package org.bukkit.entity; import org.bukkit.EntityEffect; import org.bukkit.Location; import org.bukkit.Server; import org.bukkit.World; import org.bukkit.event.entity.EntityDamageEvent; import org.bukkit.event.player.PlayerTeleportEvent.TeleportCause; import org.bukkit.metadata.Metadatable; import org.bukkit.util.Vector; import java.util.List; import java.util.UUID; /** * Represents a base entity in the world */ public interface Entity extends Metadatable { /** * Gets the entity's current position * * @return a new copy of Location containing the position of this entity */ public Location getLocation(); /** * Stores the entity's current position in the provided Location object. * <p> * If the provided Location is null this method does nothing and returns * null. * * @return The Location object provided or null */ public Location getLocation(Location loc); /** * Sets this entity's velocity * * @param velocity New velocity to travel with */ public void setVelocity(Vector velocity); /** * Gets this entity's current velocity * * @return Current travelling velocity of this entity */ public Vector getVelocity(); /** * Returns true if the entity is supported by a block. This value is a * state updated by the server and is not recalculated unless the entity * moves. * * @return True if entity is on ground. */ public boolean isOnGround(); /** * Gets the current world this entity resides in * * @return World */ public World getWorld(); /** * Teleports this entity to the given location * * @param location New location to teleport this entity to * @return <code>true</code> if the teleport was successful */ public boolean teleport(Location location); /** * Teleports this entity to the given location * * @param location New location to teleport this entity to * @param cause The cause of this teleportation * @return <code>true</code> if the teleport was successful */ public boolean teleport(Location location, TeleportCause cause); /** * Teleports this entity to the target Entity * * @param destination Entity to teleport this entity to * @return <code>true</code> if the teleport was successful */ public boolean teleport(Entity destination); /** * Teleports this entity to the target Entity * * @param destination Entity to teleport this entity to * @param cause The cause of this teleportation * @return <code>true</code> if the teleport was successful */ public boolean teleport(Entity destination, TeleportCause cause); /** * Returns a list of entities within a bounding box centered around this * entity * * @param x 1/2 the size of the box along x axis * @param y 1/2 the size of the box along y axis * @param z 1/2 the size of the box along z axis * @return List<Entity> List of entities nearby */ public List<org.bukkit.entity.Entity> getNearbyEntities(double x, double y, double z); /** * Returns a unique id for this entity * * @return Entity id */ public int getEntityId(); /** * Returns the entity's current fire ticks (ticks before the entity stops * being on fire). * * @return int fireTicks */ public int getFireTicks(); /** * Returns the entity's maximum fire ticks. * * @return int maxFireTicks */ public int getMaxFireTicks(); /** * Sets the entity's current fire ticks (ticks before the entity stops * being on fire). * * @param ticks Current ticks remaining */ public void setFireTicks(int ticks); /** * Mark the entity's removal. */ public void remove(); /** * Returns true if this entity has been marked for removal. * * @return True if it is dead. */ public boolean isDead(); /** * Returns false if the entity has died or been despawned for some other * reason. * * @return True if valid. */ public boolean isValid(); /** * Gets the {@link Server} that contains this Entity * * @return Server instance running this Entity */ public Server getServer(); /** * Gets the primary passenger of a vehicle. For vehicles that could have * multiple passengers, this will only return the primary passenger. * * @return an entity */ public abstract Entity getPassenger(); /** * Set the passenger of a vehicle. * * @param passenger The new passenger. * @return false if it could not be done for whatever reason */ public abstract boolean setPassenger(Entity passenger); /** * Check if a vehicle has passengers. * * @return True if the vehicle has no passengers. */ public abstract boolean isEmpty(); /** * Eject any passenger. * * @return True if there was a passenger. */ public abstract boolean eject(); /** * Returns the distance this entity has fallen * * @return The distance. */ public float getFallDistance(); /** * Sets the fall distance for this entity * * @param distance The new distance. */ public void setFallDistance(float distance); /** * Record the last {@link EntityDamageEvent} inflicted on this entity * * @param event a {@link EntityDamageEvent} */ public void setLastDamageCause(EntityDamageEvent event); /** * Retrieve the last {@link EntityDamageEvent} inflicted on this entity. * This event may have been cancelled. * * @return the last known {@link EntityDamageEvent} or null if hitherto * unharmed */ public EntityDamageEvent getLastDamageCause(); /** * Returns a unique and persistent id for this entity * * @return unique id */ public UUID getUniqueId(); /** * Gets the amount of ticks this entity has lived for. * <p> * This is the equivalent to "age" in entities. * * @return Age of entity */ public int getTicksLived(); /** * Sets the amount of ticks this entity has lived for. * <p> * This is the equivalent to "age" in entities. May not be less than one * tick. * * @param value Age of entity */ public void setTicksLived(int value); /** * Performs the specified {@link EntityEffect} for this entity. * <p> * This will be viewable to all players near the entity. * * @param type Effect to play. */ public void playEffect(EntityEffect type); /** * Get the type of the entity. * * @return The entity type. */ public EntityType getType(); /** * 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 Entity getVehicle(); // Spigot Start public class Spigot { /** * Returns whether this entity is invulnerable. * * @return True if the entity is invulnerable. */ public boolean isInvulnerable() { throw new UnsupportedOperationException("Not supported yet."); } } Spigot spigot(); // Spigot End }