @param exp New experience points
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*/
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public void setExperience(int exp);
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/**
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* Gets the players current experience level
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*
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* @return Current experience level
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*/
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public int getLevel();
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/**
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* Sets the players current experience level
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*
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* @param level New experience level
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*/
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public void setLevel(int level);
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/**
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* Gets the players total experience points
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*
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* @return Current total experience points
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*/
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public int getTotalExperience();
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/**
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* Sets the players current experience level
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*
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* @param exp New experience level
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*/
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public void setTotalExperience(int exp);
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/**
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* Gets the players current exhaustion level.
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* <p>
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* Exhaustion controls how fast the food level drops. While you have a certain
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* amount of exhaustion, your saturation will drop to zero, and then your food
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* will drop to zero.
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*
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* @return Exhaustion level
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*/
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public float getExhaustion();
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/**
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* Sets the players current exhaustion level
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*
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* @param value Exhaustion level
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*/
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public void setExhaustion(float value);
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/**
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* Gets the players current saturation level.
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* <p>
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* Saturation is a buffer for food level. Your food level will not drop if you
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* are saturated > 0.
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*
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* @return Saturation level
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*/
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public float getSaturation();
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/**
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* Sets the players current saturation level
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*
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* @param value Exhaustion level
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*/
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public void setSaturation(float value);
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/**
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* Gets the players current food level
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*
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* @return Food level
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*/
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public int getFoodLevel();
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/**
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* Sets the players current food level
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*
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* @param value New food level
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*/
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public void setFoodLevel(int value);
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/**
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* Gets the Location where the player will spawn at their bed, null if they have not slept in one or their current bed spawn is invalid.
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*
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* @return Bed Spawn Location if bed exists, otherwise null.
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*/
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public Location getBedSpawnLocation();
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}
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