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(); }