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ultramine_bukkit / src / main / java / org / bukkit / entity / HumanEntity.java
@vlad20012 vlad20012 on 24 Feb 2017 4 KB initial
package org.bukkit.entity;

import org.bukkit.GameMode;
import org.bukkit.Location;
import org.bukkit.inventory.Inventory;
import org.bukkit.inventory.InventoryHolder;
import org.bukkit.inventory.InventoryView;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.PlayerInventory;
import org.bukkit.permissions.Permissible;

/**
 * Represents a human entity, such as an NPC or a player
 */
public interface HumanEntity extends LivingEntity, AnimalTamer, Permissible, InventoryHolder
{

	/**
	 * Returns the name of this player
	 *
	 * @return Player name
	 */
	public String getName();

	/**
	 * Get the player's inventory.
	 *
	 * @return The inventory of the player, this also contains the armor
	 * slots.
	 */
	public PlayerInventory getInventory();

	/**
	 * Get the player's EnderChest inventory
	 *
	 * @return The EnderChest of the player
	 */
	public Inventory getEnderChest();

	/**
	 * If the player currently has an inventory window open, this method will
	 * set a property of that window, such as the state of a progress bar.
	 *
	 * @param prop  The property.
	 * @param value The value to set the property to.
	 * @return True if the property was successfully set.
	 */
	public boolean setWindowProperty(InventoryView.Property prop, int value);

	/**
	 * Gets the inventory view the player is currently viewing. If they do not
	 * have an inventory window open, it returns their internal crafting view.
	 *
	 * @return The inventory view.
	 */
	public InventoryView getOpenInventory();

	/**
	 * Opens an inventory window with the specified inventory on the top and
	 * the player's inventory on the bottom.
	 *
	 * @param inventory The inventory to open
	 * @return The newly opened inventory view
	 */
	public InventoryView openInventory(Inventory inventory);

	/**
	 * Opens an empty workbench inventory window with the player's inventory
	 * on the bottom.
	 *
	 * @param location The location to attach it to. If null, the player's
	 *                 location is used.
	 * @param force    If false, and there is no workbench block at the location,
	 *                 no inventory will be opened and null will be returned.
	 * @return The newly opened inventory view, or null if it could not be
	 * opened.
	 */
	public InventoryView openWorkbench(Location location, boolean force);

	/**
	 * Opens an empty enchanting inventory window with the player's inventory
	 * on the bottom.
	 *
	 * @param location The location to attach it to. If null, the player's
	 *                 location is used.
	 * @param force    If false, and there is no enchanting table at the
	 *                 location, no inventory will be opened and null will be returned.
	 * @return The newly opened inventory view, or null if it could not be
	 * opened.
	 */
	public InventoryView openEnchanting(Location location, boolean force);

	/**
	 * Opens an inventory window to the specified inventory view.
	 *
	 * @param inventory The view to open
	 */
	public void openInventory(InventoryView inventory);

	/**
	 * Force-closes the currently open inventory view for this player, if any.
	 */
	public void closeInventory();

	/**
	 * Returns the ItemStack currently in your hand, can be empty.
	 *
	 * @return The ItemStack of the item you are currently holding.
	 */
	public ItemStack getItemInHand();

	/**
	 * Sets the item to the given ItemStack, this will replace whatever the
	 * user was holding.
	 *
	 * @param item The ItemStack which will end up in the hand
	 */
	public void setItemInHand(ItemStack item);

	/**
	 * Returns the ItemStack currently on your cursor, can be empty. Will
	 * always be empty if the player currently has no open window.
	 *
	 * @return The ItemStack of the item you are currently moving around.
	 */
	public ItemStack getItemOnCursor();

	/**
	 * Sets the item to the given ItemStack, this will replace whatever the
	 * user was moving. Will always be empty if the player currently has no
	 * open window.
	 *
	 * @param item The ItemStack which will end up in the hand
	 */
	public void setItemOnCursor(ItemStack item);

	/**
	 * Returns whether this player is slumbering.
	 *
	 * @return slumber state
	 */
	public boolean isSleeping();

	/**
	 * Get the sleep ticks of the player. This value may be capped.
	 *
	 * @return slumber ticks
	 */
	public int getSleepTicks();

	/**
	 * Gets this humans current {@link GameMode}
	 *
	 * @return Current game mode
	 */
	public GameMode getGameMode();

	/**
	 * Sets this humans current {@link GameMode}
	 *
	 * @param mode New game mode
	 */
	public void setGameMode(GameMode mode);

	/**
	 * Check if the player is currently blocking (ie with a sword).
	 *
	 * @return Whether they are blocking.
	 */
	public boolean isBlocking();

	/**
	 * Get the total amount of experience required for the player to level
	 *
	 * @return Experience required to level up
	 */
	public int getExpToLevel();
}