Newer
Older
ultramine_bukkit / src / main / java / org / bukkit / entity / Player.java
@vlad20012 vlad20012 on 24 Feb 2017 35 KB initial
package org.bukkit.entity;

import org.bukkit.Achievement;
import org.bukkit.ChatColor;
import org.bukkit.Effect;
import org.bukkit.Instrument;
import org.bukkit.Location;
import org.bukkit.Material;
import org.bukkit.Note;
import org.bukkit.OfflinePlayer;
import org.bukkit.Sound;
import org.bukkit.Statistic;
import org.bukkit.WeatherType;
import org.bukkit.command.CommandSender;
import org.bukkit.conversations.Conversable;
import org.bukkit.map.MapView;
import org.bukkit.plugin.messaging.PluginMessageRecipient;
import org.bukkit.scoreboard.Scoreboard;

import java.net.InetSocketAddress;

/**
 * Represents a player, connected or not
 */
public interface Player extends HumanEntity, Conversable, CommandSender, OfflinePlayer, PluginMessageRecipient
{

	/**
	 * Gets the "friendly" name to display of this player. This may include
	 * color.
	 * <p>
	 * Note that this name will not be displayed in game, only in chat and
	 * places defined by plugins.
	 *
	 * @return the friendly name
	 */
	public String getDisplayName();

	/**
	 * Sets the "friendly" name to display of this player. This may include
	 * color.
	 * <p>
	 * Note that this name will not be displayed in game, only in chat and
	 * places defined by plugins.
	 *
	 * @param name The new display name.
	 */
	public void setDisplayName(String name);

	/**
	 * Gets the name that is shown on the player list.
	 *
	 * @return the player list name
	 */
	public String getPlayerListName();

	/**
	 * Sets the name that is shown on the in-game player list.
	 * <p>
	 * The name cannot be longer than 16 characters, but {@link ChatColor} is
	 * supported.
	 * <p>
	 * If the value is null, the name will be identical to {@link #getName()}.
	 * <p>
	 * This name is case sensitive and unique, two names with different casing
	 * will appear as two different people. If a player joins afterwards with
	 * a name that conflicts with a player's custom list name, the joining
	 * player's player list name will have a random number appended to it (1-2
	 * characters long in the default implementation). If the joining player's
	 * name is 15 or 16 characters long, part of the name will be truncated at
	 * the end to allow the addition of the two digits.
	 *
	 * @param name new player list name
	 * @throws IllegalArgumentException if the name is already used by someone
	 *                                  else
	 * @throws IllegalArgumentException if the length of the name is too long
	 */
	public void setPlayerListName(String name);

	/**
	 * Set the target of the player's compass.
	 *
	 * @param loc Location to point to
	 */
	public void setCompassTarget(Location loc);

	/**
	 * Get the previously set compass target.
	 *
	 * @return location of the target
	 */
	public Location getCompassTarget();

	/**
	 * Gets the socket address of this player
	 *
	 * @return the player's address
	 */
	public InetSocketAddress getAddress();

	/**
	 * Sends this sender a message raw
	 *
	 * @param message Message to be displayed
	 */
	public void sendRawMessage(String message);

	/**
	 * Kicks player with custom kick message.
	 *
	 * @param message kick message
	 */
	public void kickPlayer(String message);

	/**
	 * Says a message (or runs a command).
	 *
	 * @param msg message to print
	 */
	public void chat(String msg);

	/**
	 * Makes the player perform the given command
	 *
	 * @param command Command to perform
	 * @return true if the command was successful, otherwise false
	 */
	public boolean performCommand(String command);

	/**
	 * Returns if the player is in sneak mode
	 *
	 * @return true if player is in sneak mode
	 */
	public boolean isSneaking();

	/**
	 * Sets the sneak mode the player
	 *
	 * @param sneak true if player should appear sneaking
	 */
	public void setSneaking(boolean sneak);

	/**
	 * Gets whether the player is sprinting or not.
	 *
	 * @return true if player is sprinting.
	 */
	public boolean isSprinting();

	/**
	 * Sets whether the player is sprinting or not.
	 *
	 * @param sprinting true if the player should be sprinting
	 */
	public void setSprinting(boolean sprinting);

	/**
	 * Saves the players current location, health, inventory, motion, and
	 * other information into the username.dat file, in the world/player
	 * folder
	 */
	public void saveData();

	/**
	 * Loads the players current location, health, inventory, motion, and
	 * other information from the username.dat file, in the world/player
	 * folder.
	 * <p>
	 * Note: This will overwrite the players current inventory, health,
	 * motion, etc, with the state from the saved dat file.
	 */
	public void loadData();

	/**
	 * Sets whether the player is ignored as not sleeping. If everyone is
	 * either sleeping or has this flag set, then time will advance to the
	 * next day. If everyone has this flag set but no one is actually in bed,
	 * then nothing will happen.
	 *
	 * @param isSleeping Whether to ignore.
	 */
	public void setSleepingIgnored(boolean isSleeping);

	/**
	 * Returns whether the player is sleeping ignored.
	 *
	 * @return Whether player is ignoring sleep.
	 */
	public boolean isSleepingIgnored();

	/**
	 * Play a note for a player at a location. This requires a note block
	 * at the particular location (as far as the client is concerned). This
	 * will not work without a note block. This will not work with cake.
	 *
	 * @param loc        The location of a note block.
	 * @param instrument The instrument ID.
	 * @param note       The note ID.
	 * @deprecated Magic value
	 */
	@Deprecated
	public void playNote(Location loc, byte instrument, byte note);

	/**
	 * Play a note for a player at a location. This requires a note block
	 * at the particular location (as far as the client is concerned). This
	 * will not work without a note block. This will not work with cake.
	 *
	 * @param loc        The location of a note block
	 * @param instrument The instrument
	 * @param note       The note
	 */
	public void playNote(Location loc, Instrument instrument, Note note);


	/**
	 * Play a sound for a player at the location.
	 * <p>
	 * This function will fail silently if Location or Sound are null.
	 *
	 * @param location The location to play the sound
	 * @param sound    The sound to play
	 * @param volume   The volume of the sound
	 * @param pitch    The pitch of the sound
	 */
	public void playSound(Location location, Sound sound, float volume, float pitch);

	/**
	 * Play a sound for a player at the location.
	 * <p>
	 * This function will fail silently if Location or Sound are null. No
	 * sound will be heard by the player if their client does not have the
	 * respective sound for the value passed.
	 *
	 * @param location the location to play the sound
	 * @param sound    the internal sound name to play
	 * @param volume   the volume of the sound
	 * @param pitch    the pitch of the sound
	 * @deprecated Magic value
	 */
	@Deprecated
	public void playSound(Location location, String sound, float volume, float pitch);

	/**
	 * Plays an effect to just this player.
	 *
	 * @param loc    the location to play the effect at
	 * @param effect the {@link Effect}
	 * @param data   a data bit needed for some effects
	 * @deprecated Magic value
	 */
	@Deprecated
	public void playEffect(Location loc, Effect effect, int data);

	/**
	 * Plays an effect to just this player.
	 *
	 * @param loc    the location to play the effect at
	 * @param effect the {@link Effect}
	 * @param data   a data bit needed for some effects
	 */
	public <T> void playEffect(Location loc, Effect effect, T data);

	/**
	 * Send a block change. This fakes a block change packet for a user at a
	 * certain location. This will not actually change the world in any way.
	 *
	 * @param loc      The location of the changed block
	 * @param material The new block
	 * @param data     The block data
	 * @deprecated Magic value
	 */
	@Deprecated
	public void sendBlockChange(Location loc, Material material, byte data);

	/**
	 * Send a chunk change. This fakes a chunk change packet for a user at a
	 * certain location. The updated cuboid must be entirely within a single
	 * chunk. This will not actually change the world in any way.
	 * <p>
	 * At least one of the dimensions of the cuboid must be even. The size of
	 * the data buffer must be 2.5*sx*sy*sz and formatted in accordance with
	 * the Packet51 format.
	 *
	 * @param loc  The location of the cuboid
	 * @param sx   The x size of the cuboid
	 * @param sy   The y size of the cuboid
	 * @param sz   The z size of the cuboid
	 * @param data The data to be sent
	 * @return true if the chunk change packet was sent
	 * @deprecated Magic value
	 */
	@Deprecated
	public boolean sendChunkChange(Location loc, int sx, int sy, int sz, byte[] data);

	/**
	 * Send a block change. This fakes a block change packet for a user at a
	 * certain location. This will not actually change the world in any way.
	 *
	 * @param loc      The location of the changed block
	 * @param material The new block ID
	 * @param data     The block data
	 * @deprecated Magic value
	 */
	@Deprecated
	public void sendBlockChange(Location loc, int material, byte data);

	/**
	 * Send a sign change. This fakes a sign change packet for a user at
	 * a certain location. This will not actually change the world in any way.
	 * This method will use a sign at the location's block or a faked sign
	 * sent via {@link #sendBlockChange(org.bukkit.Location, int, byte)} or
	 * {@link #sendBlockChange(org.bukkit.Location, org.bukkit.Material, byte)}.
	 * <p>
	 * If the client does not have a sign at the given location it will
	 * display an error message to the user.
	 *
	 * @param loc   the location of the sign
	 * @param lines the new text on the sign or null to clear it
	 * @throws IllegalArgumentException if location is null
	 * @throws IllegalArgumentException if lines is non-null and has a length less than 4
	 */
	public void sendSignChange(Location loc, String[] lines) throws IllegalArgumentException;

	/**
	 * Render a map and send it to the player in its entirety. This may be
	 * used when streaming the map in the normal manner is not desirable.
	 *
	 * @param map The map to be sent
	 */
	public void sendMap(MapView map);

	/**
	 * Forces an update of the player's entire inventory.
	 *
	 * @deprecated This method should not be relied upon as it is a temporary
	 * work-around for a larger, more complicated issue.
	 */
	@Deprecated
	public void updateInventory();

	/**
	 * Awards the given achievement and any parent achievements that the
	 * player does not have.
	 *
	 * @param achievement Achievement to award
	 * @throws IllegalArgumentException if achievement is null
	 */
	public void awardAchievement(Achievement achievement);

	/**
	 * Removes the given achievement and any children achievements that the
	 * player has.
	 *
	 * @param achievement Achievement to remove
	 * @throws IllegalArgumentException if achievement is null
	 */
	public void removeAchievement(Achievement achievement);

	/**
	 * Gets whether this player has the given achievement.
	 *
	 * @return whether the player has the achievement
	 * @throws IllegalArgumentException if achievement is null
	 */
	public boolean hasAchievement(Achievement achievement);

	/**
	 * Increments the given statistic for this player.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>incrementStatistic(Statistic, 1)</code>
	 *
	 * @param statistic Statistic to increment
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public void incrementStatistic(Statistic statistic) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>decrementStatistic(Statistic, 1)</code>
	 *
	 * @param statistic Statistic to decrement
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public void decrementStatistic(Statistic statistic) throws IllegalArgumentException;

	/**
	 * Increments the given statistic for this player.
	 *
	 * @param statistic Statistic to increment
	 * @param amount    Amount to increment this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public void incrementStatistic(Statistic statistic, int amount) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player.
	 *
	 * @param statistic Statistic to decrement
	 * @param amount    Amount to decrement this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public void decrementStatistic(Statistic statistic, int amount) throws IllegalArgumentException;

	/**
	 * Sets the given statistic for this player.
	 *
	 * @param statistic Statistic to set
	 * @param newValue  The value to set this statistic to
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if newValue is negative
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public void setStatistic(Statistic statistic, int newValue) throws IllegalArgumentException;

	/**
	 * Gets the value of the given statistic for this player.
	 *
	 * @param statistic Statistic to check
	 * @return the value of the given statistic
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if the statistic requires an
	 *                                  additional parameter
	 */
	public int getStatistic(Statistic statistic) throws IllegalArgumentException;

	/**
	 * Increments the given statistic for this player for the given material.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>incrementStatistic(Statistic, Material, 1)</code>
	 *
	 * @param statistic Statistic to increment
	 * @param material  Material to offset the statistic with
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void incrementStatistic(Statistic statistic, Material material) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player for the given material.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>decrementStatistic(Statistic, Material, 1)</code>
	 *
	 * @param statistic Statistic to decrement
	 * @param material  Material to offset the statistic with
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void decrementStatistic(Statistic statistic, Material material) throws IllegalArgumentException;

	/**
	 * Gets the value of the given statistic for this player.
	 *
	 * @param statistic Statistic to check
	 * @param material  Material offset of the statistic
	 * @return the value of the given statistic
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public int getStatistic(Statistic statistic, Material material) throws IllegalArgumentException;

	/**
	 * Increments the given statistic for this player for the given material.
	 *
	 * @param statistic Statistic to increment
	 * @param material  Material to offset the statistic with
	 * @param amount    Amount to increment this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void incrementStatistic(Statistic statistic, Material material, int amount) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player for the given material.
	 *
	 * @param statistic Statistic to decrement
	 * @param material  Material to offset the statistic with
	 * @param amount    Amount to decrement this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void decrementStatistic(Statistic statistic, Material material, int amount) throws IllegalArgumentException;

	/**
	 * Sets the given statistic for this player for the given material.
	 *
	 * @param statistic Statistic to set
	 * @param material  Material to offset the statistic with
	 * @param newValue  The value to set this statistic to
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if material is null
	 * @throws IllegalArgumentException if newValue is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void setStatistic(Statistic statistic, Material material, int newValue) throws IllegalArgumentException;

	/**
	 * Increments the given statistic for this player for the given entity.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>incrementStatistic(Statistic, EntityType, 1)</code>
	 *
	 * @param statistic  Statistic to increment
	 * @param entityType EntityType to offset the statistic with
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void incrementStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player for the given entity.
	 * <p>
	 * This is equivalent to the following code:
	 * <code>decrementStatistic(Statistic, EntityType, 1)</code>
	 *
	 * @param statistic  Statistic to decrement
	 * @param entityType EntityType to offset the statistic with
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void decrementStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException;

	/**
	 * Gets the value of the given statistic for this player.
	 *
	 * @param statistic  Statistic to check
	 * @param entityType EntityType offset of the statistic
	 * @return the value of the given statistic
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public int getStatistic(Statistic statistic, EntityType entityType) throws IllegalArgumentException;

	/**
	 * Increments the given statistic for this player for the given entity.
	 *
	 * @param statistic  Statistic to increment
	 * @param entityType EntityType to offset the statistic with
	 * @param amount     Amount to increment this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void incrementStatistic(Statistic statistic, EntityType entityType, int amount) throws IllegalArgumentException;

	/**
	 * Decrements the given statistic for this player for the given entity.
	 *
	 * @param statistic  Statistic to decrement
	 * @param entityType EntityType to offset the statistic with
	 * @param amount     Amount to decrement this statistic by
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if amount is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void decrementStatistic(Statistic statistic, EntityType entityType, int amount);

	/**
	 * Sets the given statistic for this player for the given entity.
	 *
	 * @param statistic  Statistic to set
	 * @param entityType EntityType to offset the statistic with
	 * @param newValue   The value to set this statistic to
	 * @throws IllegalArgumentException if statistic is null
	 * @throws IllegalArgumentException if entityType is null
	 * @throws IllegalArgumentException if newValue is negative
	 * @throws IllegalArgumentException if the given parameter is not valid
	 *                                  for the statistic
	 */
	public void setStatistic(Statistic statistic, EntityType entityType, int newValue);

	/**
	 * Sets the current time on the player's client. When relative is true the
	 * player's time will be kept synchronized to its world time with the
	 * specified offset.
	 * <p>
	 * When using non relative time the player's time will stay fixed at the
	 * specified time parameter. It's up to the caller to continue updating
	 * the player's time. To restore player time to normal use
	 * resetPlayerTime().
	 *
	 * @param time     The current player's perceived time or the player's time
	 *                 offset from the server time.
	 * @param relative When true the player time is kept relative to its world
	 *                 time.
	 */
	public void setPlayerTime(long time, boolean relative);

	/**
	 * Returns the player's current timestamp.
	 *
	 * @return The player's time
	 */
	public long getPlayerTime();

	/**
	 * Returns the player's current time offset relative to server time, or
	 * the current player's fixed time if the player's time is absolute.
	 *
	 * @return The player's time
	 */
	public long getPlayerTimeOffset();

	/**
	 * Returns true if the player's time is relative to the server time,
	 * otherwise the player's time is absolute and will not change its current
	 * time unless done so with setPlayerTime().
	 *
	 * @return true if the player's time is relative to the server time.
	 */
	public boolean isPlayerTimeRelative();

	/**
	 * Restores the normal condition where the player's time is synchronized
	 * with the server time.
	 * <p>
	 * Equivalent to calling setPlayerTime(0, true).
	 */
	public void resetPlayerTime();

	/**
	 * Sets the type of weather the player will see.  When used, the weather
	 * status of the player is locked until {@link #resetPlayerWeather()} is
	 * used.
	 *
	 * @param type The WeatherType enum type the player should experience
	 */
	public void setPlayerWeather(WeatherType type);

	/**
	 * Returns the type of weather the player is currently experiencing.
	 *
	 * @return The WeatherType that the player is currently experiencing or
	 * null if player is seeing server weather.
	 */
	public WeatherType getPlayerWeather();

	/**
	 * Restores the normal condition where the player's weather is controlled
	 * by server conditions.
	 */
	public void resetPlayerWeather();

	/**
	 * Gives the player the amount of experience specified.
	 *
	 * @param amount Exp amount to give
	 */
	public void giveExp(int amount);

	/**
	 * Gives the player the amount of experience levels specified. Levels can
	 * be taken by specifying a negative amount.
	 *
	 * @param amount amount of experience levels to give or take
	 */
	public void giveExpLevels(int amount);

	/**
	 * Gets the players current experience points towards the next level.
	 * <p>
	 * This is a percentage value. 0 is "no progress" and 1 is "next level".
	 *
	 * @return Current experience points
	 */
	public float getExp();

	/**
	 * Sets the players current experience points towards the next level
	 * <p>
	 * This is a percentage value. 0 is "no progress" and 1 is "next level".
	 *
	 * @param exp New experience points
	 */
	public void setExp(float exp);

	/**
	 * Gets the players current experience level
	 *
	 * @return Current experience level
	 */
	public int getLevel();

	/**
	 * Sets the players current experience level
	 *
	 * @param level New experience level
	 */
	public void setLevel(int level);

	/**
	 * Gets the players total experience points
	 *
	 * @return Current total experience points
	 */
	public int getTotalExperience();

	/**
	 * Sets the players current experience level
	 *
	 * @param exp New experience level
	 */
	public void setTotalExperience(int exp);

	/**
	 * Gets the players current exhaustion level.
	 * <p>
	 * Exhaustion controls how fast the food level drops. While you have a
	 * certain amount of exhaustion, your saturation will drop to zero, and
	 * then your food will drop to zero.
	 *
	 * @return Exhaustion level
	 */
	public float getExhaustion();

	/**
	 * Sets the players current exhaustion level
	 *
	 * @param value Exhaustion level
	 */
	public void setExhaustion(float value);

	/**
	 * Gets the players current saturation level.
	 * <p>
	 * Saturation is a buffer for food level. Your food level will not drop if
	 * you are saturated > 0.
	 *
	 * @return Saturation level
	 */
	public float getSaturation();

	/**
	 * Sets the players current saturation level
	 *
	 * @param value Saturation level
	 */
	public void setSaturation(float value);

	/**
	 * Gets the players current food level
	 *
	 * @return Food level
	 */
	public int getFoodLevel();

	/**
	 * Sets the players current food level
	 *
	 * @param value New food level
	 */
	public void setFoodLevel(int value);

	/**
	 * Gets the Location where the player will spawn at their bed, null if
	 * they have not slept in one or their current bed spawn is invalid.
	 *
	 * @return Bed Spawn Location if bed exists, otherwise null.
	 */
	public Location getBedSpawnLocation();

	/**
	 * Sets the Location where the player will spawn at their bed.
	 *
	 * @param location where to set the respawn location
	 */
	public void setBedSpawnLocation(Location location);

	/**
	 * Sets the Location where the player will spawn at their bed.
	 *
	 * @param location where to set the respawn location
	 * @param force    whether to forcefully set the respawn location even if a
	 *                 valid bed is not present
	 */
	public void setBedSpawnLocation(Location location, boolean force);

	/**
	 * Determines if the Player is allowed to fly via jump key double-tap like
	 * in creative mode.
	 *
	 * @return True if the player is allowed to fly.
	 */
	public boolean getAllowFlight();

	/**
	 * Sets if the Player is allowed to fly via jump key double-tap like in
	 * creative mode.
	 *
	 * @param flight If flight should be allowed.
	 */
	public void setAllowFlight(boolean flight);

	/**
	 * Hides a player from this player
	 *
	 * @param player Player to hide
	 */
	public void hidePlayer(Player player);

	/**
	 * Allows this player to see a player that was previously hidden
	 *
	 * @param player Player to show
	 */
	public void showPlayer(Player player);

	/**
	 * Checks to see if a player has been hidden from this player
	 *
	 * @param player Player to check
	 * @return True if the provided player is not being hidden from this
	 * player
	 */
	public boolean canSee(Player player);

	/**
	 * Checks to see if this player is currently standing on a block. This
	 * information may not be reliable, as it is a state provided by the
	 * client, and may therefore not be accurate.
	 *
	 * @return True if the player standing on a solid block, else false.
	 * @deprecated Inconsistent with {@link
	 * org.bukkit.entity.Entity#isOnGround()}
	 */
	@Deprecated
	public boolean isOnGround();

	/**
	 * Checks to see if this player is currently flying or not.
	 *
	 * @return True if the player is flying, else false.
	 */
	public boolean isFlying();

	/**
	 * Makes this player start or stop flying.
	 *
	 * @param value True to fly.
	 */
	public void setFlying(boolean value);

	/**
	 * Sets the speed at which a client will fly. Negative values indicate
	 * reverse directions.
	 *
	 * @param value The new speed, from -1 to 1.
	 * @throws IllegalArgumentException If new speed is less than -1 or
	 *                                  greater than 1
	 */
	public void setFlySpeed(float value) throws IllegalArgumentException;

	/**
	 * Sets the speed at which a client will walk. Negative values indicate
	 * reverse directions.
	 *
	 * @param value The new speed, from -1 to 1.
	 * @throws IllegalArgumentException If new speed is less than -1 or
	 *                                  greater than 1
	 */
	public void setWalkSpeed(float value) throws IllegalArgumentException;

	/**
	 * Gets the current allowed speed that a client can fly.
	 *
	 * @return The current allowed speed, from -1 to 1
	 */
	public float getFlySpeed();

	/**
	 * Gets the current allowed speed that a client can walk.
	 *
	 * @return The current allowed speed, from -1 to 1
	 */
	public float getWalkSpeed();

	/**
	 * Request that the player's client download and switch texture packs.
	 * <p>
	 * The player's client will download the new texture pack asynchronously
	 * in the background, and will automatically switch to it once the
	 * download is complete. If the client has downloaded and cached the same
	 * texture pack in the past, it will perform a quick timestamp check over
	 * the network to determine if the texture pack has changed and needs to
	 * be downloaded again. When this request is sent for the very first time
	 * from a given server, the client will first display a confirmation GUI
	 * to the player before proceeding with the download.
	 * <p>
	 * Notes:
	 * <ul>
	 * <li>Players can disable server textures on their client, in which
	 * case this method will have no affect on them.
	 * <li>There is no concept of resetting texture packs back to default
	 * within Minecraft, so players will have to relog to do so.
	 * </ul>
	 *
	 * @param url The URL from which the client will download the texture
	 *            pack. The string must contain only US-ASCII characters and should
	 *            be encoded as per RFC 1738.
	 * @throws IllegalArgumentException Thrown if the URL is null.
	 * @throws IllegalArgumentException Thrown if the URL is too long.
	 * @deprecated Minecraft no longer uses textures packs. Instead you
	 * should use {@link #setResourcePack(String)}.
	 */
	@Deprecated
	public void setTexturePack(String url);

	/**
	 * Request that the player's client download and switch resource packs.
	 * <p>
	 * The player's client will download the new resource pack asynchronously
	 * in the background, and will automatically switch to it once the
	 * download is complete. If the client has downloaded and cached the same
	 * resource pack in the past, it will perform a quick timestamp check
	 * over the network to determine if the resource pack has changed and
	 * needs to be downloaded again. When this request is sent for the very
	 * first time from a given server, the client will first display a
	 * confirmation GUI to the player before proceeding with the download.
	 * <p>
	 * Notes:
	 * <ul>
	 * <li>Players can disable server resources on their client, in which
	 * case this method will have no affect on them.
	 * <li>There is no concept of resetting resource packs back to default
	 * within Minecraft, so players will have to relog to do so.
	 * </ul>
	 *
	 * @param url The URL from which the client will download the resource
	 *            pack. The string must contain only US-ASCII characters and should
	 *            be encoded as per RFC 1738.
	 * @throws IllegalArgumentException Thrown if the URL is null.
	 * @throws IllegalArgumentException Thrown if the URL is too long. The
	 *                                  length restriction is an implementation specific arbitrary value.
	 */
	public void setResourcePack(String url);

	/**
	 * Gets the Scoreboard displayed to this player
	 *
	 * @return The current scoreboard seen by this player
	 */
	public Scoreboard getScoreboard();

	/**
	 * Sets the player's visible Scoreboard.
	 *
	 * @param scoreboard New Scoreboard for the player
	 * @throws IllegalArgumentException if scoreboard is null
	 * @throws IllegalArgumentException if scoreboard was not created by the
	 *                                  {@link org.bukkit.scoreboard.ScoreboardManager scoreboard manager}
	 * @throws IllegalStateException    if this is a player that is not logged
	 *                                  yet or has logged out
	 */
	public void setScoreboard(Scoreboard scoreboard) throws IllegalArgumentException, IllegalStateException;

	/**
	 * Gets if the client is displayed a 'scaled' health, that is, health on a
	 * scale from 0-{@link #getHealthScale()}.
	 *
	 * @return if client health display is scaled
	 * @see Player#setHealthScaled(boolean)
	 */
	public boolean isHealthScaled();

	/**
	 * Sets if the client is displayed a 'scaled' health, that is, health on a
	 * scale from 0-{@link #getHealthScale()}.
	 * <p>
	 * Displayed health follows a simple formula <code>displayedHealth =
	 * getHealth() / getMaxHealth() * getHealthScale()</code>.
	 *
	 * @param scale if the client health display is scaled
	 */
	public void setHealthScaled(boolean scale);

	/**
	 * Sets the number to scale health to for the client; this will also
	 * {@link #setHealthScaled(boolean) setHealthScaled(true)}.
	 * <p>
	 * Displayed health follows a simple formula <code>displayedHealth =
	 * getHealth() / getMaxHealth() * getHealthScale()</code>.
	 *
	 * @param scale the number to scale health to
	 * @throws IllegalArgumentException if scale is &lt;0
	 * @throws IllegalArgumentException if scale is {@link Double#NaN}
	 * @throws IllegalArgumentException if scale is too high
	 */
	public void setHealthScale(double scale) throws IllegalArgumentException;

	/**
	 * Gets the number that health is scaled to for the client.
	 *
	 * @return the number that health would be scaled to for the client if
	 * HealthScaling is set to true
	 * @see Player#setHealthScale(double)
	 * @see Player#setHealthScaled(boolean)
	 */
	public double getHealthScale();

	// Spigot start
	public class Spigot extends Entity.Spigot
	{

		/**
		 * Gets the connection address of this player, regardless of whether it
		 * has been spoofed or not.
		 *
		 * @return the player's connection address
		 */
		public InetSocketAddress getRawAddress()
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		public void playEffect(Location location, Effect effect, int id, int data, float offsetX, float offsetY, float offsetZ, float speed, int particleCount, int radius)
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		/**
		 * Gets whether the player collides with entities
		 *
		 * @return the player's collision toggle state
		 */
		public boolean getCollidesWithEntities()
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		/**
		 * Sets whether the player collides with entities
		 *
		 * @param collides whether the player should collide with entities or
		 *                 not.
		 */
		public void setCollidesWithEntities(boolean collides)
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		/**
		 * Respawns the player if dead.
		 */
		public void respawn()
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		/**
		 * Gets player locale language.
		 *
		 * @return the player's client language settings
		 */
		public String getLocale()
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}

		/**
		 * Gets all players hidden with {@link hidePlayer(org.bukkit.entity.Player)}.
		 *
		 * @return a Set with all hidden players
		 */
		public java.util.Set<Player> getHiddenPlayers()
		{
			throw new UnsupportedOperationException("Not supported yet.");
		}
	}

	Spigot spigot();
	// Spigot end
}