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
}