package org.bukkit.entity; import java.util.Collection; import org.bukkit.GameMode; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.NamespacedKey; import org.bukkit.inventory.MainHand; import org.bukkit.inventory.Merchant; 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; /** * Represents a human entity, such as an NPC or a player */ public interface HumanEntity extends LivingEntity, AnimalTamer, 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(); /** * Gets the player's selected main hand * * @return the players main hand */ public MainHand getMainHand(); /** * 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); /** * Starts a trade between the player and the villager. * * Note that only one player may trade with a villager at once. You must use * the force parameter for this. * * @param trader The merchant to trade with. Cannot be null. * @param force whether to force the trade even if another player is trading * @return The newly opened inventory view, or null if it could not be * opened. */ public InventoryView openMerchant(Villager trader, boolean force); /** * Starts a trade between the player and the merchant. * * Note that only one player may trade with a merchant at once. You must use * the force parameter for this. * * @param merchant The merchant to trade with. Cannot be null. * @param force whether to force the trade even if another player is trading * @return The newly opened inventory view, or null if it could not be * opened. */ public InventoryView openMerchant(Merchant merchant, boolean force); /** * 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. * @deprecated Humans may now dual wield in their off hand, use explicit * methods in {@link PlayerInventory}. */ @Deprecated 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 * @deprecated Humans may now dual wield in their off hand, use explicit * methods in {@link PlayerInventory}. */ @Deprecated 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); /** * Check whether a cooldown is active on the specified material. * * @param material the material to check * @return if a cooldown is active on the material */ public boolean hasCooldown(Material material); /** * Get the cooldown time in ticks remaining for the specified material. * * @param material the material to check * @return the remaining cooldown time in ticks */ public int getCooldown(Material material); /** * Set a cooldown on the specified material for a certain amount of ticks. * ticks. 0 ticks will result in the removal of the cooldown. *
* Cooldowns are used by the server for items such as ender pearls and * shields to prevent them from being used repeatedly. *
* Note that cooldowns will not by themselves stop an item from being used
* for attacking.
*
* @param material the material to set the cooldown for
* @param ticks the amount of ticks to set or 0 to remove
*/
public void setCooldown(Material material, int ticks);
/**
* 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 human's current {@link GameMode}
*
* @return Current game mode
*/
public GameMode getGameMode();
/**
* Sets this human's current {@link GameMode}
*
* @param mode New game mode
*/
public void setGameMode(GameMode mode);
/**
* Check if the player is currently blocking (ie with a shield).
*
* @return Whether they are blocking.
*/
public boolean isBlocking();
/**
* Check if the player currently has their hand raised (ie about to begin
* blocking).
*
* @return Whether their hand is raised
*/
public boolean isHandRaised();
/**
* Get the total amount of experience required for the player to level
*
* @return Experience required to level up
*/
public int getExpToLevel();
/**
* Discover a recipe for this player such that it has not already been
* discovered. This method will add the key's associated recipe to the
* player's recipe book.
*
* @param recipe the key of the recipe to discover
*
* @return whether or not the recipe was newly discovered
*/
public boolean discoverRecipe(NamespacedKey recipe);
/**
* Discover a collection of recipes for this player such that they have not
* already been discovered. This method will add the keys' associated
* recipes to the player's recipe book. If a recipe in the provided
* collection has already been discovered, it will be silently ignored.
*
* @param recipes the keys of the recipes to discover
*
* @return the amount of newly discovered recipes where 0 indicates that
* none were newly discovered and a number equal to {@code recipes.size()}
* indicates that all were new
*/
public int discoverRecipes(Collection
* The returned entity will not be spawned within the world, so most
* operations are invalid unless the entity is first spawned in.
*
* @return left shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated
public Entity getShoulderEntityLeft();
/**
* Sets the entity currently perched on the left shoulder, or null to
* remove. This method will remove the entity from the world.
*
* Note that only a copy of the entity will be set to display on the
* shoulder.
*
* Also note that the client will currently only render {@link Parrot}
* entities.
*
* @param entity left shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated
public void setShoulderEntityLeft(Entity entity);
/**
* Gets the entity currently perched on the right shoulder or null if no
* entity.
*
* The returned entity will not be spawned within the world, so most
* operations are invalid unless the entity is first spawned in.
*
* @return right shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated
public Entity getShoulderEntityRight();
/**
* Sets the entity currently perched on the right shoulder, or null to
* remove. This method will remove the entity from the world.
*
* Note that only a copy of the entity will be set to display on the
* shoulder.
*
* Also note that the client will currently only render {@link Parrot}
* entities.
*
* @param entity right shoulder entity
* @deprecated There are currently no well defined semantics regarding
* serialized entities in Bukkit. Use with care.
*/
@Deprecated
public void setShoulderEntityRight(Entity entity);
}