Bukkit/src/main/java/org/bukkit/entity/LivingEntity.java

281 lines
8.2 KiB
Java

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<Block> getLineOfSight(HashSet<Byte> 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<Byte> 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<Block> getLastTwoTargetBlocks(HashSet<Byte> 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.
* <p>
* 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<PotionEffect> 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<PotionEffect> getActivePotionEffects();
}