Package org.bukkit.entity
Interface HumanEntity
- All Superinterfaces:
AnimalTamer
,Attributable
,CommandSender
,Damageable
,Entity
,InventoryHolder
,LivingEntity
,Metadatable
,Nameable
,Permissible
,PersistentDataHolder
,ProjectileSource
,ServerOperator
- All Known Subinterfaces:
Player
public interface HumanEntity extends LivingEntity, AnimalTamer, InventoryHolder
Represents a human entity, such as an NPC or a player
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Nested Class Summary
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Method Summary
Modifier and Type Method Description void
closeInventory()
Force-closes the currently open inventory view for this player, if any.boolean
discoverRecipe(NamespacedKey recipe)
Discover a recipe for this player such that it has not already been discovered.int
discoverRecipes(Collection<NamespacedKey> recipes)
Discover a collection of recipes for this player such that they have not already been discovered.boolean
dropItem(boolean dropAll)
Make the entity drop the item in their hand.float
getAttackCooldown()
Gets the current cooldown for a player's attack.Location
getBedLocation()
Gets the location of the bed the player is currently sleeping inint
getCooldown(Material material)
Get the cooldown time in ticks remaining for the specified material.Set<NamespacedKey>
getDiscoveredRecipes()
Get an immutable set of recipes this entity has discovered.Inventory
getEnderChest()
Get the player's EnderChest inventoryint
getExpToLevel()
Get the total amount of experience required for the player to levelGameMode
getGameMode()
Gets this human's currentGameMode
PlayerInventory
getInventory()
Get the player's inventory.ItemStack
getItemInHand()
Deprecated.Humans may now dual wield in their off hand, use explicit methods inPlayerInventory
.ItemStack
getItemOnCursor()
Returns the ItemStack currently on your cursor, can be empty.MainHand
getMainHand()
Gets the player's selected main handString
getName()
Returns the name of this playerInventoryView
getOpenInventory()
Gets the inventory view the player is currently viewing.Entity
getShoulderEntityLeft()
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit.Entity
getShoulderEntityRight()
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit.int
getSleepTicks()
Get the sleep ticks of the player.boolean
hasCooldown(Material material)
Check whether a cooldown is active on the specified material.boolean
hasDiscoveredRecipe(NamespacedKey recipe)
Check whether or not this entity has discovered the specified recipe.boolean
isBlocking()
Check if the player is currently blocking (ie with a shield).boolean
isHandRaised()
Check if the player currently has their hand raised (ie about to begin blocking).InventoryView
openEnchanting(Location location, boolean force)
Opens an empty enchanting inventory window with the player's inventory on the bottom.InventoryView
openInventory(Inventory inventory)
Opens an inventory window with the specified inventory on the top and the player's inventory on the bottom.void
openInventory(InventoryView inventory)
Opens an inventory window to the specified inventory view.InventoryView
openMerchant(Villager trader, boolean force)
Starts a trade between the player and the villager.InventoryView
openMerchant(Merchant merchant, boolean force)
Starts a trade between the player and the merchant.InventoryView
openWorkbench(Location location, boolean force)
Opens an empty workbench inventory window with the player's inventory on the bottom.void
setCooldown(Material material, int ticks)
Set a cooldown on the specified material for a certain amount of ticks.void
setGameMode(GameMode mode)
Sets this human's currentGameMode
void
setItemInHand(ItemStack item)
Deprecated.Humans may now dual wield in their off hand, use explicit methods inPlayerInventory
.void
setItemOnCursor(ItemStack item)
Sets the item to the given ItemStack, this will replace whatever the user was moving.void
setShoulderEntityLeft(Entity entity)
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit.void
setShoulderEntityRight(Entity entity)
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit.boolean
setWindowProperty(InventoryView.Property prop, int value)
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.boolean
sleep(Location location, boolean force)
Attempts to make the entity sleep at the given location.boolean
undiscoverRecipe(NamespacedKey recipe)
Undiscover a recipe for this player such that it has already been discovered.int
undiscoverRecipes(Collection<NamespacedKey> recipes)
Undiscover a collection of recipes for this player such that they have already been discovered.void
wakeup(boolean setSpawnLocation)
Causes the player to wakeup if they are currently sleeping.Methods inherited from interface org.bukkit.command.CommandSender
sendMessage, sendMessage, sendMessage, sendMessage
Methods inherited from interface org.bukkit.entity.Damageable
damage, damage, getAbsorptionAmount, getHealth, getMaxHealth, resetMaxHealth, setAbsorptionAmount, setHealth, setMaxHealth
Methods inherited from interface org.bukkit.entity.Entity
addPassenger, addScoreboardTag, eject, getBoundingBox, getEntityId, getFacing, getFallDistance, getFireTicks, getHeight, getLastDamageCause, getLocation, getLocation, getMaxFireTicks, getNearbyEntities, getPassenger, getPassengers, getPistonMoveReaction, getPortalCooldown, getPose, getScoreboardTags, getServer, getTicksLived, getType, getUniqueId, getVehicle, getVelocity, getWidth, getWorld, hasGravity, isCustomNameVisible, isDead, isEmpty, isGlowing, isInsideVehicle, isInvulnerable, isInWater, isOnGround, isPersistent, isSilent, isValid, leaveVehicle, playEffect, remove, removePassenger, removeScoreboardTag, setCustomNameVisible, setFallDistance, setFireTicks, setGlowing, setGravity, setInvulnerable, setLastDamageCause, setPassenger, setPersistent, setPortalCooldown, setRotation, setSilent, setTicksLived, setVelocity, spigot, teleport, teleport, teleport, teleport
Methods inherited from interface org.bukkit.entity.LivingEntity
addPotionEffect, addPotionEffect, addPotionEffects, attack, getActivePotionEffects, getArrowCooldown, getArrowsInBody, getCanPickupItems, getCategory, getCollidableExemptions, getEquipment, getEyeHeight, getEyeHeight, getEyeLocation, getKiller, getLastDamage, getLastTwoTargetBlocks, getLeashHolder, getLineOfSight, getMaximumAir, getMaximumNoDamageTicks, getMemory, getNoDamageTicks, getPotionEffect, getRemainingAir, getRemoveWhenFarAway, getTargetBlock, getTargetBlockExact, getTargetBlockExact, hasAI, hasLineOfSight, hasPotionEffect, isCollidable, isGliding, isInvisible, isLeashed, isRiptiding, isSleeping, isSwimming, rayTraceBlocks, rayTraceBlocks, removePotionEffect, setAI, setArrowCooldown, setArrowsInBody, setCanPickupItems, setCollidable, setGliding, setInvisible, setLastDamage, setLeashHolder, setMaximumAir, setMaximumNoDamageTicks, setMemory, setNoDamageTicks, setRemainingAir, setRemoveWhenFarAway, setSwimming, swingMainHand, swingOffHand
Methods inherited from interface org.bukkit.metadata.Metadatable
getMetadata, hasMetadata, removeMetadata, setMetadata
Methods inherited from interface org.bukkit.permissions.Permissible
addAttachment, addAttachment, addAttachment, addAttachment, getEffectivePermissions, hasPermission, hasPermission, isPermissionSet, isPermissionSet, recalculatePermissions, removeAttachment
Methods inherited from interface org.bukkit.persistence.PersistentDataHolder
getPersistentDataContainer
Methods inherited from interface org.bukkit.projectiles.ProjectileSource
launchProjectile, launchProjectile
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Method Details
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getName
Returns the name of this player- Specified by:
getName
in interfaceAnimalTamer
- Specified by:
getName
in interfaceCommandSender
- Returns:
- Player name
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getInventory
Get the player's inventory.- Specified by:
getInventory
in interfaceInventoryHolder
- Returns:
- The inventory of the player, this also contains the armor slots.
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getEnderChest
Get the player's EnderChest inventory- Returns:
- The EnderChest of the player
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getMainHand
Gets the player's selected main hand- Returns:
- the players main hand
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setWindowProperty
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.- Parameters:
prop
- The property.value
- The value to set the property to.- Returns:
- True if the property was successfully set.
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getOpenInventory
Gets the inventory view the player is currently viewing. If they do not have an inventory window open, it returns their internal crafting view.- Returns:
- The inventory view.
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openInventory
Opens an inventory window with the specified inventory on the top and the player's inventory on the bottom.- Parameters:
inventory
- The inventory to open- Returns:
- The newly opened inventory view
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openWorkbench
Opens an empty workbench inventory window with the player's inventory on the bottom.- Parameters:
location
- The location to attach it to. If null, the player's location is used.force
- If false, and there is no workbench block at the location, no inventory will be opened and null will be returned.- Returns:
- The newly opened inventory view, or null if it could not be opened.
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openEnchanting
Opens an empty enchanting inventory window with the player's inventory on the bottom.- Parameters:
location
- The location to attach it to. If null, the player's location is used.force
- If false, and there is no enchanting table at the location, no inventory will be opened and null will be returned.- Returns:
- The newly opened inventory view, or null if it could not be opened.
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openInventory
Opens an inventory window to the specified inventory view.- Parameters:
inventory
- The view to open
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openMerchant
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.- Parameters:
trader
- The merchant to trade with. Cannot be null.force
- whether to force the trade even if another player is trading- Returns:
- The newly opened inventory view, or null if it could not be opened.
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openMerchant
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.- Parameters:
merchant
- The merchant to trade with. Cannot be null.force
- whether to force the trade even if another player is trading- Returns:
- The newly opened inventory view, or null if it could not be opened.
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closeInventory
void closeInventory()Force-closes the currently open inventory view for this player, if any. -
getItemInHand
Deprecated.Humans may now dual wield in their off hand, use explicit methods inPlayerInventory
.Returns the ItemStack currently in your hand, can be empty.- Returns:
- The ItemStack of the item you are currently holding.
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setItemInHand
Deprecated.Humans may now dual wield in their off hand, use explicit methods inPlayerInventory
.Sets the item to the given ItemStack, this will replace whatever the user was holding.- Parameters:
item
- The ItemStack which will end up in the hand
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getItemOnCursor
Returns the ItemStack currently on your cursor, can be empty. Will always be empty if the player currently has no open window.- Returns:
- The ItemStack of the item you are currently moving around.
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setItemOnCursor
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.- Parameters:
item
- The ItemStack which will end up in the hand
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hasCooldown
Check whether a cooldown is active on the specified material.- Parameters:
material
- the material to check- Returns:
- if a cooldown is active on the material
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getCooldown
Get the cooldown time in ticks remaining for the specified material.- Parameters:
material
- the material to check- Returns:
- the remaining cooldown time in ticks
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setCooldown
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.
- Parameters:
material
- the material to set the cooldown forticks
- the amount of ticks to set or 0 to remove
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getSleepTicks
int getSleepTicks()Get the sleep ticks of the player. This value may be capped.- Returns:
- slumber ticks
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sleep
Attempts to make the entity sleep at the given location.
The location must be in the current world and have a bed placed at the location. The game may also enforce other requirements such as proximity to bed, monsters, and dimension type if force is not set.- Parameters:
location
- the location of the bedforce
- whether to try and sleep at the location even if not normally possible- Returns:
- whether the sleep was successful
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wakeup
void wakeup(boolean setSpawnLocation)Causes the player to wakeup if they are currently sleeping.- Parameters:
setSpawnLocation
- whether to set their spawn location to the bed they are currently sleeping in- Throws:
IllegalStateException
- if not sleeping
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getBedLocation
Gets the location of the bed the player is currently sleeping in- Returns:
- location
- Throws:
IllegalStateException
- if not sleeping
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getGameMode
Gets this human's currentGameMode
- Returns:
- Current game mode
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setGameMode
Sets this human's currentGameMode
- Parameters:
mode
- New game mode
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isBlocking
boolean isBlocking()Check if the player is currently blocking (ie with a shield).- Returns:
- Whether they are blocking.
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isHandRaised
boolean isHandRaised()Check if the player currently has their hand raised (ie about to begin blocking).- Returns:
- Whether their hand is raised
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getExpToLevel
int getExpToLevel()Get the total amount of experience required for the player to level- Returns:
- Experience required to level up
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getAttackCooldown
float getAttackCooldown()Gets the current cooldown for a player's attack. This is used to calculate damage, with 1.0 representing a fully charged attack and 0.0 representing a non-charged attack- Returns:
- A float between 0.0-1.0 representing the progress of the charge
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discoverRecipe
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.- Parameters:
recipe
- the key of the recipe to discover- Returns:
- whether or not the recipe was newly discovered
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discoverRecipes
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.- Parameters:
recipes
- the keys of the recipes to discover- Returns:
- the amount of newly discovered recipes where 0 indicates that
none were newly discovered and a number equal to
recipes.size()
indicates that all were new
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undiscoverRecipe
Undiscover a recipe for this player such that it has already been discovered. This method will remove the key's associated recipe from the player's recipe book.- Parameters:
recipe
- the key of the recipe to undiscover- Returns:
- whether or not the recipe was successfully undiscovered (i.e. it was previously discovered)
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undiscoverRecipes
Undiscover a collection of recipes for this player such that they have already been discovered. This method will remove the keys' associated recipes from the player's recipe book. If a recipe in the provided collection has not yet been discovered, it will be silently ignored.- Parameters:
recipes
- the keys of the recipes to undiscover- Returns:
- the amount of undiscovered recipes where 0 indicates that none
were undiscovered and a number equal to
recipes.size()
indicates that all were undiscovered
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hasDiscoveredRecipe
Check whether or not this entity has discovered the specified recipe.- Parameters:
recipe
- the key of the recipe to check- Returns:
- true if discovered, false otherwise
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getDiscoveredRecipes
Get an immutable set of recipes this entity has discovered.- Returns:
- all discovered recipes
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getShoulderEntityLeft
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit. Use with care.Gets the entity currently perched on the left 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.- Returns:
- left shoulder entity
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setShoulderEntityLeft
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit. Use with care.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 renderParrot
entities.- Parameters:
entity
- left shoulder entity
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getShoulderEntityRight
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit. Use with care.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.- Returns:
- right shoulder entity
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setShoulderEntityRight
Deprecated.There are currently no well defined semantics regarding serialized entities in Bukkit. Use with care.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 renderParrot
entities.- Parameters:
entity
- right shoulder entity
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dropItem
boolean dropItem(boolean dropAll)Make the entity drop the item in their hand.
This will force the entity to drop the item they are holding with an option to drop the entireItemStack
or just 1 of the items.- Parameters:
dropAll
- True to drop entire stack, false to drop 1 of the stack- Returns:
- True if item was dropped successfully
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